- Change master sites, add icons - Take maintainership - Remove DEPRECATED, EXPIRATION_DATE - Add dependency for x11/xdialog - Add USE_CSTD=gnu89 - Support STAGEDIR - Remove tutorial* from DOCS, SH scripts which are used to learn how to use XBattle - Add Desktop entry file - Simplify installation handling - Fix MAN to install in man6 - Recreate patch with make makepatch, fix MAN to install in man6 - Add patches, use some Debian patches, fix bad C code and video (Pseudo Color), - Add files/xbattle-menu.in for Desktop with Xdialog - Change pkg-descr, add WWW - Change pkg-plist, remove DOCS
1070 lines
58 KiB
Groff
1070 lines
58 KiB
Groff
--- ./xbattle.man.orig 1995-12-19 23:58:48.000000000 +0100
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+++ ./xbattle.man 2014-03-29 18:28:42.009953797 +0100
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@@ -2,12 +2,12 @@
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.SH NAME
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xbattle \- a multi-user battle strategy game
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.SH SYNOPSIS
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- xbattle [-<color> <display>...] [-<option> <argument>...]
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-.SH
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+ xbattle [\-<color> <display>...] [\-<option> <argument>...]
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+.SH DESCRIPTION
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Assign a team color and display to each player, and any number of
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options with argument where required. <color> can be a monochrome
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-tone, -black -white -dark -light, or a color, -red -green -blue ;
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+tone, \-black \-white \-dark \-light, or a color, \-red \-green \-blue ;
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<display> is the name of the x display for each player. Command line
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arguments can be supplied in any order. For a quick introduction, go
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straight to the EXAMPLES section below. Also, see the tutorials
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@@ -17,96 +17,95 @@
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.SH OPTIONS
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.nf
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-...........................................................|
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USAGE: xbattle <args>
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- -<c1> <str> color to display name <str>
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- -<c1>_<c2> <str> colors to display name <str>
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- -area troops proportional to area
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- -attack allow use of attack key
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- -armies <int> number of ordered armies
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- -basemap use map scheme, bases visible
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- -bases <int> number of ordered bases
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- -board <int> size of board (in cells, x=y)
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- -boardx <int> width of board (in cells)
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- -boardy <int> height of board (in cells)
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- -border <int> border around board
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- -bound allow drag-bounded vector sets
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- -build <int> build cities with <int> segments
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- -build_cost <int> cost to build city segment
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- -build_limit <int> limit cities each side can build
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- -color <spec> set RGB values for color <str>
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- -color_inverse <spec> set color <s1> inverse to <s2>
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- -decay <int> make troops slowly die off
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- -diamond use diamond tiling
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- -dig [int] [int] step terrain lowering
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- -dig_cost <int> cost of each dig step
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- -digin <int> provide entrenchment
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- -disrupt attacks break supply lines
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- -draw <int> specify a troop drawing method
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- -dump <file> dump configuration to <file>
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- -edit [file] interactively edit xbattle board
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- -erode make unused paths erode
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- -erode_thresh <int> threshold for erosion
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- -farms <int> troops slowly grow
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- -fight <int> intensity of fighting
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- -fill [int] [int] step terrain raising
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- -fill_cost <int> cost of each fill step
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- -forest <int> density of forest
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- -forest_color <spec> RGB values for forest level
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- -forest_tones <int> number of forest levels
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- -grid show grid
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- -guns <int> range of artillery
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- -guns_cost <int> cost of each artillery shell
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- -guns_damage <int> damage done by artillery shell
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- -help print argument list
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- -hex use hexagonal tiling
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- -hidden invisible enemy vectors
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- -hills <int> slope of hills
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- -hill_color <spec> RGB values for hill level <int>
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- -hill_tones <int> number of allowable hill levels
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- -horizon [int] can't see enemy past [int] cells
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- -load [file] load board from [file]
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- -localmap mapping with invisible terrain
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- -manage managed control of commands
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- -manpos manual positioning of board
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- -map use basic map scheme
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- -march <int> number of delays between marches
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- -maxval <int> maximum cell troop capacity
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- -militia <int> randomly distributed troops
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- -move <int> speed of troop flow
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- -nospigot [int] cease attack if outnumbered
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- -octagon use octagonal/square tiling
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- -options <file> read xbattle options from <file>
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- -opt_file.xbo shorthand -options opt_file.xbo
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- -overwrite just use terrain from load file
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- -para <int> range of paratroopers
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- -para_cost <int> cost of each paratrooper
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- -para_damage <int> invading strength of paratrooper
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- -peaks <int> number of terrain peaks
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- -peak_bias <float> peak distribution bias (0.0-2.0)
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- -rbases <int> number of distributed bases
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- -rbase_range <int> distance of rbase from enemy
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- -repeat repeat of last mouse command
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- -replay [file] replay stored game from [file]
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- -reserve allow reserve of troops
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- -scuttle [int] enable city scuttling
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- -scuttle_cost <int> cost of scuttle
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- -sea <int> pervasiveness (+ levels) of sea
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- -sea_block use block-fills, not hue-fills
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- -sea_color <spec> RGB values for sea level <int>
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- -sea_tones <int> number of allowable sea levels
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- -sea_value <float> darkness of seas for b/w games
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- -seed <int> random number generator seed
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- -speed <int> speed of updates
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- -square <int> side length of cell
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- -stipple <spec> set stipple (b/w) pattern
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- -store [file] store game for later replay
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- -towns <int> density of distributed towns
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- -triangle use triangular tiling
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- -trough_bias <float> trough setting bias (0.0-2.0)
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- -xpos <int> x position of board on display
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- -ypos <int> y position of board on display
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- -wrap wrapping around edges of board
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+ \-<c1> <str> color to display name <str>
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+ \-<c1>_<c2> <str> colors to display name <str>
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+ \-area troops proportional to area
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+ \-attack allow use of attack key
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+ \-armies <int> number of ordered armies
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+ \-basemap use map scheme, bases visible
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+ \-bases <int> number of ordered bases
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+ \-board <int> size of board (in cells, x=y)
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+ \-boardx <int> width of board (in cells)
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+ \-boardy <int> height of board (in cells)
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+ \-border <int> border around board
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+ \-bound allow drag-bounded vector sets
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+ \-build <int> build cities with <int> segments
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+ \-build_cost <int> cost to build city segment
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+ \-build_limit <int> limit cities each side can build
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+ \-color <spec> set RGB values for color <str>
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+ \-color_inverse <spec> set color <s1> inverse to <s2>
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+ \-decay <int> make troops slowly die off
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+ \-diamond use diamond tiling
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+ \-dig [int] [int] step terrain lowering
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+ \-dig_cost <int> cost of each dig step
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+ \-digin <int> provide entrenchment
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+ \-disrupt attacks break supply lines
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+ \-draw <int> specify a troop drawing method
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+ \-dump <file> dump configuration to <file>
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+ \-edit [file] interactively edit xbattle board
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+ \-erode make unused paths erode
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+ \-erode_thresh <int> threshold for erosion
