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---- ./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