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8dfbd04 |
.TH 0AD "6" "Sep 24 2022" "0ad 0.0.26 Zhuangzi" "User Commands"
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.SH NAME
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0ad \- manual page for 0ad 0.0.26 Zhuangzi
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.SH SYNOPSIS
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.B 0ad
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[\fIoptions\fR]
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.SH DESCRIPTION
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0 A.D. (pronounced "zero ey-dee") is a free, open-source, cross-platform
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real-time strategy (RTS) game of ancient warfare. In short, it is a
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historically-based war/economy game that allows players to relive or rewrite
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the history of Western civilizations, focusing on the years between 500 B.C.
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and 500 A.D. The project is highly ambitious, involving state-of-the-art 3D
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graphics, detailed artwork, sound, and a flexible and powerful custom-built
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game engine.
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The game has been in development by Wildfire Games (WFG), a group of volunteer,
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hobbyist game developers, since 2001.
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.PP
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Basic gameplay:
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.TP
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\fB\-autostart\fR=...
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load a map instead of showing main menu (see below)
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.TP
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\fB\-editor\fR
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launch the Atlas scenario editor
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.TP
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\fB\-mod\fR=\fINAME\fR
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start the game using \fINAME\fR mod
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.TP
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\fB\-quickstart\fR
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load faster (disables audio and some system info logging)
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.PP
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Autostart:
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.TP
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\fB\-autostart\fR="\fITYPEDIR\fR/\fIMAPNAME\fR"
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enables autostart and sets \fIMAPNAME\fR; \fITYPEDIR\fR is \fIskirmishes\fR,
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\fIscenarios\fR, or \fIrandom\fR
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.TP
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\fB\-autostart-seed\fR=\fISEED\fR:\fIAI\fR
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sets randomozation seed value (default 0, use -1 for random)
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.TP
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\fB\-autostart-ai\fR=\fIPLAYER\fR:\fIAI\fR
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sets the \fIAI\fR for \fIPLAYER\fR (e.g. 2:petra)
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.TP
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\fB\-autostart-aidiff\fR=\fIPLAYER\fR:\fIDIFF\fR
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sets the \fIDIFF\fRiculty of \fIPLAYER\fR's \fIAI\fR (0: sandbox, 5: very hard)
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.TP
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\fB\-autostart-aiseed\fR=\fIAISEED\fR
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sets the seed used for the \fIAI\fR random generator (default 0, use -1 for
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random)
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.TP
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\fB\-autostart-civ\fR=\fIPLAYER\fR:\fICIV\fR
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sets \fIPLAYER\fR's civilisation to \fICIV\fR (skirmish and random maps only)
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.TP
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\fB\-autostart-team\fR=\fIPLAYER\fR:\fITEAM\fR
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sets the team for \fIPLAYER\fR (e.g. 2:2).
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.TP
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\fB\-autostart-ceasefire\fR=\fINUM\fR
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sets a ceasefire duration \fINUM\fR (default 0 minutes)
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.TP
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\fB\-autostart-nonvisual\fR
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disable any graphics and sounds
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.TP
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\fB\-autostart-victory\fR=\fISCRIPTNAME\fR
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sets the victory conditions with \fISCRIPTNAME\fR located in
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simulation/data/settings/victory_conditions/ (default conquest). When the
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first given \fISCRIPTNAME\fR is "endless", no victory conditions will apply.
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.TP
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\fB\-autostart-wonderduration\fR=\fINUM\fR
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sets the victory duration \fINUM\fR for wonder victory condition (default
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10 minutes)
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.TP
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\fB\-autostart-relicduration\fR=\fINUM\fR
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sets the victory duration \fINUM\fR for relic victory condition (default
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10 minutes)
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.TP
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\fB\-autostart-reliccount\fR=\fINUM\fR
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sets the number of relics for relic victory condition (default 2 relics)
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.TP
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\fB\-autostart-disable-replay\fR
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disable saving of replays
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.PP
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Multiplayer:
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.TP
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\fB\-autostart-playername\fR=\fINAME\fR
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sets local player \fINAME\fR (default 'anonymous')
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.TP
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\fB\-autostart-host\fR
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sets multiplayer host mode
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.TP
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\fB\-autostart-host-players\fR=\fINUMBER\fR
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sets \fINUMBER\fR of human players for multiplayer games (default 2)
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.TP
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\fB\-autostart-client\fR=\fIIP\fR
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sets multiplayer client to join host host at given \fIIP\fR address
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.PP
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Random maps only:
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.TP
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\fB\-autostart-size\fR=\fITILES\fR
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sets random map size in \fITILES\fR (default 192)
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.TP
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\fB\-autostart-players\fR=\fINUMBER\fI
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sets \fINUMBER\fR of players on random map (default 2)
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.PP
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RL client:
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.TP
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\fB\-rl-interface\fR
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Run the RL interface (see source/tools/rlclient)
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.PP
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Configuration:
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.TP
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\fB\-conf\fR=\fIKEY\fR:\fIVALUE\fR
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set a config value
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.TP
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\fB\-nosound\fR
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disable audio
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.TP
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\fB-noUserMod\fR
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disable loading of the user mod
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.TP
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\fB\-shadows\fR
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enable shadows
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.TP