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+ \-farms <int> troops slowly grow
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+ \-fight <int> intensity of fighting
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+ \-fill [int] [int] step terrain raising
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+ \-fill_cost <int> cost of each fill step
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+ \-forest <int> density of forest
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+ \-forest_color <spec> RGB values for forest level
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+ \-forest_tones <int> number of forest levels
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+ \-grid show grid
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+ \-guns <int> range of artillery
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+ \-guns_cost <int> cost of each artillery shell
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+ \-guns_damage <int> damage done by artillery shell
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+ \-help print argument list
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+ \-hex use hexagonal tiling
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+ \-hidden invisible enemy vectors
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+ \-hills <int> slope of hills
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+ \-hill_color <spec> RGB values for hill level <int>
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+ \-hill_tones <int> number of allowable hill levels
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+ \-horizon [int] can't see enemy past [int] cells
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+ \-load [file] load board from [file]
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+ \-localmap mapping with invisible terrain
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+ \-manage managed control of commands
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+ \-manpos manual positioning of board
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+ \-map use basic map scheme
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+ \-march <int> number of delays between marches
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+ \-maxval <int> maximum cell troop capacity
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+ \-militia <int> randomly distributed troops
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+ \-move <int> speed of troop flow
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+ \-nospigot [int] cease attack if outnumbered
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+ \-octagon use octagonal/square tiling
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+ \-options <file> read xbattle options from <file>
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+ \-opt_file.xbo shorthand -options opt_file.xbo
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+ \-overwrite just use terrain from load file
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+ \-para <int> range of paratroopers
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+ \-para_cost <int> cost of each paratrooper
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+ \-para_damage <int> invading strength of paratrooper
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+ \-peaks <int> number of terrain peaks
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+ \-peak_bias <float> peak distribution bias (0.0-2.0)
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+ \-rbases <int> number of distributed bases
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+ \-rbase_range <int> distance of rbase from enemy
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+ \-repeat repeat of last mouse command
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+ \-replay [file] replay stored game from [file]
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+ \-reserve allow reserve of troops
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+ \-scuttle [int] enable city scuttling
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+ \-scuttle_cost <int> cost of scuttle
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+ \-sea <int> pervasiveness (+ levels) of sea
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+ \-sea_block use block-fills, not hue-fills
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+ \-sea_color <spec> RGB values for sea level <int>
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+ \-sea_tones <int> number of allowable sea levels
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+ \-sea_value <float> darkness of seas for b/w games
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+ \-seed <int> random number generator seed
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+ \-speed <int> speed of updates
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+ \-square <int> side length of cell
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+ \-stipple <spec> set stipple (b/w) pattern
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+ \-store [file] store game for later replay
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+ \-towns <int> density of distributed towns
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+ \-triangle use triangular tiling
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+ \-trough_bias <float> trough setting bias (0.0-2.0)
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+ \-xpos <int> x position of board on display
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+ \-ypos <int> y position of board on display
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+ \-wrap wrapping around edges of board
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.fi
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.SH RUN-TIME COMMAND SUMMARY
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@@ -114,29 +113,29 @@
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.SH COMMANDS IN GAMEBOARD
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LFT MOUSE: toggle command vector
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MID MOUSE: clear and set new command vector
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- RGT MOUSE: repeat previous command (-repeat)
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- SHIFT-LFT MOUSE: march (-march) fork move (else)
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- SHIFT-MID MOUSE: force march (-march) fork move (else)
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- SHIFT-RGT MOUSE: paratroops (-para)
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- CTRL-RGT MOUSE: artillery (-guns)
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+ RGT MOUSE: repeat previous command (\-repeat)
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+ SHIFT-LFT MOUSE: march (\-march) fork move (else)
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+ SHIFT-MID MOUSE: force march (\-march) fork move (else)
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+ SHIFT-RGT MOUSE: paratroops (\-para)
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+ CTRL-RGT MOUSE: artillery (\-guns)
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CRTL-'s': pause game
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CRTL-'q': resume game
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CRTL-'p': save game state to map file
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- 'a': attack enemy square (-attack)
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- 'b': build base (-build)
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- 'B': build full base (-build & -manage)
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- 's': scuttle base (-scuttle)
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- 'f': fill terrain (-fill)
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- 'F': fill full terrain (-fill & -manage)
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- 'd': dig terrain (-dig)
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- 'D': dig full terrain (-dig & -manage)
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+ 'a': attack enemy square (\-attack)
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+ 'b': build base (\-build)
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+ 'B': build full base (\-build & \-manage)
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+ 's': scuttle base (\-scuttle)
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+ 'f': fill terrain (\-fill)
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+ 'F': fill full terrain (\-fill & \-manage)
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+ 'd': dig terrain (\-dig)
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+ 'D': dig full terrain (\-dig & \-manage)
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'p': paratroops (-para)
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- 'P': paratroops - on (-para & -manage)
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- 'g': artillery (-guns)
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- 'G': artillery - on (-guns & -manage)
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+ 'P': paratroops \- on (\-para & \-manage)
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+ 'g': artillery (\-guns)
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+ 'G': artillery \- on (\-guns & \-manage)
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'z': cancel all movement
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- 'c': cancel managed operation (-manage)
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- '0'-'9': reserve (-reserve)
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+ 'c': cancel managed operation (\-manage)
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+ '0'-'9': reserve (\-reserve)
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.SH COMMANDS IN TEXT AREA
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CONTROL-c: quit the game
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@@ -169,17 +168,17 @@
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without waiting for turns.
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.SH TEAM SIDES AND PLAYERS
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- -<color>, -color, -color_inverse, -stipple
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+ \-<color>, \-color, \-color_inverse, \-stipple
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The game is started from one display, and each player must play from a
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separate display, players being assigned to a color team by the
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-command line option "-<color> <display>". The parameter <color>
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+command line option "\-<color> <display>". The parameter <color>
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determines the color of the troops of that team, which can be either a
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monochrome tone like black, white, dark, light, or a true color like
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red, green, blue, although the true colors will appear on a monochrome
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monitor as either black or white with an identifying character in each
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troop marker which is the first letter of the color name. For
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-instance, the team color "-red" would appear on a monochrome monitor
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+instance, the team color "\-red" would appear on a monochrome monitor
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as black with a letter "R" in the middle of each troop marker. The
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legal team color names can be selected from any color defined in the
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file /usr/lib/X11/rgb.txt which includes such bizarre entries as
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@@ -187,11 +186,11 @@
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"red", "green", "blue" and "black" and "white" etc. Alternatively,
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colors can be defined individually in the default file (.xbattle),
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an option file (see OPTIONS section below), or in the command
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-line itself using the "-color <str> <r> <g> <b>" option. With this
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+line itself using the "\-color <str> <r> <g> <b>" option. With this
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option, the color is given by <str>, and the red green and blue
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components by <r>, <g>, and <b> respectively, in the range (0-255). A
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black and white pattern can be assigned to correspond to color name
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-<str> via the "-stipple <str> 8 x <hex>" option, where the binary
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+<str> via the "\-stipple <str> 8 x <hex>" option, where the binary
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breakdown of each of eight hex numbers (in form like "0xa4") specifies
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one of the eight rows of the pattern.
