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.TH 0AD "1" "Dec 16 2012" "0ad 0.0.12" "User Commands"
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.SH NAME
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0ad \- manual page for 0ad 0.0.12
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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=\fINAME\fR
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map \fINAME\fR for scenario, or rms name for random map
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.TP
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\fB\-autostart-ai\fR=\fIPLAYER\fR:\fIAI\fR
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adds named \fIAI\fR to the given \fIPLAYER\fR (e.g. 2:testbot)
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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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multiplayer local player \fINAME\fR (default 'anonymous')
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.TP
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\fB\-autostart-host\fR
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multiplayer host mode
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.TP
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\fB\-autostart-players\fR=\fINUMBER\fR
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multiplayer host: \fINUMBER\fR of client players (default 2)
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.TP
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\fB\-autostart-client\fR
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multiplayer client mode
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.TP
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\fB\-autostart-ip\fR=\fIIP\fR
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multiplayer client: connect to this host \fIIP\fR
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.PP
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Random maps only:
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.TP
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\fB\-autostart-random\fR
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random map
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.TP
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\fB\-autostart-random\fR=\fISEED\fR
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random map with \fISEED\fR value (default 0, use -1 for random)
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.TP
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\fB\-autostart-size\fR=\fITILES\fR
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random map \fISIZE\fR in tiles (default 192)
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.TP
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\fB\-autostart-players\fR=\fINUMBER\fI
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\fINUMBER\fR of players on random map
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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 (overrides the contents of system.cfg)
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.TP
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\fB\-g\fR=\fIF\fR
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set the gamma correction to '\fIF\fR' (default 1.0)
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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\-onlyPublicFiles\fR
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force game to use only the public (default) 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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Advanced / diagnostic:
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.TP
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\fB\-dumpSchema\fR
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creates a file entity.rng 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 commands.txt 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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.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 archived/precached
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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 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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.TP
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\fB-buildarchive\fR
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(disabled)
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.SH "REPORTING BUGS"
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Bugs should be reported on Trac: http://trac.wildfiregames.com/
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.br
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On Linux / OS X: If the game detects an error, it should generate crashlog.txt
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in ~/.config/0ad/logs/ . If it doesn't, it should at least print some
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information on stdout. Attach crashlog.txt or the other information to the
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bug report. It might also help to run the game in gdb and copy the output of
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the "bt full" command, if possible.
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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.