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\fB\-vsync\fR
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enable VSync, i.e. lock FPS to monitor refresh rate
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.TP
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\fB\-xres\fR=\fIN\fR
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set screen \fIX\fR resolution to '\fIN\fR'
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.TP
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\fB\-yres\fR=\fIN\fR
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set screen \fIY\fR resolution to '\fIN\fR'
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.PP
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Installing modes:
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\fBPATHS\fR
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install mods located at \fIPATHS\fR. For instance:
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"./pyrogenesis mod1.pyromod mod2.zip"
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.PP
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Advanced / diagnostic:
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.TP
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\fB\-version\fR
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print the version of the engine and exit
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.TP
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\fB\-dumpSchema\fR
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creates a file \fIentity.rng\fR in the working directory, containing
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complete entity XML schema, used by various analysis tools
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.TP
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\fB\-entgraph\fR
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(disabled)
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.TP
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\fB\-listfiles\fR
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(disabled)
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.TP
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\fB\-profile\fR=\fINAME\fR
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(disabled)
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.TP
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\fB\-replay\fR=\fIPATH\fR
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non-visual replay of a previous game, used for analysis purposes
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\fIPATH\fR is system path to \fIcommands.txt\fR containing simulation log
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.TP
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.TP
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\fB\-replay-visual\fR=\fIPATH\fR
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visual replay of a previous game, used for analysis purposes
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\fIPATH\fR is system path to \fIcommands.txt\fR containing simulation log
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.TP
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\fB\-writableRoot\fR
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store runtime game data in root data directory
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(only use if you have write permissions on that directory)
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.TP
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\fB\-ooslog\fR
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dumps simulation state in binary and ASCII representations each turn,
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files created in sim_log within the game's log folder. \fBNOTE\fR: game will
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run much slower with this option!
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.TP
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\fB-serializationtest\fR
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checks simulation state each turn for serialization errors; on test
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failure, error is displayed and logs created in oos_log within the
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game's log folder. \fBNOTE\fR: game will run much slower with this option!
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.TP
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\fB\-rejointest\fR=\fIN\fR
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simulates a rejoin and checks simulation state each turn for serialization
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errors; this is similar to a serialization test but much faster and
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less complete. It should be enough for debugging most rejoin OOSes.
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.TP
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\fB\-unique-logs\fR
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adds unix timestamp and process id to the filename of mainlog.html,
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interestinglog.html and oos_dump.txt to prevent these files from becoming
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overwritten by another pyrogenesis process.
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.TP
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\fB\-hashtest-full\fR=\fIX\fR
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whether to enable computation of full hashes in replaymode (default true).
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Can be disabled to improve performance.
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.TP
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\fB\-hashtest-quick\fR=\fIX\fR
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whether to enable computation of quick hashes in replaymode (default false).
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Can be enabled for debugging purposes.
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.PP
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Archive builder:
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.TP
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\fB\-archivebuild\fR=\fIPATH\fR
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system \fIPATH\fR of the base directory containing mod data to be
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archived/precached specify all mods it depends on with \fB-mod\fR=\fINAME\fR
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.TP
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\fB\-archivebuild-output\fR=\fIPATH\fR
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system \fIPATH\fR to output of the resulting .zip archive (use with
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archivebuild)
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.TP
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\fB\-archivebuild-compress\fR
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enable deflate compression in the .zip
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(no zip compression by default since it hurts compression of release packages)
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.SH "EXAMPLES"
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.TP
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\fB1)\fR "Bob" will host a 2 player game on the Arcadia map:
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.nf
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-autostart="scenarios/Arcadia 02" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
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.fi
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"Alice" joins the match as player 2:
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.nf
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-autostart="scenarios/Arcadia" -autostart-client=127.0.0.1 -autostart-playername="Alice"
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.fi
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The players use the developer overlay to control players.
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.TP
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\fB2)\fR Load Alpine Lakes random map with random seed, 2 players (Athens
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and Britons), and player 2 is PetraBot:
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.nf
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-autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
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.fi
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.TP
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\fB3)\fR Observe the PetraBot on a triggerscript map:
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.nf
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-autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1
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.fi
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.SH "REPORTING BUGS"
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Bugs should be reported on Trac. For information on reporting problems
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and finding logs, see http://trac.wildfiregames.com/wiki/ReportingErrors
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.SH COPYRIGHT
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0 A.D. is released as open source: you can freely use, copy, modify and
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distribute the game's source code and data files, as long as you include
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attribution to Wildfire Games and let anyone freely modify and distribute any
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of your own modifications to the game's files.
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