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@@ -200,7 +199,7 @@
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bitmap textures on monochrome monitors, allowing monochrome players to
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have six distinguishable team colors. A number of people can be
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assigned to the same team by repeating the color for different
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-displays, for example "-red display1 -red display2", and each member
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+displays, for example "\-red display1 \-red display2", and each member
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of the team will be able to command any troops of that team. The
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<display> argument designates the name of the display on which the
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team of that color is playing, so each player must be given a color
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@@ -215,7 +214,7 @@
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which means the display from which the program is started. When
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playing between color and monochrome displays the colors can be
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specified more exactly by concatenating a color name with a monochrome
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-name, for example "-red_white" (color first), which would display that
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+name, for example "\-red_white" (color first), which would display that
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team as red on color monitors and white on monochrome monitors. All
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command line flags and arguments for the game can be given in any
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order as long as the argument directly follows its flag, and most
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@@ -225,7 +224,7 @@
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experienced player (see BIASED GAMES below).
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.SH OPTIONS
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- -options
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+ \-options
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A large number of command line options are available to define the parameters
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of the game. In essence, xbattle is many thousands of games rolled
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@@ -237,8 +236,8 @@
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each option (plus argument, where applicable) is placed on a separate
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line. So, for example, the game...
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- xbattle -black me -white cnsxk:0.0 -armies 4 -farms 5
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- -attack
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+ xbattle \-black me \-white cnsxk:0.0 \-armies 4 -farms 5
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+ \-attack
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could also be played with the command...
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@@ -246,13 +245,13 @@
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or alternatively with the shorthand version...
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- xbattle -black me -white cnsxk:0.0 -myoptions.xbo
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+ xbattle \-black me \-white cnsxk:0.0 \-myoptions.xbo
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where the file myoptions.xbo consists of the lines...
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- -armies 4
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- -farms 5
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- -attack
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+ \-armies 4
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+ \-farms 5
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+ \-attack
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If the specified options file cannot be found in the current directory,
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xbattle will search the default xbo directory DEFAULT_XBO_DIR, which
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@@ -270,35 +269,35 @@
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resolved in favor of the options file.
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.SH TROOPS
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- -bases, -rbases, -rbase_range, -armies, -militia
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+ \-bases, \-rbases, \-rbase_range, \-armies, \-militia
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Initial troop allocation is controlled by several command options,
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-including -bases <n>, -rbases <n>, -armies <n> and -militia <n>.
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+including \-bases <n>, \-rbases <n>, \-armies <n> and \-militia <n>.
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Armies and militia are troops on the gameboard, whereas bases which
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are indicated by circles on the gameboard, provide a steady supply of
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-troops. The -bases option allocates <n> bases to each team,
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-symmetrically arranged on the game board, whereas -rbases <n> arranges
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-them randomly (which works well with the -horizon option). The
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+troops. The \-bases option allocates <n> bases to each team,
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+symmetrically arranged on the game board, whereas \-rbases <n> arranges
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+them randomly (which works well with the \-horizon option). The
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minimum distance between enemy bases (in cells) can optionally be set
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using the -rbase_range <n> command. Note that large values of <n> may
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not allow any valid rbase allocation, in which case xbattle will exit
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with an error message. The
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--armies option allocates <n> armies (full troop cells) symmetrically
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+\-armies option allocates <n> armies (full troop cells) symmetrically
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arrayed, whereas -militia <n> scatters militia of random strengths to
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random locations, with a probabilistic density of <n>. At least one
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of these four options is required to provide initial troops for the
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game, and they may be used in arbitrary combinations.
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.SH RESUPPLY
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- -towns, -farms, -decay, -erode, -erode_thresh
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+ \-towns, \-farms, \-decay, \-erode, \-erode_thresh
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-The bases created by the -bases or -rbases produce a steady supply of
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+The bases created by the -bases or \-rbases produce a steady supply of
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fresh troops. The bases can be occupied by an opposing team, with the
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troops produced by such bases are always the color of the occupying
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force. The capture of all bases thus becomes the strategic objective
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of the game. This arrangement simulates desert warfare, as long and
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tenuous supply lines develop between the base and the battle areas.
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-Another form of resupply is provided by the command option "-towns
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+Another form of resupply is provided by the command option "\-towns
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<n>". This produces a number of smaller unoccupied supply sources
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scattered randomly over the game board at a density determined by the
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argument <n>, and with random rates of troop production, indicated by
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@@ -306,14 +305,14 @@
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a team to begin producing troops. This option simulates yet a larger
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scale of operation as the combatants battle to occupy the towns. A
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more distributed form of resupply is evoked by the command option
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-"-farms <n>" whereby every cell of the game board will produce
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+"\-farms <n>" whereby every cell of the game board will produce
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troops as soon as it is occupied, at a rate proportional to the
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argument <n>, and the strategic objective becomes the occupation of
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the largest areas of the gameboard. This option simulates a yet
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larger scale of operation and requires complex management of resources
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to concentrate the distributed resources and deliver them to the
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battle front. In large scale scenarios additional realism may be
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-added by using the "-decay <n>" option whereby the troop strength in all
|
|
+added by using the "\-decay <n>" option whereby the troop strength in all
|
|
troop cells decays constantly in proportion to the value of the
|
|
decay argument. This reflects the fact that armies constantly consume
|
|
resources even while they are idle, and an army without constant
|
|
@@ -323,18 +322,18 @@
|
|
this number includes the troops that make up the supply line, the
|
|
fighting power of an army diminishes with the length of the supply
|
|
line. The default decay value is zero, i.e. no decay. All the
|
|
-resupply options can be used in any combination. The "-erode <n>"
|
|
+resupply options can be used in any combination. The "\-erode <n>"
|
|
command doesn't affect resuply, per se, but it does effect the movement
|
|
vectors through which troops flow by causing them to erode away as
|
|
they grow older. All movement vectors in a cell will be unset at a
|
|
random time not to be less than <n> update cycles, with probability of
|
|
-erosion for each subsequent cycle determined by the "-erode_thresh <m>"
|
|
+erosion for each subsequent cycle determined by the "\-erode_thresh <m>"
|
|
argument, where <m> is the percentage chance of erosion.
|
|
|
|
.SH ENHANCED MOVEMENT COMMANDS
|
|
- -repeat, -bound, -attack, -march, -reserve
|
|
+ \-repeat, \-bound, \-attack, \-march, \-reserve
|
|
|
|
-With the option "-repeat" you can repeat the last command using the
|
|
+With the option "\-repeat" you can repeat the last command using the
|
|
right mouse. If for example your last command to a cell consisted
|
|
of a "move up" command by clicking near the top edge of the cell,
|
|
you can now command other cells to also move up by clicking in those
|
|
@@ -343,7 +342,7 @@
|
|
right mouse anywhere in that cell, which saves time. This command
|
|
is supported in biased games - i.e. it can be set for one team but not
|
|
another. Commands can be made to apply to more than one cell with
|
|
-the option "-bound". This is achieved by defining a bounding rectangle
|
|
+the option "\-bound". This is achieved by defining a bounding rectangle
|
|
within which the command is valid. For instance, to command a block
|
|
of cells to all move up simultaneously, you place your mouse near
|
|
the top edge of a cell (may be unoccupied, or enemy occupied) and
|
|
@@ -351,11 +350,11 @@
|
|
to another game cell where you release the button. The start and
|
|
end cells of the mouse drag define the opposite corners of a
|
|
rectangle within which all the game cells occupied by your troops
|
|
-receive the command "go up". The "-attack" option makes quick,
|
|
+receive the command "go up". The "\-attack" option makes quick,
|
|
multiple front attacks possible. By issuing an "a" command in an
|
|
enemy cell, all adjacent friendly troops will automatically alter their
|
|
movement vectors so as to attack the enemy cell, and only that cell.
