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Eressea's orders are evaluated in a fixed sequence. Orders with the same number are executed at the same time or the exact sequence is irrelevant.
Eressea's orders are evaluated in a fixed sequence. Orders with the same number are executed at the same time or the exact sequence is irrelevant.


<div class="mw-translate-fuzzy">
# new default orders are set
# new default orders are set
# [[Special:MyLanguage/GRUPPE|GROUP]], [[Special:MyLanguage/MACHE|MAKE TEMP]]
# [[Special:MyLanguage/GRUPPE|GROUP]], [[Special:MyLanguage/MACHE|MAKE TEMP]]
Zeile 9: Zeile 8:
# [[Special:MyLanguage/KONTAKTIERE|CONTACT]]
# [[Special:MyLanguage/KONTAKTIERE|CONTACT]]
# [[Special:MyLanguage/BOTSCHAFT|MESSAGE]]
# [[Special:MyLanguage/BOTSCHAFT|MESSAGE]]
# [[Special:MyLanguage/BETRETE|ENTER]] ; 1. attemp
# [[Special:MyLanguage/BETRETE|ENTER]]; 1st attempt
# [[Special:MyLanguage/BENUTZE|USE]]
# [[Special:MyLanguage/BENUTZE|USE]]
# [[Special:MyLanguage/VERLASSE|LEAVE]]
# [[Special:MyLanguage/VERLASSE|LEAVE]]
# [[Special:MyLanguage/BETRETE|ENTER]]; 2. attemp
# [[Special:MyLanguage/BETRETE|ENTER]]; 2nd attempt
# [[Special:MyLanguage/ATTACKIERE|ATTACK]]
# [[Special:MyLanguage/ATTACKIERE|ATTACK]]
# [[Special:MyLanguage/RESERVIERE|RESERVE]], [[Special:MyLanguage/BEANSPRUCHE|CLAIM]]
# [[Special:MyLanguage/RESERVIERE|RESERVE]], [[Special:MyLanguage/BEANSPRUCHE|CLAIM]]
# [[Special:MyLanguage/BETRETE|ENTER]]; 3. attemp
# [[Special:MyLanguage/BETRETE|ENTER]]; 3rd attempt
# [[Special:MyLanguage/GIB|GIVE CONTROL]]
# [[Special:MyLanguage/GIB|GIVE CONTROL]]
# [[Special:MyLanguage/VERGISS|FORGET]]
# [[Special:MyLanguage/VERGISS|FORGET]]
# [[Special:MyLanguage/GIB|GIVE]]
# [[Special:MyLanguage/GIB|GIVE]]
# [[Special:MyLanguage/REKRUTIERE|RECRUIT]] is first remembered, then executed person by person
# [[Special:MyLanguage/REKRUTIERE|RECRUIT]]*
# [[Special:MyLanguage/ZERSTÖRE|DESTROY]]
# [[Special:MyLanguage/ZERSTÖRE|DESTROY]]
# [[Special:MyLanguage/FOLGE|FOLLOW]] is set
# [[Special:MyLanguage/FOLGE|FOLLOW]] is set
# [[Special:MyLanguage/BEFÖRDERE|PROMOTE]]
# [[Special:MyLanguage/BEFÖRDERE|PROMOTE]]
# [[Special:MyLanguage/BEZAHLE|PAY NOT]] Sets function and maintenance costs for the corresponding building.
# [[Special:MyLanguage/BEZAHLE|PAY NOT]]; stops operation and maintenance costs for the corresponding building.
# Maintenance costs for buildings are accounted for. If they cannot be raised, the building has no effect for that turn!
# maintenance costs for buildings are accounted for. If they cannot be raised, the building has no effect for that turn!
