freebsd-ports/games/xbattle/files/patch-xbattle.man
Rusmir Dusko 812e89cab4 - Bump PORTREVISION for dependency and pkg-plist change
- 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
2014-03-29 20:38:57 +00:00

1070 lines
58 KiB
Groff

--- ./xbattle.man.orig 1995-12-19 23:58:48.000000000 +0100
+++ ./xbattle.man 2014-03-29 18:28:42.009953797 +0100
@@ -2,12 +2,12 @@
.SH NAME
xbattle \- a multi-user battle strategy game
.SH SYNOPSIS
- xbattle [-<color> <display>...] [-<option> <argument>...]
-.SH
+ xbattle [\-<color> <display>...] [\-<option> <argument>...]
+.SH DESCRIPTION
Assign a team color and display to each player, and any number of
options with argument where required. <color> can be a monochrome
-tone, -black -white -dark -light, or a color, -red -green -blue ;
+tone, \-black \-white \-dark \-light, or a color, \-red \-green \-blue ;
<display> is the name of the x display for each player. Command line
arguments can be supplied in any order. For a quick introduction, go
straight to the EXAMPLES section below. Also, see the tutorials
@@ -17,96 +17,95 @@
.SH OPTIONS
.nf
-...........................................................|
USAGE: xbattle <args>
- -<c1> <str> color to display name <str>
- -<c1>_<c2> <str> colors to display name <str>
- -area troops proportional to area
- -attack allow use of attack key
- -armies <int> number of ordered armies
- -basemap use map scheme, bases visible
- -bases <int> number of ordered bases
- -board <int> size of board (in cells, x=y)
- -boardx <int> width of board (in cells)
- -boardy <int> height of board (in cells)
- -border <int> border around board
- -bound allow drag-bounded vector sets
- -build <int> build cities with <int> segments
- -build_cost <int> cost to build city segment
- -build_limit <int> limit cities each side can build
- -color <spec> set RGB values for color <str>
- -color_inverse <spec> set color <s1> inverse to <s2>
- -decay <int> make troops slowly die off
- -diamond use diamond tiling
- -dig [int] [int] step terrain lowering
- -dig_cost <int> cost of each dig step
- -digin <int> provide entrenchment
- -disrupt attacks break supply lines
- -draw <int> specify a troop drawing method
- -dump <file> dump configuration to <file>
- -edit [file] interactively edit xbattle board
- -erode make unused paths erode
- -erode_thresh <int> threshold for erosion
- -farms <int> troops slowly grow
- -fight <int> intensity of fighting
- -fill [int] [int] step terrain raising
- -fill_cost <int> cost of each fill step
- -forest <int> density of forest
- -forest_color <spec> RGB values for forest level
- -forest_tones <int> number of forest levels
- -grid show grid
- -guns <int> range of artillery
- -guns_cost <int> cost of each artillery shell
- -guns_damage <int> damage done by artillery shell
- -help print argument list
- -hex use hexagonal tiling
- -hidden invisible enemy vectors
- -hills <int> slope of hills
- -hill_color <spec> RGB values for hill level <int>
- -hill_tones <int> number of allowable hill levels
- -horizon [int] can't see enemy past [int] cells
- -load [file] load board from [file]
- -localmap mapping with invisible terrain
- -manage managed control of commands
- -manpos manual positioning of board
- -map use basic map scheme
- -march <int> number of delays between marches
- -maxval <int> maximum cell troop capacity
- -militia <int> randomly distributed troops
- -move <int> speed of troop flow
- -nospigot [int] cease attack if outnumbered
- -octagon use octagonal/square tiling
- -options <file> read xbattle options from <file>
- -opt_file.xbo shorthand -options opt_file.xbo
- -overwrite just use terrain from load file
- -para <int> range of paratroopers
- -para_cost <int> cost of each paratrooper
- -para_damage <int> invading strength of paratrooper
- -peaks <int> number of terrain peaks
- -peak_bias <float> peak distribution bias (0.0-2.0)
- -rbases <int> number of distributed bases
- -rbase_range <int> distance of rbase from enemy
- -repeat repeat of last mouse command
- -replay [file] replay stored game from [file]
- -reserve allow reserve of troops