|
|
-The "-reserve" option allows a player to define a level of reserves
|
|
+The "\-reserve" option allows a player to define a level of reserves
|
|
to remain in the cell despite any movement vectors.
|
|
For instance a reserve level of 5 would ensure that the
|
|
cell will maintain a reserve of 50% capacity, and movement out of
|
|
@@ -367,7 +366,7 @@
|
|
for 10% reserves, "2"for 20% reserves, and so forth up to "9" for 90%
|
|
reserves.
|
|
|
|
-With the option "-march <n>", troops may
|
|
+With the option "\-march <n>", troops may
|
|
be commanded to march in a particular direction and to continue in
|
|
that direction without further commands. March commands are activated
|
|
with shift left or shift middle mouse button. For example, if you
|
|
@@ -380,7 +379,7 @@
|
|
traveling much faster than manually commanded troops, the march
|
|
argument <n> defines the number of game update cycles that the troops
|
|
must wait in each new cell before marching on to the next cell, so
|
|
-that "-march 1" will result in a fast march, whereas "-march 10" will
|
|
+that "\-march 1" will result in a fast march, whereas "\-march 10" will
|
|
be slow. The "march command" is indicated on the game board by a
|
|
double command vector (looks like an "=" sign) in the appropriate
|
|
direction, and the march command is always passed on to the head of
|
|
@@ -407,8 +406,8 @@
|
|
that sets them.
|
|
|
|
.SH GAME PLAY
|
|
- -fight, -speed, -move, -seed,
|
|
- -digin, -nospigot, -disrupt, -maxval
|
|
+ \-fight, \-speed, \-move, \-seed,
|
|
+ \-digin, \-nospigot, \-disrupt, \-maxval
|
|
|
|
Whenever troops of different colors occupy the same game cell, a
|
|
battle ensues, indicated by concentric markers of the two colors, and
|
|
@@ -416,19 +415,19 @@
|
|
incur losses according to a random nonlinear function that
|
|
disproportionately favors the more numerous troops. The steepness of
|
|
the nonlinearity, i.e. the advantage given to the more numerous side,
|
|
-is controlled by the -fight parameter. A small value will produce
|
|
+is controlled by the \-fight parameter. A small value will produce
|
|
lengthy drawn out battles which favor a defensive strategy, whereas a
|
|
large value produces quick decisive battles where the random element
|
|
is more significant, favoring an offensive strategy even against
|
|
superior odds. In the absence of the -fight option, the default value
|
|
-of 5 is used. The -fight parameter is also automatically modulated by
|
|
-the game speed parameter (-speed) in order to slow down battles in
|
|
+of 5 is used. The \-fight parameter is also automatically modulated by
|
|
+the game speed parameter (\-speed) in order to slow down battles in
|
|
fast games and vice versa. Since only 1/3 of the troops can enter a
|
|
-cell in each update cycle (with the default -move 5), attackers of a
|
|
+cell in each update cycle (with the default \-move 5), attackers of a
|
|
full cell are always outnumbered initially, unless a coordinated
|
|
-attack is launched from three sides simultaneously. The -move
|
|
+attack is launched from three sides simultaneously. The \-move
|
|
argument thus has a significant influence on the efficacy of an
|
|
-attack. The -disrupt option dictates that when a game cell comes
|
|
+attack. The \-disrupt option dictates that when a game cell comes
|
|
under attack, all its command vectors are immediately canceled,
|
|
breaking supply lines which must be repaired by hand after the attack.
|
|
In other words, there can be no movement under fire, and even small
|
|
@@ -443,7 +442,7 @@
|
|
renew the command vector in order to press home the attack under
|
|
opposition. This simulates the tactical situation where a commander
|
|
must personally intervene to ensure the maximal effort is applied at
|
|
-the most critical points of the battle. The "-seed <n>" option
|
|
+the most critical points of the battle. The "\-seed <n>" option
|
|
simply sets the seed of the random number generator to <n>, which is
|
|
useful for recreating scenarios. By default the random number
|
|
generator is seeded with a combination of the system time and process
|
|
@@ -453,8 +452,8 @@
|
|
to adjacent cells indicated by the command vectors. The default
|
|
fraction is 1/3, so that in each successive cycle, 1/3 of the
|
|
remaining troops move out of the cell until it is empty. That
|
|
-fraction is adjusted with the -move argument, 1 for less movement, and
|
|
-10 for more movement. The option -digin <n> simulates the time
|
|
+fraction is adjusted with the \-move argument, 1 for less movement, and
|
|
+10 for more movement. The option \-digin <n> simulates the time
|
|
and effort
|
|
required for troops to dig in and build fortifications. This is
|
|
achieved by reducing the rate of flow of troops into a cell as it
|
|
@@ -462,10 +461,10 @@
|
|
the men must dig in and settle down to accommodate the last arrivals.
|
|
The argument <n> modulates the strength of this effect, from 1 to
|
|
10 for small to large. The maximum number of troops which can occupy
|
|
-a single cell is set via -maxval <n>. Note that for octagonal tiling
|
|
+a single cell is set via \-maxval <n>. Note that for octagonal tiling
|
|
only, the some cells (the square ones) will have different maxvals.
|
|
|
|
-The -nospigot [n] option causes troops to automatically cease attacks
|
|
+The \-nospigot [n] option causes troops to automatically cease attacks
|
|
when they are highly outnumbered, preventing the "spigoting" (perhaps
|
|
"siphoning" would be more appropriate) which can empty whole supply lines
|
|
into needless slaughter. Neighboring supply lines are shut off whenever
|
|
@@ -473,46 +472,46 @@
|
|
to the nospigot command.
|
|
|
|
.SH BOARD CONFIGURATION
|
|
- -cell, -board, -boardx, -boardy, -border, -manpos,
|
|
- -xpos, -ypos, -area, -wrap, -grid
|
|
+ \-cell, \-board, \-boardx, \-boardy, \-border, \-manpos,
|
|
+ \-xpos, \-ypos, \-area, \-wrap, \-grid
|
|
|
|
The dimensions of the game board can be tailored via the
|
|
--boardx <n> and -boardy <n> options which set the horizontal and
|
|
-vertical board dimensions, in terms of cells. The -board <n> option
|
|
+\-boardx <n> and -boardy <n> options which set the horizontal and
|
|
+vertical board dimensions, in terms of cells. The \-board <n> option
|
|
creates a square board. The dimension of each cell, in pixels, is
|
|
-set by the -cell <n> option. The xbattle window border can be set
|
|
+set by the \-cell <n> option. The xbattle window border can be set
|
|
with -border <n>, while the initial x and y position of the game
|
|
-board can be set with -xpos <n> and -ypos <n> respectively. The
|
|
+board can be set with \-xpos <n> and \-ypos <n> respectively. The
|
|
-manpos option allows each player to position his or her window
|
|
interactively (does not work with all window managers). A grid
|
|
-indicating the borders of each cell is established via the -grid
|
|
+indicating the borders of each cell is established via the \-grid
|
|
command (the default), and can be eliminated via the negative
|
|
-command -no_grid. Game play wraps around the edged of the board
|
|
-if the -wrap option is invoked, although certain tiling schemes
|
|
+command \-no_grid. Game play wraps around the edged of the board
|
|
+if the \-wrap option is invoked, although certain tiling schemes
|
|
require even or odd board dimensions for wrap to work properly
|
|
in both the horizontal and vertical directions. Troop markers are
|
|
scaled by area (proportional to number), rather than diameter, if
|
|
-the -area option is used.
