Layout of an Ork commands file

updated: 28. 09. 2005


Allowed characters
Generel syntax of the command lines
Notation of the descriptions of the commands
The BEF-command
Dispatching commands
Printing manipulation
Example of a command file


Lines that start with exactly one hash ("#") are called meta command lines. The term that starts with "#" is called "meta command".

Lines that start with two hashes ("##") are comment lines. They are totally ignored; I can't see any use for it. But on the other hand even my imagination is limited.

Lines that start with another character are command lines if the last meta command line before it is a "#BEF"-meta command. In any other case the lines don't have a name - gosh, let's call them "humbug lines".


A command file is processed sequentially. Command lines and humbug lines are always related to the previous meta command. The scope of a meta command on the following lines will be ended if the processing program will hit another meta command.

Allowed characters

Only ASCII-codes greater or equal 32 are allowed in the command file. This especially means that Tabulators are NOT allowed!!! Who thinks that he really needs control chars can use symbolic control chars. These symbolic control chars consist of exactly four characters: an opening curly brace ("{"), two characters and an ending curly brace ("}"). The following symbolic control chars exist (the curly braces are excluded, since the control chars would be executed otherwise while generating this very document).

F+: bold on
F-: bold off
U+: underline on
U-: underline off
K+: italic on
K-: italic off
B+: wide on (in HTML: <big>)
B-: wide off (in HTML: </big>)

Ork uses ANSI umlauts. DOS umlauts will be converted by Ork for Windows.

General syntax of the command line

Command lines consist of exactly one command (optional parameters are separated by space or commas). A semicolon after the command is allowed. Everything behind a semicolon is ignored (e.g. comments, notices on gold, ...).

Command lines are started by the "#BEF" meta command (see below).


#bef 134 12 18 passwd
te 100            ; Offer 100 G to Illmir
sm 12, 30000      ; increase magic level to 65
sp 341 120        ; espionage on Leo

Notation of the description of the commands

In this document words which are enclosed by angle brackets stand for parameters which have to be filled in with reasonable values at the delivery of commands. <PlayerNo> for example stands for the number of the player and has to be substituted by this number at the delivery of commands. So don't write "#MV <PlayerNo>" in the command file but "#MV 17" or whoever should get the important messages which will be sent by this #MV meta command.

Squared brackets don't have to be written; they indicate parts of a meta command that are optional and can be omitted. For example "#MV <receiver> [<sender> <password>]" means that the meta command MV can be used with two different options: first as "#MV <receiver>" (thus without the optional part in the squared brackets) and second as "#MV <receiver> <sender> <password>". If you use the optional part in the squared brackets, you have to use the whole part. In the given example "#MV <receiver> <sender>" wouldn't be ok since you've left out the <password> part.

Everything that is not embraced by angle or squared brackets has to be entered as given. "#MV" in the previous example has to be entered as "#MV".

Ork is case insensitive. Names will be stored as given. If you want your name with a starting capital letter you have to write it in such a way.

The parameter <password> has to be omitted anytime if the player has chosen to omit passwords (by using the meta command #KEINPASSWORT).

The BEF meta command

#BEF <GameNo> <turn> <PlayerNo> [<Password>]

The commands of any player will be started by this meta command. This line must be directly ahead of the command lines. It is especially not allowed to have any other meta command ("#"-command) after the #BEF meta command; These other meta commands have to be in front of the #BEF meta command or at the end of the commands. <turn> has to be replaced by the number of the oncoming turn. The #BEF meta command you have to use is written in the header of the previous report (bold and underlined - no chance to miss it...). If you have the report of year 27 you have to substitute <turn> by 28.


#bef 134 12 18 passwd


#PASSWORT <PlayerNo> <new Password> <old Password>

Set a new password for player <PlayerNo>. The old password has to be given; you'll find it in the header of your report. The starting password is automatically created. If you want to turn off the password protection completely you have to use the meta command "#KEINPASSWORT".

If you give the "#PASSWORT" meta command it must be the first meta command in the whole file. All following meta commands must use the new password.

A password can contain letters, digits and any other characters except "#", space and the underscore. The maximum length of the password is 20 characters.

Examples for valid passwords:


Examples for invalid passwords:

Samuel Wasserscheidt
Papier 5

example for the password meta command:

#passwort 18 newpassword passwd

#KEINPASSWORT <PlayerNo> <passwd>

The player <PlayerNo> turns the password protection off. All following meta commands in the current and all following command files which would need a password have to be given without a password.


#keinpasswort 18 passwd


#UMS <PlayerNo> <Name> <password>

Rename player <PlayerNo> in <Name>. You are only allowed to rename yorself.


#ums 18 Corknan the barbar password

#UML <area> <Name> <password>

Rename area <area> to <Name>. You are only allowed to rename neutral or your own areas.