# [[Special:MyLanguage/STIRB|QUIT]]
# [[Special:MyLanguage/STIRB|QUIT]]
# [[Special:MyLanguage/ZAUBERE|CAST]]
# [[Special:MyLanguage/ZAUBERE|CAST]]
# [[Special:MyLanguage/LEHRE|TEACH]]
# [[Special:MyLanguage/LEHRE|TEACH]]
# [[Special:MyLanguage/LERNE|LEARN]]
# [[Special:MyLanguage/LERNE|LEARN]]
# [[Special:MyLanguage/MACHE|MAKE]]
# [[Special:MyLanguage/MACHE|MAKE]] *
# [[Special:MyLanguage/FORSCHE|RESEARCH]], [[Special:MyLanguage/PFLANZE|PLANT]], [[Special:MyLanguage/SPIONIERE|SPY]], [[Special:MyLanguage/ZÜCHTE|GROW]]
# [[Special:MyLanguage/FORSCHE|RESEARCH]], [[Special:MyLanguage/PFLANZE|PLANT]], [[Special:MyLanguage/SPIONIERE|SPY]], [[Special:MyLanguage/ZÜCHTE|GROW]]
# [[Special:MyLanguage/UNTERHALTE|ENTERTAIN]]
# [[Special:MyLanguage/UNTERHALTE|ENTERTAIN]] *
# [[Special:MyLanguage/TREIBE|TAX]]
# [[Special:MyLanguage/ARBEITE|WORK]] *
# [[Special:MyLanguage/ARBEITE|WORK]]
# [[Special:MyLanguage/TREIBE|TAX]] *
# [[Special:MyLanguage/KAUFE|BUY]]
# [[Special:MyLanguage/KAUFE|BUY]] *
# [[Special:MyLanguage/VERKAUFE|SELL]]
# [[Special:MyLanguage/VERKAUFE|SELL]] *
# [[Special:MyLanguage/BEKLAUE|STEAL]]
# [[Special:MyLanguage/BEKLAUE|STEAL]] *
# Ships with not enough crew suffer damage.
# ships with insufficient crew suffer damage
# ENTER 4. attemp
# ENTER; 4th attempt
# [[Special:MyLanguage/NACH|MOVE]] and [[Special:MyLanguage/ROUTE|ROUTE]], including [[Special:MyLanguage/FAHRE|RIDE]] and [[Special:MyLanguage/TRANSPORTIERE|CARRY]] are executed, and units order to FOLLOW other units do so.
# [[Special:MyLanguage/NACH|MOVE]] and [[Special:MyLanguage/ROUTE|ROUTE]], including [[Special:MyLanguage/FAHRE|RIDE]] and [[Special:MyLanguage/TRANSPORTIERE|CARRY]] are executed, and units ordered to FOLLOW other units do so
# [[Special:MyLanguage/BEWACHE|GUARD]] this only works if the unit has not moved.
# [[Special:MyLanguage/BEWACHE|GUARD]]; this only works if the unit has not moved.
# Ships drifting on the high seas
# ships drift on the high seas
# [[Special:MyLanguage/DEFAULT|DEFAULT]]
# [[Special:MyLanguage/DEFAULT|DEFAULT]]
# Empty units are removed
# empty units are removed
# Peasants, horses and trees grow if possible; the remaining peasants move into other regions.
# peasants, horses and trees grow, if possible; the remaining peasants move into other regions
# Silver for units maintenance is subtracted
# silver for units maintenance is subtracted
# [[Special:MyLanguage/SORTIERE|SORT]]
# [[Special:MyLanguage/SORTIERE|SORT]]
# [[Special:MyLanguage/NUMMER|NUMBER]]
# [[Special:MyLanguage/NUMMER|NUMBER]]
</div>