|
|
+the \-area option is used.
|
|
|
|
.SH TILING METHODS
|
|
- -diamond, -square, -hex, -octagon, -triangle
|
|
+ \-diamond, \-square, \-hex, \-octagon, \-triangle
|
|
|
|
A number of different tiling methods are available in xbattle, each of
|
|
which employs cells of a different shape. Square cells in a rectangular
|
|
-grid are used for the -square option (the default). Hexagonal cells
|
|
-are used with the -hex option. The -diamond option results in a square
|
|
+grid are used for the \-square option (the default). Hexagonal cells
|
|
+are used with the \-hex option. The \-diamond option results in a square
|
|
tiling, tilted by 45 degrees. A tiling consisting of two orientations
|
|
-of equilateral triangles is invoked with the -triangle option. The
|
|
--octagon option results in a tiling consisting of a combination of
|
|
+of equilateral triangles is invoked with the \-triangle option. The
|
|
+\-octagon option results in a tiling consisting of a combination of
|
|
regular octagons and small squares. Since different cell shapes have
|
|
different neighborhoods, troop movement in the different tilings can
|
|
have a very different feel, and may take some getting used to.
|
|
|
|
.SH DRAWING METHODS
|
|
- -draw
|
|
+ \-draw
|
|
|
|
The method of drawing and erasing troops and terrain is defined via the
|
|
--draw <n> option, where the argument indicates one of five distinct techniques,
|
|
+\-draw <n> option, where the argument indicates one of five distinct techniques,
|
|
of varying speed and flicker. They are:
|
|
Method 0: Erase the cell by drawing a circle the color of
|
|
the terrain, then redraw the cell contents. This is the method employed
|
|
@@ -547,32 +546,32 @@
|
|
before the cell redraw.
|
|
|
|
.SH GUNS AND PARATROOPS
|
|
- -guns, -guns_damage, -guns_cost,
|
|
- -para, -para_damage, -para_cost,
|
|
- -manage
|
|
+ \-guns, \-guns_damage, \-guns_cost,
|
|
+ \-para, \-para_damage, \-para_cost,
|
|
+ \-manage
|
|
|
|
-The command option -guns <n> enables the key 'g' to be used to control
|
|
+The command option \-guns <n> enables the key 'g' to be used to control
|
|
artillery, which can be shot from any occupied game cell. The range
|
|
and direction of the shot are determined by the position of the cursor
|
|
in the game cell relative to the center of the cell --- near center
|
|
for short range and near the edge for
|
|
long range, as modulated by the argument <n>. Every shell costs a
|
|
number of troops from the source cell equal to the argument of
|
|
--guns_cost <n> (default: 2), and destroys a number of troops at
|
|
-the destination cell equal to the argument of -guns_damage <n> (default: 1).
|
|
+\-guns_cost <n> (default: 2), and destroys a number of troops at
|
|
+the destination cell equal to the argument of \-guns_damage <n> (default: 1).
|
|
The fall of shot is indicated by the brief appearance of a
|
|
little dot of the attacker's color.
|
|
-With the -horizon option the fall of shot may not be
|
|
+With the \-horizon option the fall of shot may not be
|
|
visible for long range shots, although invisible enemy troops will be
|
|
destroyed where the shell falls. Artillery can damage both friend and
|
|
foe, so it must be used with caution. Paratroops are enabled by the
|
|
-option -para <n>, and are launched similarly to artillery using the
|
|
+option \-para <n>, and are launched similarly to artillery using the
|
|
'p' key. The cost of dropping a number of troops equal to the argument
|
|
-of -para_damage <n> (default: 1) at the destination cell is
|
|
-equal to the argument of -para_cost <n> (default: 3).
|
|
+of \-para_damage <n> (default: 1) at the destination cell is
|
|
+equal to the argument of \-para_cost <n> (default: 3).
|
|
The drop zone is indicated by the brief appearance of a parachute
|
|
symbol. When used with the
|
|
--manage option, artillery and paratroops can be deployed continuously
|
|
+\-manage option, artillery and paratroops can be deployed continuously
|
|
with the 'G' and 'P' keys instead of the 'g' and 'p' keys. This will
|
|
initiate a continuous barrage that will only stop when the source
|
|
cell is exhausted, but will recommence when it is resupplied. The
|
|
@@ -581,23 +580,23 @@
|
|
giving the source cell a movement command.
|
|
|
|
.SH TERRAIN
|
|
- -hills, -hill_tones, -hill_color,
|
|
- -peaks, -peak_bias, -trough_bias,
|
|
- -forest, -forest_tones, -forest_color,
|
|
- -sea, -sea_block, -sea_tones, -sea_color, -sea_value
|
|
+ \-hills, \-hill_tones, \-hill_color,
|
|
+ \-peaks, \-peak_bias, \-trough_bias,
|
|
+ \-forest, \-forest_tones, \-forest_color,
|
|
+ \-sea, \-sea_block, \-sea_tones, \-sea_color, \-sea_value
|
|
|
|
-The command option -hills <n> initializes random hills which restrict
|
|
+The command option \-hills <n> initializes random hills which restrict
|
|
movement when going from low to high elevation, and enhance movement
|
|
from high to low, but do not affect movement on the level. The
|
|
elevation is indicated by the shade of gray, light for high and dark
|
|
for low on monochrome, and brownish for high and greenish for low on
|
|
color displays. The argument controls the amount of energy gained and
|
|
lost on hills, i.e. the steepness. Hills provide a tactical advantage
|
|
-when attacking downhill. With very steep hills (-hills 9) movement
|
|
+when attacking downhill. With very steep hills (\-hills 9) movement
|
|
from very low to very high elevation (a cliff) is virtually
|
|
impossible. The number of discrete elevation levels is set via the
|
|
--hill_tones <n> option. On color monitors, the hill hues can be
|
|
-tailored via the -hill_color <n> <red> <green> <blue>, where <n> specifies
|
|
+\-hill_tones <n> option. On color monitors, the hill hues can be
|
|
+tailored via the \-hill_color <n> <red> <green> <blue>, where <n> specifies
|
|
the elevation index (from 0 to hill_tones-1) to be changed to the
|
|
RGB triplet. The color of unspecified elevation indices are linearly
|
|
interpolated based on specified indices.
|
|
@@ -611,10 +610,10 @@
|
|
cell, so that troops deployed within a forest but at the boundary
|
|
have a tactical advantage over those deployed outside the boundary.
|
|
As for hills, the number of distinct forest densities is specified via
|
|
-the -forest_tones <n> option, with colors being specified by
|
|
-the -forest_color <n> <red> <green> <blue> option.
|
|
+the \-forest_tones <n> option, with colors being specified by
|
|
+the \-forest_color <n> <red> <green> <blue> option.
|
|
|
|
-The command option -sea <n> generates randomly distributed bodies of
|
|
+The command option \-sea <n> generates randomly distributed bodies of
|
|
water, whose prevalence is determined by the argument <n>. Such
|
|
bodies of water cannot be crossed by infantry. A small value creates
|
|
scattered ponds and lakes, which influences the tactical deployment of
|
|
@@ -623,17 +622,17 @@
|
|
taken by paratroops. On monochrome monitors water appears dark
|
|
mottled grey, and on color monitors it appears as various shades of blue.
