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.LP
Each argument will be taken to be a specification of a player
who will participate in the game. The format of a player spec is
.IP
.B [name[,\fIai\fP][/\fIconfig\fP]@]host[+\fIadvantage\fP]
.LP
where \fIhost\fP is the name of a host.
\fIadvantage\fP is a multiplier specifying how much more a player
gets to start with, so a player at +3 in the standard game gets
3 cities and 15 towns instead of the usual 1 and 5.
.TP 5
.B \-e[,\fIai\fP][+\fIadv\fP] \fInumber\fP
sets the number of machine players (AIs) not attached to displays.
If \fIai\fP and/or \fIadv\fP are supplied, each of the machine
players will get that AI type and advantage.
.TP 5
.B -h \fInumber\fP
creates \fInumber\fP players that may have displays and waits
for them to join the game (via \fB-join\fP, see below).
.LP
General options:
.TP 5
.B \-c \fInumber\fP
sets checkpointing to occur every \fInumber\fP turns.
.TP 5
.B \-f \fIname\fP
reads the file named \fIname\fP, interpreting as a game.
.TP 5
.B \-g \fIname\fP
reads the game named \fIname\fP.
.TP 5
.B \-help, \--help
displays help information and exits.
.TP 5
.B \-host \fIgame\fP
sets up a network game named \fIgame\fP.
.TP 5
.B \-join \fIgame\fP
connects to a network game named \fIgame\fP.
.TP 5
.B \-L \fIpathname\fP
sets the location to search for game files to \fIpathname\fP.
.TP 5
.B \-noai
suppresses all AI creation when setting up the game.
.TP 5
.B \-post \fIform\fP
evaluates the GDL form \fIform\fP after reading all game modules.
.TP 5
.B \-pre \fIform\fP
evaluates the GDL form \fIform\fP before reading any game modules.
.TP 5
.B \-r
suppresses the creation of the default player.
.TP 5
.B \--version
displays version information and exits.
.TP 5
.B \-w
suppresses warnings.
.LP
Variant options:
.TP 5
.B \-M \fIwidth\fP[x\fIheight\fP]
generates a random map of the given size. The size must be at least 5x5,
although some periods will impose additional constraints on the lower bound.
In theory, there is no upper bound (but 200x200 would be huge).
.TP 5
.B \-seq
makes all the players move one at a time.
.TP 5
.B \-sim
allows all the players to move simultaneously.
.TP 5
.B \-tgame \fInumber\fP
limits the total length of the game to \fInumber\fP minutes.
.TP 5
.B \-tside \fInumber\fP
limits the total time of play for each side to \fInumber\fP minutes.
Time is only counted while actually waiting for input.
.TP 5
.B \-tturn \fInumber\fP
limits the time of play for each side to \fInumber\fP minutes per side
per turn.
Time is only counted while actually waiting for input.
.TP 5
.B \-v
makes the entire world seen by all players at the outset.
This is useful if exploration is deemed to be time-consuming, or if
the world is already known to everybody. Some games have this enabled
by default.
.TP 5
.B \-V
makes everything seen all the time.
Some games have this enabled by default.
.TP 5
.B \-v\fIvariant-name[=variant-value]\fP
sets variants that are defined by the chosen game.
The options "-g game -vhelp" will list the available variants.
.LP
Designing and debugging options:
.TP 5
.B \-design
enables designer mode, if available.
.TP 5
.B \-D[-GM]
enables debugging output, if available.
.TP 5
.B \-R \fInumber\fP
sets the random seed to \fInumber\fP, if available.
.SH EXAMPLES
.TP 8
.B
[xc]conq
Standard game, one human on local display, one AI, 60x30 random world
.TP 8
.B
[xc]conq -g crater-lake
One human vs one machine, playing the "crater lake" game
.TP 8
.B
[xc]conq -e 2 -M 40x20
One human, two mplayers, 40x20 random world
.TP 8
.B
[xc]conq -e 6 -g u-e1-1998 -V
Seven players (6 mplayer, 1 human), all playing
on a 360x140 map of the earth with present-day cities,
with everything always visible. Major!
.TP 8
.B
[xc]conq ,ai+4
Standard game, one human and one mplayer, mplayer has advantage of 4.
.TP 8
.B
[xc]conq joe@taurus:0.0 cirdan:0.0
Three players in standard game.
.TP 8
.B
[xc]conq -r -e,ai+3 2 stan@andros:0.0 dhw@skaro:0.0
Standard game, two mplayers each at advantage 3, two humans,
using displays on andros and skaro.
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