<div lang="de" dir="ltr" class="mw-content-ltr">
<nowiki>*</nowiki> Orders marked like this are divided "fairly"; see [[#Notes|notes]] below.
<nowiki>*</nowiki> So markierte Befehle werden "gerecht" aufgeteilt. Siehe [[#Erläuterungen|Erläuterungen]] unten.
</div>


However, the orders do not necessarily have to be entered in this order. It is perfectly permissible to enter the following:
However, the orders do not necessarily have to be entered in this order. It is perfectly permissible to enter the following:
Zeile 63: Zeile 59:
  END
  END


Here the Orders Sequence is :  
Here the orders sequence is:  
The new unit is first created, no longer fights, receives 300 silver, recruits 1, and finally learns FORESTRY - although this is not the sequence in which the commands were written.
The new unit is first created, no longer joins combats, receives 300 silver, recruits 1, and finally learns forestry - although this is not the sequence in which the orders were written.


<span id="Erläuterungen"></span>
<span id="Erläuterungen"></span>
<div class="mw-translate-fuzzy">
== Notes ==
== Which unit acts first ==
</div>


<div lang="de" dir="ltr" class="mw-content-ltr">
Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. The [[Special:MyLanguage/Materialpool|item pool]] also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, this sequence can be changed by certain commands. These include <tt>ENTER, LEAVE, MAKE TEMP, GIVE CONTROL</tt> and <tt>GIVE SHIP</tt>. The exact behavior is not guaranteed! Therefore, if in doubt, give orders in such a way that the unit sequence does not matter.
Gleichrangige Befehle verschiedener Einheiten werden normalerweise in der Reihenfolge abgearbeitet, wie sie im Report erscheinen. Also zum Beispiel erst alle GIB-Befehle der ersten Einheit, dann alle GIB-Befehle der zweiten Einheit, später alle REKRUTIERE-Befehle der ersten Einheit, dann der zweiten und so fort. Auch der [[Materialpool]] funktioniert üblicherweise in dieser Reihenfolge: Einheiten, die weiter oben in der Reihenfolge stehen, werden also zuerst "befragt", ob sie einen Gegenstand hergeben können. Die Reihenfolge kann sich jedoch durch bestimmte Befehle verändern. Dazu gehören BETRETE, VERLASSE, MACHE TEMP, GIB KOMMANDO und GIB SCHIFF. Das genaue Verhalten wird nicht garantiert! Deshalb sollte man im Zweifel Befehle so geben, dass die Einheitenreihenfolge dafür keine Rolle spielt.
Einige Befehle werden zuerst in einer Liste gemerkt, bis alle Einheiten der Region den Befehl gegeben haben. Erst dann werden sie gesammelt ausgeführt. Dies betrifft ARBEITE, UNTERHALTE, TREIBE, REKRUTIERE, KAUFE, VERKAUFE und MACHE von Rohstoffen. Rohstoffe sind Steine, Eisen, Laen, Adamantium, Holz, Mallorn, Kräuter und Pferde. MACHE BURG oder MACHE SCHIFF wird also sofort ausgeführt.
For orders where the result has an upper limit, for example the maximum number of trees in the region for <tt>MAKE wood</tt>, the maximum number of recruits to <tt>RECRUIT</tt> or the region's money for <tt>ENTERTAIN</tt> and <tt>TAX</tt>, it may happen that several units are in competition. In this case, we try to distribute the scarce good in proportion to the quantity that each unit could produce if it were unlimited. In this case, there may be gaps and a unit may end up with nothing. The <tt>SELL</tt>, <tt>BUY</tt> and <tt>WORK</tt> orders are also affected.
Der Sinn davon ist, dass alle Parteien gleichmäßig "bedient" werden und nicht die Einheit, die als erstes drankommt, alle Rohstoffe bekommt. Statt dessen werden die Dinge (Silberstücke, Luxusgüter, Rohstoffe) Stück für Stück verteilt, bis alle Einheiten einmal dran gekommen sind, dann geht es wieder von vorne los.
</div>


<div lang="de" dir="ltr" class="mw-content-ltr">
; About ENTER 1st/2nd/3rd/4th attempt:
'''Beispiele:'''
: This means that you can still enter a castle before an attack. After the fight, a unit may try to enter again, as the former owner might be dead or has fled in the meantime.
* Das Unterhaltungslimit in der Region ist 1000 Silber. Zwei Einheiten geben beide den UNTERHALTE-Befehl und haben genug Talent, um beide je 1000 Silber verdienen zu können. Tatsächlich wird das Unterhaltungssilber gleichmäßig aufgeteilt, beide verdienen 500 Silber.
: It does not mean that units leaving a ship can still attack in the same turn, as the server remembers who left ships and intercepts it accordingly.
* Einheit a, b und c haben jeweils den Befehl REKRUTIERE 10. Die Region hat aber nur 240 Bauern, also maximal 6 Rekruten. Alle drei Einheiten werden nur 2 von 10 Bauern rekrutieren.
* Das Verhalten ist manchmal durch Rundungseffekte, unerwartete Interaktionen oder auch Fehler im Code nicht genau wie erwartet. Man sollte lieber nicht sein Leben darauf verwetten.
</div>
 
<div class="mw-translate-fuzzy">
; About ENTER : 1st/2nd/3rd/4th Attempt:  
: This means that you can still enter a castle before an attack. It does not mean that units leaving a ship can still attack in the same turn, as the server remembers who left ships and intercepts accordingly. If you completely kill or drive out a building crew in combat, you can enter the castle after the fight.
</div>