|
|
Like hills, seas have elevation (depths), the number of which is controlled
|
|
-via the -sea_tones <n> option, with colors determined by the
|
|
--sea_color <n> <red> <green> <blue> option. Besides looking nice, sea
|
|
-depths are useful when playing with the -dig and -fill options (see the
|
|
+via the \-sea_tones <n> option, with colors determined by the
|
|
+\-sea_color <n> <red> <green> <blue> option. Besides looking nice, sea
|
|
+depths are useful when playing with the \-dig and \-fill options (see the
|
|
TERRAIN MODIFICATIONS section). On monochrome monitors, the option
|
|
--sea_value <float> determines the blackness of the shallowest sea, expressed
|
|
+\-sea_value <float> determines the blackness of the shallowest sea, expressed
|
|
as a fraction. For backwards compatibility, sea depths can also be indicated
|
|
-by the size of the sea marker if the -sea_block option is invoked.
|
|
+by the size of the sea marker if the \-sea_block option is invoked.
|
|
|
|
Hills (and forest and seas) are created by a complex terrain generation
|
|
algorithm which bases elevations (or densities, in the case of forests)
|
|
-on a number of fixed points, as specified by the -peaks <n> option.
|
|
+on a number of fixed points, as specified by the \-peaks <n> option.
|
|
Based on these <n> points with randomly determined position and elevation,
|
|
the elevation of the rest of the game cells is determined via a
|
|
non-linear interpolation process. The -peak_bias <float> option determines
|
|
@@ -641,32 +640,32 @@
|
|
yields generally low-elevation terrain, with spire-like mountains, while
|
|
2.0 yields generally high-elevation terrain, with deep ravines. The
|
|
default value of 1.0 results in pleasantly contoured terrain. Similarly,
|
|
-the -trough_bias <float> option controls the distribution of sea depths.
|
|
+the \-trough_bias <float> option controls the distribution of sea depths.
|
|
|
|
.SH TERRAIN MODIFICATION
|
|
- -dig, -dig_cost,
|
|
- -fill, -fill_cost,
|
|
- -build, -build_cost, -build_limit,
|
|
- -scuttle, -scuttle_cost,
|
|
- -manage
|
|
+ \-dig, \-dig_cost,
|
|
+ \-fill, \-fill_cost,
|
|
+ \-build, \-build_cost, \-build_limit,
|
|
+ \-scuttle, \-scuttle_cost,
|
|
+ \-manage
|
|
|
|
-The command options -dig [n] and -fill [n] allow run time modification of the
|
|
+The command options \-dig [n] and \-fill [n] allow run time modification of the
|
|
terrain by digging hills and seas down to lower elevation or filling them up to
|
|
higher elevation. This allows the construction and breaching of
|
|
defensive fortifications. The cost of these operations (in troops)
|
|
-is determined by the -dig_cost <n> and -fill_cost <n> options.
|
|
+is determined by the \-dig_cost <n> and \-fill_cost <n> options.
|
|
The operations are accomplished by positioning the mouse on the friendly
|
|
cell and striking the "d" key (for dig) or the "f" key (for fill). With the
|
|
--sea option, -dig <n> and -fill <n> can be supplied with an
|
|
-argument which specifies the number of sea depths (see also -sea_tones).
|
|
+\-sea option, \-dig <n> and \-fill <n> can be supplied with an
|
|
+argument which specifies the number of sea depths (see also \-sea_tones).
|
|
Since it is impossible to occupy a sea cell to fill it, filling seas
|
|
is accomplished by setting the command vector as if to move into the sea,
|
|
and then pressing "f". Likewise for digging a sea deeper. For all other
|
|
fill and dig operations the troop cell may not have any command vectors set.
|
|
|
|
-The -build <n> and -scuttle [n] options allow the building and
|
|
+The \-build <n> and \-scuttle [n] options allow the building and
|
|
destruction of bases (or towns). The costs of these operations (in
|
|
-troops) are determined by -build_cost <n> and -scuttle_cost <n>.
|
|
+troops) are determined by \-build_cost <n> and \-scuttle_cost <n>.
|
|
When the mouse is positioned on a friendly
|
|
cell and the "b" key is pressed, the troops are exchanged for a 1/<n>
|
|
fraction of a base, displayed as an arc segment. Thus <n> building
|
|
@@ -679,15 +678,15 @@
|
|
of troops expended, where a scuttle unit is defined by the argument of the
|
|
scuttle option (default: 5). Usually,
|
|
several keystrokes are required to complete the destruction. When
|
|
-used in conjunction with the -build option, instead of reducing the
|
|
+used in conjunction with the \-build option, instead of reducing the
|
|
size of the base, each scuttle operation removes a section (arc
|
|
-segment) of the base, at a troop cost indicated by the -scuttle_cost
|
|
+segment) of the base, at a troop cost indicated by the \-scuttle_cost
|
|
<n> option. A base will not produce troops if even a
|
|
single segment is missing, although of course it is less expensive to
|
|
repair (with "b" build) a base with fewer segments missing.
|
|
|
|
-As with -guns and -para, the -dig, -fill, and -build options (but not
|
|
-the -scuttle option) can be "managed" with the -manage option, which
|
|
+As with -guns and \-para, the \-dig, \-fill, and \-build options (but not
|
|
+the \-scuttle option) can be "managed" with the \-manage option, which
|
|
allows a player to issue a single command to initiate a sequence of
|
|
repeated dig, fill, or build operations using the keys 'D', 'F',
|
|
and 'B' respectively. The managed operation will continue until the
|
|
@@ -697,50 +696,50 @@
|
|
key, or by issuing a movement command to the cell.
|
|
|
|
.SH VISIBILITY
|
|
- -horizon, -hidden, -map, -basemap, -localmap
|
|
+ \-horizon, \-hidden, \-map, \-basemap, \-localmap
|
|
|
|
-The command option -horizon [n] restricts the view of enemy troop
|
|
+The command option \-horizon [n] restricts the view of enemy troop
|
|
deployment to within <n> cells of any friendly troops. Horizon can
|
|
be called with no argument, in which case the default <n> = 2 is used.
|
|
Intelligence of more remote regions can be gathered by use of
|
|
-paratroops. The command option -hidden (no arguments) makes the
|
|
+paratroops. The command option \-hidden (no arguments) makes the
|
|
command vectors of the enemy invisible at any range. The command
|
|
-option -map is similar to -horizon except that it restricts your view
|
|
+option \-map is similar to -horizon except that it restricts your view
|
|
of geographical objects as well as enemy troops, although it will
|
|
"remember" any terrain that you have seen once, as if you had mapped
|
|
-that information. The -basemap option maps bases and towns as it does
|
|
+that information. The \-basemap option maps bases and towns as it does
|
|
the terrain --- once you see them, they're remembered.
|
|
-The option -localmap maps only the local area around your troops,
|
|
+The option \-localmap maps only the local area around your troops,
|
|
and features disappear as you move away again.
