2014-05-23 16:52:02 +00:00
|
|
|
.TH 0AD "6" "May 17 2014" "0ad 0.0.16 Patañjali" "User Commands"
|
2012-09-25 23:44:59 +00:00
|
|
|
|
|
|
|
.SH NAME
|
2014-05-23 16:52:02 +00:00
|
|
|
0ad \- manual page for 0ad 0.0.16 Patañjali
|
2012-09-25 23:44:59 +00:00
|
|
|
.SH SYNOPSIS
|
|
|
|
.B 0ad
|
|
|
|
[\fIoptions\fR]
|
|
|
|
.SH DESCRIPTION
|
|
|
|
0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform
|
|
|
|
real-time strategy (RTS) game of ancient warfare. In short, it is a
|
|
|
|
historically-based war/economy game that allows players to relive or rewrite
|
|
|
|
the history of Western civilizations, focusing on the years between 500 B.C.
|
|
|
|
and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D
|
|
|
|
graphics, detailed artwork, sound, and a flexible and powerful custom-built
|
|
|
|
game engine.
|
|
|
|
|
|
|
|
The game has been in development by Wildfire Games (WFG), a group of volunteer,
|
|
|
|
hobbyist game developers, since 2001.
|
|
|
|
.PP
|
|
|
|
Basic gameplay:
|
|
|
|
.TP
|
|
|
|
\fB\-autostart\fR
|
|
|
|
load a map instead of showing main menu (see below)
|
|
|
|
.TP
|
|
|
|
\fB\-editor\fR
|
|
|
|
launch the Atlas scenario editor
|
|
|
|
.TP
|
|
|
|
\fB\-mod\fR \fINAME\fR
|
|
|
|
start the game using \fINAME\fR mod
|
|
|
|
.TP
|
|
|
|
\fB\-quickstart\fR
|
|
|
|
load faster (disables audio and some system info logging)
|
|
|
|
|
|
|
|
.PP
|
|
|
|
Autostart:
|
|
|
|
.TP
|
|
|
|
\fB\-autostart\fR=\fINAME\fR
|
|
|
|
map \fINAME\fR for scenario, or rms name for random map
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-ai\fR=\fIPLAYER\fR:\fIAI\fR
|
|
|
|
adds named \fIAI\fR to the given \fIPLAYER\fR (e.g. 2:testbot)
|
2013-04-03 15:00:33 +00:00
|
|
|
.TP
|
|
|
|
\fB-autostart-aidiff\fR=\fIPLAYER\fR:\fIlevel\fR
|
|
|
|
changes the difficulty setting for \fIAI PLAYER\fR (0: easy, 3: very hard)
|
2012-09-25 23:44:59 +00:00
|
|
|
|
|
|
|
.PP
|
|
|
|
Multiplayer:
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-playername\fR=\fINAME\fR
|
|
|
|
multiplayer local player \fINAME\fR (default 'anonymous')
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-host\fR
|
|
|
|
multiplayer host mode
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-players\fR=\fINUMBER\fR
|
|
|
|
multiplayer host: \fINUMBER\fR of client players (default 2)
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-client\fR
|
|
|
|
multiplayer client mode
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-ip\fR=\fIIP\fR
|
|
|
|
multiplayer client: connect to this host \fIIP\fR
|
|
|
|
|
|
|
|
.PP
|
|
|
|
Random maps only:
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-random\fR
|
|
|
|
random map
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-random\fR=\fISEED\fR
|
|
|
|
random map with \fISEED\fR value (default 0, use -1 for random)
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-size\fR=\fITILES\fR
|
|
|
|
random map \fISIZE\fR in tiles (default 192)
|
|
|
|
.TP
|
|
|
|
\fB\-autostart-players\fR=\fINUMBER\fI
|
|
|
|
\fINUMBER\fR of players on random map
|
2013-04-03 15:00:33 +00:00
|
|
|
.TP
|
|
|
|
\fB-autostart-civ\fR=\fIPLAYER\fR:\fICIV\fR
|
|
|
|
changes the civilisation of player \fIPLAYER\fR to \fICIV\fR (default athen)
|
2012-09-25 23:44:59 +00:00
|
|
|
|
|
|
|
.PP
|
|
|
|
Configuration:
|
|
|
|
.TP
|
|
|
|
\fB\-conf\fR:\fIKEY\fR=\fIVALUE\fR