#uml 277 Land of shrill songs and naked women passwd

#UMC <PlayerNo> <Name> <password>

Rename the clan of player <PlayerNo> to <Name>. You are only allowed to rename your own clan. This meta command can only be given in Clan Ork games.

#UME <PlayerNo> <Name> <password>

Rename the archmage of player <PlayerNo> to <Name>. This meta command can only be given if the player has an archmage. You are only allowed to rename your own archmage.

#UMH <PlayerNo> <HeroNo> <Name> <password>

Rename the hero <HeroNo> from player <PlayerNo> to <Name>. This meta command will only be executed if the player has a hero <HeroNo> at the begin of the current turn. You are only allowed to rename your own heroes.


#UMH 17 2 Arthur of Great Britain password

#FRAU <PlayerNo> <password>

The tribe of player <PlayerNo> is lead by a woman. This means that female titles will be used for the tribe leader. You are only allowed to womanize your own tribe. There is a small drawback in being a female leader: You can't marry orcesses from other tribe leaders. The decision whether the tribe is lead by a man or a woman is irreversible after marriage.

#MANN <PlayerNo> <password>

The opposite of the #FRAU meta command (and the default setting).


#MV <ReceiverNo> [<SenderNo> <password>]
(followed by humbug lines)

Messages from <SenderNo> to <ReceiverNo>. The line with the #MV meta command mustn't contain additional text. The text of the message are any lines following the #MV meta command up to the end of file or the next meta command. <SenderNo> can be omitted (in which case the receiver won't know who has sent this message). If <SenderNo> is omitted, <password< has to be omitted as well.

If you give a leading "L" to <ReceiverNo> or <SenderNo> Ork will interpret the number as number of the tribal area of the receiver/sender. Relevant for this is the number of the tribal area after the next report (players which were pillaged wouldn't get the message in this way). Important: The letter mustn't be separated by a space from the field number. This means "L319" and not "L 319".

It is strictly forbidden to use a false sender (which could be done by using a password from another player or a player who doesn't use the password protection), But it is allowed to send messages without sender (or messages from non existent senders). A line in a message is ignored by Ork if it looks like the the line which is used by Ork for Windows to delimit messages. Normally this would be "---" (three dashes) - if that wasn't changed by the game master.


#mv 15 8 passwd
Hello Ingo, you crab.
What a luck that I used a sender for this message - otherwise you wouldn't know that it was from me.
#mv 15
Since I didn't use a sender in this example you wouldn't know that is is also from me.
#mv L37 L277 passwd
Hi Ingo, living in 37.
Since I am living in 277 you know exactly that I have written this message and you will get the correct sender address.

#MC <ClanNo> [<SenderNo> <password>]

Messages from <SenderNo> to all members of Clan <ClanNo> (only possible in Clan Ork games). Exactly the same as "#MV". <SenderNo> is the number of the sending player, not the sending Clan.

#A [<PlayerNo> <password>]
(followed by humbug lines)

Message to the world from player <PlayerNo>. A sender note will be produced automatically if you use <PlayerNo> and <password>. If you omit these, the message won't be signed.

#GM [<SenderNo> <password>]
(followed by humbug lines)

Messages from player <SenderNo> to the Game Master. <SenderNo> (and the <password>) can be omitted, but the game master wouldn't see who has written this message. If you send wishes or comments to the Game Master this way it won't be easy for him to work on it if he doesn't know who sent it.

Dispatching commands

#EMAIL <PlayerNo> <Emailaddress> <password>

Defines the email address for player <PlayerNo>.


#EMAIL 17 passwd

#CC <PlayerNo> <Emailaddress> <Password>

If the game master uses the internal mail module of Ork for Windows, a "carbon copy" of the mails with the reports will be sent at the given <Emailaddress>. You can enter more than one address. These have to be separated by commas. To stop sending carbon copies you have to send the meta command #CC <PlayerNo> (without an email address).


#CC 17, passwd
#CC 17 passwd

The first meta command will send carbon copies of the following reports from player 17 to and The second example stops this.

Printing manipulation

#DRUMF <PlayerNo> <parameters> <password>

For player <PlayerNo> some additional parts will be added to the normal report or some special settings will be done. <parameters> are one or more parameters which have to be separated by space and/or commas. Some parameters make permanent changes, which means you have to undo them explicitly (normally by using a trailing minus sign). These parameters are marked by [permanent].

The following parameters are available:

EHT [permanent]: The artefacts of the heroes will be displayed in one column ("EHT-" turns this off).

KBVL [permanent]: After issuing this the list of defenders which is shown directly before the campaigns, will not be shown. "KBVL-" shows this list again.

KURZDUELL [permanent]: Duels between two heroes will be shown in a short form.

LANGDUELL [permanent]: Duels between heroes will be shown in the long form (Default).