|
|
|
|
.SH STORE AND REPLAY
|
|
- -store, -replay
|
|
+ \-store, \-replay
|
|
|
|
-The -store <file> option allows you to store enough information
|
|
+The \-store <file> option allows you to store enough information
|
|
about the visual progress of the game to reconstruct it later with
|
|
--replay <file> option. When -replay is used, all other command options
|
|
-are ignored except the -<color> <display> options, which can be used to
|
|
+\-replay <file> option. When \-replay is used, all other command options
|
|
+are ignored except the \-<color> <display> options, which can be used to
|
|
send the replay to other displays. When doing so, only the <display> portion
|
|
of the option is used, the <color> is ignored. So, if you play a game
|
|
with many command line parameters and several displays with the
|
|
-argument -store <file>, after the game you can repeat the same command
|
|
-line but just change -store to -replay, and the game will be replayed
|
|
+argument \-store <file>, after the game you can repeat the same command
|
|
+line but just change \-store to \-replay, and the game will be replayed
|
|
on the displays of all the original combatants. When xbattle is
|
|
-called with the -replay option alone, the default display will be
|
|
+called with the \-replay option alone, the default display will be
|
|
"me". If store or replay are called without a file name, the default
|
|
name "xbattle.xba" will be used. In the replay, the view restrictions
|
|
-of the -horizon option are deactivated, i.e. all enemy troops are
|
|
+of the \-horizon option are deactivated, i.e. all enemy troops are
|
|
visible. The replay action can be paused or resumed by typing any
|
|
key, and can be interrupted with either control-c or control-q.
|
|
|
|
.SH GAME STATE SAVING, LOADING, AND EDITING
|
|
- -load, -dump, -overwrite, -edit
|
|
+ \-load, \-dump, \-overwrite, \-edit
|
|
|
|
The game state can be saved at any point during the game with the
|
|
control-p key. This creates a file called "xbattle.xbt", or the name
|
|
-given with the argument -dump <filename>, which represents the state
|
|
+given with the argument \-dump <filename>, which represents the state
|
|
of the game board at the time of saving. Future games can be started
|
|
-from the saved game state with the command option "-load <file>" where
|
|
+from the saved game state with the command option "\-load <file>" where
|
|
<file> is optional if the file name is "xbattle.xbt".
|
|
If the specified load file cannot be found in the current directory,
|
|
xbattle will search the default xbt directory DEFAULT_XBT_DIR, which
|
|
@@ -748,22 +747,22 @@
|
|
Note that most
|
|
game parameters ARE NOT STORED. Only terrain features (forest, hills,
|
|
seas, towns etc.) and troop deployment. This means that if you were
|
|
-playing with -farms, -decay, and -guns then you will have to type them
|
|
+playing with \-farms, \-decay, and \-guns then you will have to type them
|
|
in if you want them for the new game. The terrain and boardsize of
|
|
the saved map file will override all terrain and boardsize arguments
|
|
when loaded. Troop and town/base producing options (such as -militia,
|
|
--towns, and -rbases) will add new features on top of the loaded game
|
|
-state. If the -overwrite option is issued, only the terrain and
|
|
+\-towns, and \-rbases) will add new features on top of the loaded game
|
|
+state. If the \-overwrite option is issued, only the terrain and
|
|
cities from the loaded game will be used --- no troops will appear.
|
|
This is useful for repeating games with interesting terrains with
|
|
different troop configurations.
|
|
|
|
-Game boards can be created or modified with the -edit
|
|
-function, which is called with the command option "-edit <file>" where
|
|
+Game boards can be created or modified with the \-edit
|
|
+function, which is called with the command option "\-edit <file>" where
|
|
<file> is optional if the file name is "xbattle.xbt". With this
|
|
option, no game is played, but instead, the mouse and key commands
|
|
control the features of the map to be edited. To edit an existing
|
|
-file, use "-edit <file>" and type "l" when the editor comes up. This
|
|
+file, use "\-edit <file>" and type "l" when the editor comes up. This
|
|
will load the file named in the edit argument. To save that file,
|
|
type "d" and the file will be saved to the same file name. No
|
|
provision is made for saving to a different file name. When using the
|
|
@@ -771,7 +770,7 @@
|
|
color of players to be used, and the sea, forest or hills options if
|
|
they will be required. For example, to create a map called
|
|
"mymap.xbt" with three color teams and seas, could use the command
|
|
-"xbattle -edit mymap.xbt -sea 7 -white me -black you -dark you". Note
|
|
+"xbattle \-edit mymap.xbt -sea 7 \-white me \-black you \-dark you". Note
|
|
the use of the special display "you", which is a dummy display name
|
|
used as a place holder for the black and dark colors. The interactive
|
|
commands are as follows:
|
|
@@ -797,9 +796,9 @@
|
|
l: load board with name <filename>
|
|
q: quit
|
|
|
|
-With the -edit option, the -overwrite option has a slightly different
|
|
+With the \-edit option, the \-overwrite option has a slightly different
|
|
function. Rather than suppress the display of troops, as it does when
|
|
-combined with -load option, the -overwrite option causes default terrain
|
|
+combined with \-load option, the \-overwrite option causes default terrain
|
|
to be generated for editing. Note that boards created with during
|
|
the edit process are stored in reduced format, whereas boards saved
|
|
during game play are stored in standard format, which includes more
|
|
@@ -816,7 +815,7 @@
|
|
middle mouse clears existing vectors and sets a new vector (An
|
|
alternative command system is available, see COMPILATION OPTIONS
|
|
below). The right mouse is used to repeat the last used command (with
|
|
--repeat option). The keyboard is interpreted differently depending on
|
|
+\-repeat option). The keyboard is interpreted differently depending on
|
|
whether the mouse is positioned on the gameboard or on the text area
|
|
below. On the gameboard, the the keys control-s and control-q pause
|
|
and resume the game respectively. The 'z' key cancels all command
|
|
@@ -825,8 +824,8 @@
|
|
file (see Saving Game State commands below). There are also a variety
|
|
of keyboard commands available with different options, to control
|
|
special functions on the gameboard. These keystrokes are described in
|
|
-detail with the description of the appropriate options (see -guns,
|
|
--para, -build, -scuttle, -fill, -dig, -reserve). In the text area
|
|
+detail with the description of the appropriate options (see \-guns,
|
|
+\-para, \-build, \-scuttle, \-fill, \-dig, \-reserve). In the text area
|
|
below the keyboard, the keys control-c and control-q both exit the
|
|
player from the game, although the game continues among the remaining
|
|
players until they also quit, and the key control-w also exits the
|
|
@@ -843,29 +842,29 @@
|
|
|
|
The game can be biased to favor a less experienced player, or for any
|
|
other reason, in the following way. In the normal syntax, the command
|
|
-line argument "-<color>" is immediately followed by the "<display>"
|
|
-argument, for example "-black me". It is possible to define command
|
|
+line argument "\-<color>" is immediately followed by the "<display>"
|
|
+argument, for example "\-black me". It is possible to define command
|
|
line options that are specific to only one display with the syntax
|
|
-"-<color> { <options> } <display>" where <options> refers to a list of
|
|
+"\-<color> { <options> } <display>" where <options> refers to a list of
|
|
command line options as before, but is included in a set of braces
|
|
between the team color and the display (note the spaces on either side
|
|
of the braces). For example,
|
|
|
|
- xbattle -black { -fight 10 } me -white { -fight 5 } cnsxk
|
|
+ xbattle \-black { \-fight 10 } me \-white { \-fight 5 } cnsxk
|
|
|
|
where black (on display "me") has the advantage of greater firepower
|
|
than white (on display "cnsxk"). Not all options can be biased,
|
|
specifically options that control the global behavior of the game, such
|
|
-as -speed, -hex, and -board. Note also that if you are using player
|
|
+as \-speed, \-hex, and \-board. Note also that if you are using player
|
|
specific and global options, the global options MUST be listed first,
|
|
otherwise they will overwrite the play specific options. For example,
|
|
|
|
- xbattle -black { -fight 10 } me -white cnsxk -fight 5
|
|
+ xbattle \-black { \-fight 10 } me \-white cnsxk \-fight 5
|
|
|
|
will result in a fight 5 for both players. In order to achieve the
|
|
desired result, the command line must be...
