From 9f56c6aa5a2c82292809961bf3c51f74fb0c6350 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Thu, 21 Oct 2010 08:38:40 -0400 Subject: [PATCH] More XML markup fixes. --- vms-empire.xml | 57 +++++++++++++++++--------------------------------- 1 file changed, 19 insertions(+), 38 deletions(-) diff --git a/vms-empire.xml b/vms-empire.xml index ea5ed67..00593b8 100644 --- a/vms-empire.xml +++ b/vms-empire.xml @@ -401,9 +401,7 @@ side effects. Normally, when a movement function has been specified, the piece will continue moving according to that function until one of the following happen: - - - * + An enemy piece or unowned city appears next to the piece. In this case the piece will be completely awoken, unless its movement function has @@ -412,23 +410,14 @@ Armies on ships and pieces inside cities will not be awoken if the enemy piece is gone by the time it is their turn to move. - - - * You explicitly awaken the piece. - - - * The piece can no longer move in accordance with its programmed function. In this case, the piece will awaken temporarily. You will be asked to move the piece at which time you may awaken it. - - - * The piece is a fighter which has just enough fuel (plus a small reserve) to get to the nearest city. @@ -437,8 +426,7 @@ the piece will awaken completely, unless its movement function has been set to a specific destination, or its movement function has been set to land. - - + The rationale behind this complexity is that fighters must be awoken completely before they are out of range of a city to prevent one from accidentally forgetting to waken the @@ -956,36 +944,29 @@ the editor. After you have played this game for a while, you will probably find that the computer is immensely easy to beat. Here are some ideas you can try that may make the game more interesting. - - - * + + -Give the computer one or more extra cities before starting the game. + Give the computer one or more extra cities before starting + the game. - - - * -Try playing the game with a low smoothness value (try using the --s2 or even -s0 option). + Try playing the game with a low smoothness value (try using the + -s2 or even -s0 option). - - - * -When starting the game, the program will ask you what difficulty -level you want. Here "difficulty level" is a misnomer. To compute -a difficulty level, the program looks at each continent and counts -the number of cities on the continents. A high "difficulty level" -gives the computer a large continent with many cities, while the -user gets a small continent with few cities. A low "difficulty level" -has the opposite effect. It may be the case that the computer will -play better when the "difficulty level" is low. The reason for this -is that the computer is forced to move armies to multiple continents -early in the game. + When starting the game, the program will ask you what difficulty + level you want. Here "difficulty level" is a misnomer. To compute + a difficulty level, the program looks at each continent and counts + the number of cities on the continents. A high "difficulty level" + gives the computer a large continent with many cities, while the + user gets a small continent with few cities. A low "difficulty level" + has the opposite effect. It may be the case that the computer will + play better when the "difficulty level" is low. The reason for this + is that the computer is forced to move armies to multiple continents + early in the game. - - + HISTORY -- 2.43.0