|
|
|
|
set a config value (overrides the contents of system.cfg)
|
|
|
|
.TP
|
|
|
|
\fB\-g\fR=\fIF\fR
|
|
|
|
set the gamma correction to '\fIF\fR' (default 1.0)
|
|
|
|
.TP
|
|
|
|
\fB\-nosound\fR
|
|
|
|
disable audio
|
|
|
|
.TP
|
2013-04-03 15:00:33 +00:00
|
|
|
\fB-noUserMod\fR
|
|
|
|
disable loading of the user mod
|
2012-09-25 23:44:59 +00:00
|
|
|
.TP
|
|
|
|
\fB\-shadows\fR
|
|
|
|
enable shadows
|
|
|
|
.TP
|
|
|
|
\fB\-vsync\fR
|
|
|
|
enable VSync, i.e. lock FPS to monitor refresh rate
|
|
|
|
.TP
|
|
|
|
\fB\-xres\fR=\fIN\fR
|
|
|
|
set screen \fIX\fR resolution to '\fIN\fR'
|
|
|
|
.TP
|
|
|
|
\fB\-yres\fR=\fIN\fR
|
|
|
|
set screen \fIY\fR resolution to '\fIN\fR'
|
|
|
|
|
|
|
|
.PP
|
|
|
|
Advanced / diagnostic:
|
|
|
|
.TP
|
|
|
|
\fB\-dumpSchema\fR
|
2013-04-03 15:00:33 +00:00
|
|
|
creates a file \fIentity.rng\fR in the working directory, containing
|
2012-09-25 23:44:59 +00:00
|
|
|
complete entity XML schema, used by various analysis tools
|
|
|
|
.TP
|
2012-12-18 23:50:06 +00:00
|
|
|
\fB\-entgraph\fR
|
|
|
|
(disabled)
|
|
|
|
.TP
|
|
|
|
\fB\-listfiles\fR
|
|
|
|
(disabled)
|
|
|
|
.TP
|
|
|
|
\fB\-profile\fR=\fINAME\fR
|
|
|
|
(disabled)
|
|
|
|
.TP
|
2012-09-25 23:44:59 +00:00
|
|
|
\fB\-replay\fR=\fIPATH\fR
|
|
|
|
non-visual replay of a previous game, used for analysis purposes
|
|
|
|
\fIPATH\fR is system path to commands.txt containing simulation log
|
|
|
|
.TP
|
|
|
|
\fB\-writableRoot\fR
|
|
|
|
store runtime game data in root data directory
|
|
|
|
(only use if you have write permissions on that directory)
|
2012-12-18 23:50:06 +00:00
|
|
|
.TP
|
|
|
|
\fB\-ooslog\fR
|
|
|
|
dumps simulation state in binary and ASCII representations each turn,
|
2012-12-20 22:47:57 +00:00
|
|
|
files created in sim_log within the game's log folder. \fBNOTE\fR: game will
|
2012-12-18 23:50:06 +00:00
|
|
|
run much slower with this option!
|
|
|
|
.TP
|
|
|
|
\fB-serializationtest\fR
|
|
|
|
checks simulation state each turn for serialization errors; on test
|
|
|
|
failure, error is displayed and logs created in oos_log within the
|
|
|
|
game's log folder. \fBNOTE\fR: game will run much slower with this option!
|
2012-09-25 23:44:59 +00:00
|
|
|
|
|
|
|
.PP
|
|
|
|
Archive builder:
|
|
|
|
.TP
|
|
|
|
\fB\-archivebuild\fR=\fIPATH\fR
|
|
|
|
system \fIPATH\fR of the base directory containing mod data to be archived/precached
|
|
|
|
.TP
|
|
|
|
\fB\-archivebuild-output\fR=\fIPATH\fR
|
|
|
|
system \fIPATH\fR to output of the resulting .zip archive (use with archivebuild)
|
|
|
|
.TP
|
|
|
|
\fB\-archivebuild-compress\fR
|
|
|
|
enable deflate compression in the .zip
|
|
|
|
(no zip compression by default since it hurts compression of release packages)
|
|
|
|
|
|
|
|
.SH "REPORTING BUGS"
|
2013-04-03 15:00:33 +00:00
|
|
|
Bugs should be reported on Trac. For information on reporting problems
|
|
|
|
and finding logs, see http://trac.wildfiregames.com/wiki/ReportingErrors
|
2012-09-25 23:44:59 +00:00
|
|
|
|
|
|
|
.SH COPYRIGHT
|
|
|
|
0 A.D. is released as open source: you can freely use, copy, modify and
|
|
|
|
distribute the game's source code and data files, as long as you include
|
|
|
|
attribution to Wildfire Games and let anyone freely modify and distribute any
|
|
|
|
of your own modifications to the game's files.
|