|
|
|
|
- xbattle -fight 5 -black { -fight 10 } me -white cnsxk
|
|
+ xbattle \-fight 5 \-black { \-fight 10 } me \-white cnsxk
|
|
|
|
where the local option overwrites only the black team's fight value.
|
|
|
|
@@ -883,7 +882,7 @@
|
|
"cnsxk:0.0". The troops will be rapidly exhausted in this small
|
|
skirmish.
|
|
|
|
- xbattle -black me -white cnsxk:0.0 -armies 4
|
|
+ xbattle \-black me \-white cnsxk:0.0 \-armies 4
|
|
|
|
The next example adds bases, which will produce a much prolonged
|
|
conflict involving long supply lines between the front and the bases,
|
|
@@ -892,7 +891,7 @@
|
|
example black is playing on the display cnsxk:0.0, and white is on the
|
|
system console. Note that the extension ":0.0" can be omitted.
|
|
|
|
- xbattle -black cnsxk -white unix -armies 4 -bases 2
|
|
+ xbattle \-black cnsxk \-white unix \-armies 4 \-bases 2
|
|
|
|
The next example is a game with militia scattered around initially,
|
|
that have to race to occupy the towns and link up with their
|
|
@@ -901,8 +900,8 @@
|
|
this example black is playing on cnsxk:0.0 while white is playing on
|
|
the system console of the remote machine thalamus.bu.edu.
|
|
|
|
- xbattle -black cnsxk -white thalamus.bu.edu -towns 2
|
|
- -militia 2 -hills 7
|
|
+ xbattle \-black cnsxk \-white thalamus.bu.edu \-towns 2
|
|
+ \-militia 2 \-hills 7
|
|
|
|
Here is a favorite around B.U. where the land is broken up by many
|
|
bodies of water creating isolated islands, and view of the enemy is
|
|
@@ -913,28 +912,28 @@
|
|
In this example the color display will show cyan and red teams, while
|
|
the monochrome monitor will show white and black teams respectively.
|
|
The decay option prevents huge armies from building up at the end of
|
|
-the game, and the -store option is used to store this game to the file
|
|
+the game, and the \-store option is used to store this game to the file
|
|
"xbattle.xba".
|
|
|
|
- xbattle -cyan_white thalamus:0.0 -red_black cnsxk
|
|
- -rbases 5 -sea 8 -guns 4 -para 4 -horizon 2
|
|
- -decay 3 -store xbattle.xba
|
|
+ xbattle \-cyan_white thalamus:0.0 \-red_black cnsxk
|
|
+ \-rbases 5 \-sea 8 \-guns 4 \-para 4 \-horizon 2
|
|
+ \-decay 3 \-store xbattle.xba
|
|
|
|
Now, the previous stored game is replayed to the original displays by
|
|
-repeating the original command line except that -store is changed to
|
|
--replay. This is convenient if you have command line editing
|
|
+repeating the original command line except that \-store is changed to
|
|
+\-replay. This is convenient if you have command line editing
|
|
facilities.
|
|
|
|
- xbattle -cyan_white thalamus:0.0 -red_black cnsxk
|
|
- -rbases 5 -sea 8 -guns 4 -para 4 -horizon
|
|
- -replay xbattle.xba
|
|
+ xbattle \-cyan_white thalamus:0.0 \-red_black cnsxk
|
|
+ \-rbases 5 \-sea 8 \-guns 4 \-para 4 \-horizon
|
|
+ \-replay xbattle.xba
|
|
|
|
-With -replay, all arguments are actually ignored except the displays,
|
|
+With \-replay, all arguments are actually ignored except the displays,
|
|
so you could achieve exactly the same result with the simpler command
|
|
|
|
- xbattle -black thalamus:0.0 -black cnsxk -replay
|
|
+ xbattle \-black thalamus:0.0 \-black cnsxk \-replay
|
|
|
|
-where the -black argument flags the subsequent argument as a
|
|
+where the \-black argument flags the subsequent argument as a
|
|
displayname, but is otherwise ignored, i.e. any color name would
|
|
suffice. The filename for -replay is omitted, so that the default
|
|
file name "xbattle.xba" is used.
|
|
@@ -943,13 +942,13 @@
|
|
to set up a game including, decay, seas, farms, militia, and many
|
|
other options.
|
|
|
|
- xbattle -black me -white thalamus -options xbos/tribal.xbo
|
|
+ xbattle \-black me \-white thalamus \-options xbos/tribal.xbo
|
|
|
|
Options files can also be read in individually for the two players, as
|
|
in the following example...
|
|
|
|
- xbattle -options game.xbo -black me
|
|
- -white { -options xbos/weak.xbo } thalamus
|
|
+ xbattle \-options game.xbo \-black me
|
|
+ \-white { -options xbos/weak.xbo } thalamus
|
|
|
|
This results in a biased game where both black and white receive the
|
|
options defined in game.xbo, and white receives some specific
|
|
@@ -991,7 +990,7 @@
|
|
positioned cluster of big towns. Eliminate all enemy troops from your
|
|
rear, and advance outwards, preferably from a corner, with a well
|
|
supplied front. Travel in convoy for speed and efficiency in safe
|
|
-regions, especially if you are playing with -decay, but fan out near
|
|
+regions, especially if you are playing with \-decay, but fan out near
|
|
the enemy to provide alternate routes to a broad front (click on the
|
|
corner to open two command vectors simultaneously). Avoid head-on
|
|
assaults on the enemy, but rather dig in and wait for him to attack
|
|
@@ -1004,7 +1003,7 @@
|
|
reserves. If however you are fighting a delaying action, or
|
|
retreating under fire then you should attack strong enemy cells with
|
|
your weak ones on a broad front to conserve resources. This is
|
|
-particularly effective with the -disrupt option. Always try to attack
|
|
+particularly effective with the \-disrupt option. Always try to attack
|
|
a cell from two or more sides, and build up sufficient strength
|
|
before launching an attack on a strong cell. Always consider the
|
|
"manufacturing capacity" of the enemy, i.e. the number and size of
|
|
@@ -1016,7 +1015,7 @@
|
|
connections, going in loops or in both directions, or by establishing
|
|
dead-end branches along the supply line to accumulate local reserves.
|
|
You should always have a few strong reserves near your base when
|
|
-playing with -horizon or -para, to ensure against surprise attacks.
|
|
+playing with \-horizon or \-para, to ensure against surprise attacks.
|
|
When playing with horizon and paratroops use the paratroops to gather
|
|
intelligence from beyond the
|
|
horizon. When playing with paratroops or artillery, you can create a
|