- -scuttle [int] enable city scuttling
- -scuttle_cost <int> cost of scuttle
- -sea <int> pervasiveness (+ levels) of sea
- -sea_block use block-fills, not hue-fills
- -sea_color <spec> RGB values for sea level <int>
- -sea_tones <int> number of allowable sea levels
- -sea_value <float> darkness of seas for b/w games
- -seed <int> random number generator seed
- -speed <int> speed of updates
- -square <int> side length of cell
- -stipple <spec> set stipple (b/w) pattern
- -store [file] store game for later replay
- -towns <int> density of distributed towns
- -triangle use triangular tiling
- -trough_bias <float> trough setting bias (0.0-2.0)
- -xpos <int> x position of board on display
- -ypos <int> y position of board on display
- -wrap wrapping around edges of board
+ \-<c1> <str> color to display name <str>
+ \-<c1>_<c2> <str> colors to display name <str>
+ \-area troops proportional to area
+ \-attack allow use of attack key
+ \-armies <int> number of ordered armies
+ \-basemap use map scheme, bases visible
+ \-bases <int> number of ordered bases
+ \-board <int> size of board (in cells, x=y)
+ \-boardx <int> width of board (in cells)
+ \-boardy <int> height of board (in cells)
+ \-border <int> border around board
+ \-bound allow drag-bounded vector sets
+ \-build <int> build cities with <int> segments
+ \-build_cost <int> cost to build city segment
+ \-build_limit <int> limit cities each side can build
+ \-color <spec> set RGB values for color <str>
+ \-color_inverse <spec> set color <s1> inverse to <s2>
+ \-decay <int> make troops slowly die off
+ \-diamond use diamond tiling
+ \-dig [int] [int] step terrain lowering
+ \-dig_cost <int> cost of each dig step
+ \-digin <int> provide entrenchment
+ \-disrupt attacks break supply lines
+ \-draw <int> specify a troop drawing method
+ \-dump <file> dump configuration to <file>
+ \-edit [file] interactively edit xbattle board
+ \-erode make unused paths erode
+ \-erode_thresh <int> threshold for erosion
+ \-farms <int> troops slowly grow
+ \-fight <int> intensity of fighting
+ \-fill [int] [int] step terrain raising
+ \-fill_cost <int> cost of each fill step
+ \-forest <int> density of forest
+ \-forest_color <spec> RGB values for forest level
+ \-forest_tones <int> number of forest levels
+ \-grid show grid
+ \-guns <int> range of artillery
+ \-guns_cost <int> cost of each artillery shell
+ \-guns_damage <int> damage done by artillery shell
+ \-help print argument list
+ \-hex use hexagonal tiling
+ \-hidden invisible enemy vectors
+ \-hills <int> slope of hills
+ \-hill_color <spec> RGB values for hill level <int>
+ \-hill_tones <int> number of allowable hill levels
+ \-horizon [int] can't see enemy past [int] cells
+ \-load [file] load board from [file]
+ \-localmap mapping with invisible terrain
+ \-manage managed control of commands
+ \-manpos manual positioning of board
+ \-map use basic map scheme
+ \-march <int> number of delays between marches
+ \-maxval <int> maximum cell troop capacity
+ \-militia <int> randomly distributed troops
+ \-move <int> speed of troop flow
+ \-nospigot [int] cease attack if outnumbered
+ \-octagon use octagonal/square tiling
+ \-options <file> read xbattle options from <file>
+ \-opt_file.xbo shorthand -options opt_file.xbo
+ \-overwrite just use terrain from load file
+ \-para <int> range of paratroopers
+ \-para_cost <int> cost of each paratrooper
+ \-para_damage <int> invading strength of paratrooper
+ \-peaks <int> number of terrain peaks
+ \-peak_bias <float> peak distribution bias (0.0-2.0)
+ \-rbases <int> number of distributed bases
+ \-rbase_range <int> distance of rbase from enemy
+ \-repeat repeat of last mouse command
+ \-replay [file] replay stored game from [file]
+ \-reserve allow reserve of troops
+ \-scuttle [int] enable city scuttling
+ \-scuttle_cost <int> cost of scuttle
+ \-sea <int> pervasiveness (+ levels) of sea
+ \-sea_block use block-fills, not hue-fills
+ \-sea_color <spec> RGB values for sea level <int>
+ \-sea_tones <int> number of allowable sea levels
+ \-sea_value <float> darkness of seas for b/w games
