0ad.6 4.6 KB

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  1. .TH 0AD "6" "May 17 2014" "0ad 0.0.16 Patañjali" "User Commands"
  2. .SH NAME
  3. 0ad \- manual page for 0ad 0.0.16 Patañjali
  4. .SH SYNOPSIS
  5. .B 0ad
  6. [\fIoptions\fR]
  7. .SH DESCRIPTION
  8. 0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform
  9. real-time strategy (RTS) game of ancient warfare. In short, it is a
  10. historically-based war/economy game that allows players to relive or rewrite
  11. the history of Western civilizations, focusing on the years between 500 B.C.
  12. and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D
  13. graphics, detailed artwork, sound, and a flexible and powerful custom-built
  14. game engine.
  15. The game has been in development by Wildfire Games (WFG), a group of volunteer,
  16. hobbyist game developers, since 2001.
  17. .PP
  18. Basic gameplay:
  19. .TP
  20. \fB\-autostart\fR
  21. load a map instead of showing main menu (see below)
  22. .TP
  23. \fB\-editor\fR
  24. launch the Atlas scenario editor
  25. .TP
  26. \fB\-mod\fR \fINAME\fR
  27. start the game using \fINAME\fR mod
  28. .TP
  29. \fB\-quickstart\fR
  30. load faster (disables audio and some system info logging)
  31. .PP
  32. Autostart:
  33. .TP
  34. \fB\-autostart\fR=\fINAME\fR
  35. map \fINAME\fR for scenario, or rms name for random map
  36. .TP
  37. \fB\-autostart-ai\fR=\fIPLAYER\fR:\fIAI\fR
  38. adds named \fIAI\fR to the given \fIPLAYER\fR (e.g. 2:testbot)
  39. .TP
  40. \fB-autostart-aidiff\fR=\fIPLAYER\fR:\fIlevel\fR
  41. changes the difficulty setting for \fIAI PLAYER\fR (0: easy, 3: very hard)
  42. .PP
  43. Multiplayer:
  44. .TP
  45. \fB\-autostart-playername\fR=\fINAME\fR
  46. multiplayer local player \fINAME\fR (default 'anonymous')
  47. .TP
  48. \fB\-autostart-host\fR
  49. multiplayer host mode
  50. .TP
  51. \fB\-autostart-players\fR=\fINUMBER\fR
  52. multiplayer host: \fINUMBER\fR of client players (default 2)
  53. .TP
  54. \fB\-autostart-client\fR
  55. multiplayer client mode
  56. .TP
  57. \fB\-autostart-ip\fR=\fIIP\fR
  58. multiplayer client: connect to this host \fIIP\fR
  59. .PP
  60. Random maps only:
  61. .TP
  62. \fB\-autostart-random\fR
  63. random map
  64. .TP
  65. \fB\-autostart-random\fR=\fISEED\fR
  66. random map with \fISEED\fR value (default 0, use -1 for random)
  67. .TP
  68. \fB\-autostart-size\fR=\fITILES\fR
  69. random map \fISIZE\fR in tiles (default 192)
  70. .TP
  71. \fB\-autostart-players\fR=\fINUMBER\fI
  72. \fINUMBER\fR of players on random map
  73. .TP
  74. \fB-autostart-civ\fR=\fIPLAYER\fR:\fICIV\fR
  75. changes the civilisation of player \fIPLAYER\fR to \fICIV\fR (default athen)
  76. .PP
  77. Configuration:
  78. .TP
  79. \fB\-conf\fR:\fIKEY\fR=\fIVALUE\fR
  80. set a config value (overrides the contents of system.cfg)
  81. .TP
  82. \fB\-g\fR=\fIF\fR
  83. set the gamma correction to '\fIF\fR' (default 1.0)
  84. .TP
  85. \fB\-nosound\fR
  86. disable audio
  87. .TP
  88. \fB-noUserMod\fR
  89. disable loading of the user mod
  90. .TP
  91. \fB\-shadows\fR
  92. enable shadows
  93. .TP
  94. \fB\-vsync\fR
  95. enable VSync, i.e. lock FPS to monitor refresh rate
  96. .TP
  97. \fB\-xres\fR=\fIN\fR
  98. set screen \fIX\fR resolution to '\fIN\fR'
  99. .TP
  100. \fB\-yres\fR=\fIN\fR
  101. set screen \fIY\fR resolution to '\fIN\fR'
  102. .PP
  103. Advanced / diagnostic:
  104. .TP
  105. \fB\-dumpSchema\fR
  106. creates a file \fIentity.rng\fR in the working directory, containing
  107. complete entity XML schema, used by various analysis tools
  108. .TP
  109. \fB\-entgraph\fR
  110. (disabled)
  111. .TP
  112. \fB\-listfiles\fR
  113. (disabled)
  114. .TP
  115. \fB\-profile\fR=\fINAME\fR
  116. (disabled)
  117. .TP
  118. \fB\-replay\fR=\fIPATH\fR
  119. non-visual replay of a previous game, used for analysis purposes
  120. \fIPATH\fR is system path to commands.txt containing simulation log
  121. .TP
  122. \fB\-writableRoot\fR
  123. store runtime game data in root data directory
  124. (only use if you have write permissions on that directory)
  125. .TP
  126. \fB\-ooslog\fR
  127. dumps simulation state in binary and ASCII representations each turn,
  128. files created in sim_log within the game's log folder. \fBNOTE\fR: game will
  129. run much slower with this option!
  130. .TP
  131. \fB-serializationtest\fR
  132. checks simulation state each turn for serialization errors; on test
  133. failure, error is displayed and logs created in oos_log within the
  134. game's log folder. \fBNOTE\fR: game will run much slower with this option!
  135. .PP
  136. Archive builder:
  137. .TP
  138. \fB\-archivebuild\fR=\fIPATH\fR
  139. system \fIPATH\fR of the base directory containing mod data to be archived/precached
  140. .TP
  141. \fB\-archivebuild-output\fR=\fIPATH\fR
  142. system \fIPATH\fR to output of the resulting .zip archive (use with archivebuild)
  143. .TP
  144. \fB\-archivebuild-compress\fR
  145. enable deflate compression in the .zip
  146. (no zip compression by default since it hurts compression of release packages)
  147. .SH "REPORTING BUGS"
  148. Bugs should be reported on Trac. For information on reporting problems
  149. and finding logs, see http://trac.wildfiregames.com/wiki/ReportingErrors
  150. .SH COPYRIGHT
  151. 0 A.D. is released as open source: you can freely use, copy, modify and
  152. distribute the game's source code and data files, as long as you include
  153. attribution to Wildfire Games and let anyone freely modify and distribute any
  154. of your own modifications to the game's files.