<span id="Siehe_auch"></span>
<span id="Siehe_auch"></span>
Zeile 98: Zeile 81:
* [[Special:MyLanguage/Befehlsreihenfolge (E3)|Befehlsreihenfolge (E3)]]
* [[Special:MyLanguage/Befehlsreihenfolge (E3)|Befehlsreihenfolge (E3)]]


<div lang="de" dir="ltr" class="mw-content-ltr">
{{weiter|Kurzbeschreibung|Short Description}}
{{weiter|Kurzbeschreibung}}
</div>


<div lang="de" dir="ltr" class="mw-content-ltr">
[[Kategorie:Befehle]]
[[Kategorie:Befehle]]
[[Kategorie:Regeln{{#translation:}}]]
[[Kategorie:Regeln{{#translation:}}]]
</div>

Aktuelle Version vom 8. März 2024, 13:00 Uhr

Eressea's orders are evaluated in a fixed sequence. Orders with the same number are executed at the same time or the exact sequence is irrelevant.

  1. new default orders are set
  2. GROUP, MAKE TEMP
  3. NAME, DESCRIBE, GUARD NOT, HELP, COMBAT, COMBATSPELL, HIDE, ORIGIN, SHOW
  4. BANNER, EMAIL, OPTION, PASSWORD
  5. CONTACT
  6. MESSAGE
  7. ENTER; 1st attempt
  8. USE
  9. LEAVE
  10. ENTER; 2nd attempt
  11. ATTACK
  12. RESERVE, CLAIM
  13. ENTER; 3rd attempt
  14. GIVE CONTROL
  15. FORGET
  16. GIVE
  17. RECRUIT*
  18. DESTROY
  19. FOLLOW is set
  20. PROMOTE
  21. PAY NOT; stops operation and maintenance costs for the corresponding building.
  22. maintenance costs for buildings are accounted for. If they cannot be raised, the building has no effect for that turn!
  23. QUIT
  24. CAST
  25. TEACH
  26. LEARN
  27. MAKE *
  28. RESEARCH, PLANT, SPY, GROW
  29. ENTERTAIN *
  30. WORK *
  31. TAX *
  32. BUY *
  33. SELL *
  34. STEAL *
  35. ships with insufficient crew suffer damage
  36. ENTER; 4th attempt
  37. MOVE and ROUTE, including RIDE and CARRY are executed, and units ordered to FOLLOW other units do so
  38. GUARD; this only works if the unit has not moved.
  39. ships drift on the high seas
  40. DEFAULT
  41. empty units are removed
  42. peasants, horses and trees grow, if possible; the remaining peasants move into other regions
  43. silver for units maintenance is subtracted
  44. SORT
  45. NUMBER

* Orders marked like this are divided "fairly"; see notes below.

However, the orders do not necessarily have to be entered in this order. It is perfectly permissible to enter the following:

GIVE TEMP 5 300 Silver
MAKE TEMP 5
  RECRUIT 1
  COMBAT NOT
  LEARN FORESTRY
END

Here the orders sequence is: The new unit is first created, no longer joins combats, receives 300 silver, recruits 1, and finally learns forestry - although this is not the sequence in which the orders were written.

Notes

Orders of the same rank from different units are normally processed in the sequence in which they appear in the report. For example, first all GIVE orders of the first unit, then all GIVE orders of the second unit, then all RECRUIT orders of the first unit, then the second and so on. The item pool also usually works in this way: units higher up in the region are first "asked" if the can share a certain item. However, this sequence can be changed by certain commands. These include ENTER, LEAVE, MAKE TEMP, GIVE CONTROL and GIVE SHIP. The exact behavior is not guaranteed! Therefore, if in doubt, give orders in such a way that the unit sequence does not matter.

For orders where the result has an upper limit, for example the maximum number of trees in the region for MAKE wood, the maximum number of recruits to RECRUIT or the region's money for ENTERTAIN and TAX, it may happen that several units are in competition. In this case, we try to distribute the scarce good in proportion to the quantity that each unit could produce if it were unlimited. In this case, there may be gaps and a unit may end up with nothing. The SELL, BUY and WORK orders are also affected.

About ENTER 1st/2nd/3rd/4th attempt
This means that you can still enter a castle before an attack. After the fight, a unit may try to enter again, as the former owner might be dead or has fled in the meantime.
It does not mean that units leaving a ship can still attack in the same turn, as the server remembers who left ships and intercepts it accordingly.

See also


Continue reading: Short Description