+ \-seed <int> random number generator seed
+ \-speed <int> speed of updates
+ \-square <int> side length of cell
+ \-stipple <spec> set stipple (b/w) pattern
+ \-store [file] store game for later replay
+ \-towns <int> density of distributed towns
+ \-triangle use triangular tiling
+ \-trough_bias <float> trough setting bias (0.0-2.0)
+ \-xpos <int> x position of board on display
+ \-ypos <int> y position of board on display
+ \-wrap wrapping around edges of board
.fi
.SH RUN-TIME COMMAND SUMMARY
@@ -114,29 +113,29 @@
.SH COMMANDS IN GAMEBOARD
LFT MOUSE: toggle command vector
MID MOUSE: clear and set new command vector
- RGT MOUSE: repeat previous command (-repeat)
- SHIFT-LFT MOUSE: march (-march) fork move (else)
- SHIFT-MID MOUSE: force march (-march) fork move (else)
- SHIFT-RGT MOUSE: paratroops (-para)
- CTRL-RGT MOUSE: artillery (-guns)
+ RGT MOUSE: repeat previous command (\-repeat)
+ SHIFT-LFT MOUSE: march (\-march) fork move (else)
+ SHIFT-MID MOUSE: force march (\-march) fork move (else)
+ SHIFT-RGT MOUSE: paratroops (\-para)
+ CTRL-RGT MOUSE: artillery (\-guns)
CRTL-'s': pause game
CRTL-'q': resume game
CRTL-'p': save game state to map file
- 'a': attack enemy square (-attack)
- 'b': build base (-build)
- 'B': build full base (-build & -manage)
- 's': scuttle base (-scuttle)
- 'f': fill terrain (-fill)
- 'F': fill full terrain (-fill & -manage)
- 'd': dig terrain (-dig)
- 'D': dig full terrain (-dig & -manage)
+ 'a': attack enemy square (\-attack)
+ 'b': build base (\-build)
+ 'B': build full base (\-build & \-manage)
+ 's': scuttle base (\-scuttle)
+ 'f': fill terrain (\-fill)
+ 'F': fill full terrain (\-fill & \-manage)
+ 'd': dig terrain (\-dig)
+ 'D': dig full terrain (\-dig & \-manage)
'p': paratroops (-para)
- 'P': paratroops - on (-para & -manage)
- 'g': artillery (-guns)
- 'G': artillery - on (-guns & -manage)
+ 'P': paratroops \- on (\-para & \-manage)
+ 'g': artillery (\-guns)
+ 'G': artillery \- on (\-guns & \-manage)
'z': cancel all movement
- 'c': cancel managed operation (-manage)
- '0'-'9': reserve (-reserve)
+ 'c': cancel managed operation (\-manage)
+ '0'-'9': reserve (\-reserve)
.SH COMMANDS IN TEXT AREA
CONTROL-c: quit the game
@@ -169,17 +168,17 @@
without waiting for turns.
.SH TEAM SIDES AND PLAYERS
- -<color>, -color, -color_inverse, -stipple
+ \-<color>, \-color, \-color_inverse, \-stipple
The game is started from one display, and each player must play from a
separate display, players being assigned to a color team by the
-command line option "-<color> <display>". The parameter <color>
+command line option "\-<color> <display>". The parameter <color>
determines the color of the troops of that team, which can be either a
monochrome tone like black, white, dark, light, or a true color like
red, green, blue, although the true colors will appear on a monochrome
monitor as either black or white with an identifying character in each
troop marker which is the first letter of the color name. For
-instance, the team color "-red" would appear on a monochrome monitor
+instance, the team color "\-red" would appear on a monochrome monitor
as black with a letter "R" in the middle of each troop marker. The
legal team color names can be selected from any color defined in the
file /usr/lib/X11/rgb.txt which includes such bizarre entries as
@@ -187,11 +186,11 @@
"red", "green", "blue" and "black" and "white" etc. Alternatively,
colors can be defined individually in the default file (.xbattle),
an option file (see OPTIONS section below), or in the command
-line itself using the "-color <str> <r> <g> <b>" option. With this
+line itself using the "\-color <str> <r> <g> <b>" option. With this
option, the color is given by <str>, and the red green and blue
components by <r>, <g>, and <b> respectively, in the range (0-255). A
black and white pattern can be assigned to correspond to color name
-<str> via the "-stipple <str> 8 x <hex>" option, where the binary
+<str> via the "\-stipple <str> 8 x <hex>" option, where the binary
breakdown of each of eight hex numbers (in form like "0xa4") specifies
one of the eight rows of the pattern.
@@ -200,7 +199,7 @@
bitmap textures on monochrome monitors, allowing monochrome players to
have six distinguishable team colors. A number of people can be
assigned to the same team by repeating the color for different
-displays, for example "-red display1 -red display2", and each member
+displays, for example "\-red display1 \-red display2", and each member
of the team will be able to command any troops of that team. The
<display> argument designates the name of the display on which the
team of that color is playing, so each player must be given a color
@@ -215,7 +214,7 @@
which means the display from which the program is started. When
playing between color and monochrome displays the colors can be
specified more exactly by concatenating a color name with a monochrome
-name, for example "-red_white" (color first), which would display that
+name, for example "\-red_white" (color first), which would display that
team as red on color monitors and white on monochrome monitors. All
command line flags and arguments for the game can be given in any
order as long as the argument directly follows its flag, and most
@@ -225,7 +224,7 @@
experienced player (see BIASED GAMES below).
.SH OPTIONS
- -options
+ \-options
A large number of command line options are available to define the parameters
of the game. In essence, xbattle is many thousands of games rolled
@@ -237,8 +236,8 @@
each option (plus argument, where applicable) is placed on a separate
line. So, for example, the game...
- xbattle -black me -white cnsxk:0.0 -armies 4 -farms 5
- -attack
+ xbattle \-black me \-white cnsxk:0.0 \-armies 4 -farms 5
+ \-attack
could also be played with the command...
@@ -246,13 +245,13 @@
or alternatively with the shorthand version...
- xbattle -black me -white cnsxk:0.0 -myoptions.xbo
+ xbattle \-black me \-white cnsxk:0.0 \-myoptions.xbo
where the file myoptions.xbo consists of the lines...
- -armies 4
- -farms 5
- -attack
+ \-armies 4
+ \-farms 5
+ \-attack
If the specified options file cannot be found in the current directory,
xbattle will search the default xbo directory DEFAULT_XBO_DIR, which
@@ -270,35 +269,35 @@
resolved in favor of the options file.
.SH TROOPS
- -bases, -rbases, -rbase_range, -armies, -militia
+ \-bases, \-rbases, \-rbase_range, \-armies, \-militia
Initial troop allocation is controlled by several command options,
-including -bases <n>, -rbases <n>, -armies <n> and -militia <n>.
+including \-bases <n>, \-rbases <n>, \-armies <n> and \-militia <n>.
Armies and militia are troops on the gameboard, whereas bases which
are indicated by circles on the gameboard, provide a steady supply of
-troops. The -bases option allocates <n> bases to each team,
-symmetrically arranged on the game board, whereas -rbases <n> arranges
-them randomly (which works well with the -horizon option). The
+troops. The \-bases option allocates <n> bases to each team,
+symmetrically arranged on the game board, whereas \-rbases <n> arranges
+them randomly (which works well with the \-horizon option). The
minimum distance between enemy bases (in cells) can optionally be set
using the -rbase_range <n> command. Note that large values of <n> may
not allow any valid rbase allocation, in which case xbattle will exit
with an error message. The
--armies option allocates <n> armies (full troop cells) symmetrically
+\-armies option allocates <n> armies (full troop cells) symmetrically
arrayed, whereas -militia <n> scatters militia of random strengths to
random locations, with a probabilistic density of <n>. At least one
of these four options is required to provide initial troops for the
game, and they may be used in arbitrary combinations.
.SH RESUPPLY
- -towns, -farms, -decay, -erode, -erode_thresh
+ \-towns, \-farms, \-decay, \-erode, \-erode_thresh
-The bases created by the -bases or -rbases produce a steady supply of
+The bases created by the -bases or \-rbases produce a steady supply of
fresh troops. The bases can be occupied by an opposing team, with the
troops produced by such bases are always the color of the occupying
force. The capture of all bases thus becomes the strategic objective
of the game. This arrangement simulates desert warfare, as long and
tenuous supply lines develop between the base and the battle areas.
-Another form of resupply is provided by the command option "-towns
+Another form of resupply is provided by the command option "\-towns
<n>". This produces a number of smaller unoccupied supply sources
scattered randomly over the game board at a density determined by the
argument <n>, and with random rates of troop production, indicated by
@@ -306,14 +305,14 @@
a team to begin producing troops. This option simulates yet a larger
scale of operation as the combatants battle to occupy the towns. A
more distributed form of resupply is evoked by the command option
-"-farms <n>" whereby every cell of the game board will produce
+"\-farms <n>" whereby every cell of the game board will produce
troops as soon as it is occupied, at a rate proportional to the
argument <n>, and the strategic objective becomes the occupation of
the largest areas of the gameboard. This option simulates a yet
larger scale of operation and requires complex management of resources
to concentrate the distributed resources and deliver them to the
battle front. In large scale scenarios additional realism may be
-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