K: a map will pe printed. This is an empty map (no hidden informations to gain!); it is only useful if Ork is played during a convention. The parameter is not permanent, like it was in former versions of Ork.

SV: A list of tribes led by human players will be shown.

KIEBEL [permanent]: a "Kiebel file" will be sent also. This file is needed by some Ork management tools like the original one from Stefan Kiebel or "MyOrkTool" from Sascha Adams and Jan Helge Zeysing (Default). You can stop this by "KIEBEL-".

INITKIEBEL: If you get the Kiebel file for the first time some additional data (especially the names of all players instead of only those names which have changed since the last report) will be sent. If you want to have this during the game, you can use INITKIEBEL. The next Kiebel file will include the additional data. If you didn't get the Kiebel files before you will get them from now on (like KIEBEL). Normally there shouldn't be any use for this.

AD: A list of differences from the current settings done by the game master to the standard settings given in ORKNORM.STP will be printed.

KANL: A short manual will be printed. This will be done once. A player can ask for a short manual just twice.

KDO: A compilation of the meta commands ("#") will be printed. This will be done just once.

FAQ: A document with frequently asked questions (and some answers) will be printed.

VON [permanent]: The reports will include detailed messages on your army movements. Turn it off by issuing "VON-".

BEFEINSP [permanent]: The commands given will not be printed in two but in one column. Also comments, which are separated by semicolon (";") from the commands are printed. You can turn it off with "BEFEINSP-".


could give the following output for player 17 if he has the password passwd:
KW 12 1000 30; Caravan to my partner Algeirsson
SP 12 70; Let's see what Algeirsson does. ;)
OH 34 7; Build orcen outposts to the south east
TE 100
SM 1 1200; hopefully we'll get MN 30? next year

KS [permanent]: The report file will be formated in KS-Format, which means that it includes all control and point commands which are used by the editor "Khurrads Sekretär" (and the KLIST.EXE program fo DOS).

HTML [permanent]: The report will be printed in HTML, which can be read, viewed and printed by any "common" browser. The report files will get the ending .HTM automatically.

HTMLAT [permanent]: The report will be printed in HTML. In contrast to "HTML" tables won't be exported by the HTML table commands but by preformated text with vertical and horizontal lines. Something for the nostalgic minded between you.

IBM [permanent]: The report will be printed as DOS text file with DOS umlauts. This is for the "spartanic" ones between you who don't have HTML browsers and programs that understand the "KS" files. The text attributes "underlined", "bold", ... will be ignored.

ANSI [permanent]: The report will be printed as Windows text file with Windows umlauts but without frame characters. This format can be used with Windows editors like Notepad, Ultraedit, WordTabs or "Khurrads Sekretär für Windows".

ASCII [permanent]: The report will be printed as text file without any umlauts or other special characters. Only 7 bit characters are included ("ä" will be printed as "ae"). This format is for all these who don't view the Ork printouts at the PC and don't have any browser. It is the format with the least problems regarding dispatchment over internet but of course the most ugly format. HTML-files are "safe" (just 7 bit ASCII code) as well; therefore HTML format is superior.

SYM [permanent]: The report will be printed as text file with Windows umlauts and without frame characters but with special and point commands understood by "Khurrads Sekretär für Windows". This editor uses these symbolic control characters to format the text. In contrary to the HTML printout all formating commands from Ork will be followed. For example tables and paragraphs won't be split - something that sometimes happens with HTML.

KURZNAME [permanent]: The "old" naming convention for the report files which was used by Ork for DOS will be honored. Ork for Windows normally uses a new naming convention. A report file for game 85, player 17 and turn 5 would be saved as "O085S017Z005.TXT" instead of "O085S017.S05. With "KURZNAME-" you will get the "new" naming convention back.


#DRUMF 17 K, SV, HTML passwd

This meta command asks for a map and the listing of the tribes led by real players - at least if the password of this player is "passwd". The report file for this player will include these additional information whether other players get these information as well or not. The report will be printed in HTML format.

Additional example:

#DRUMF 17 KANL KDO passwd

Player 17 will get a short manual and a compilation of the meta commands ("#" commands).

#DEUTSCH <Spielernr> <Paßwort>

The reports are given in German. That is default.

#ENGLISH <Spielernr> <Paßwort>

The reports are given in English. Hint: The meta command is not "#ENGLISCH" but "#ENGLISH", without "sch".

#RECHTERRAND <PlayerNo> <RBorder> <password>

The maximum width of a line is set - given that the report will be printed in a text format. <RBorder> has to be a number greater than 20.

#FOLGE <PlayerNo> <PartsOfReport> <password>

A player can set in which sequence the parts of his report should be presented. There is a default sequence, set by the game master. If any player wants to get the information in a different sequence he can use the "#FOLGE" meta command. Warning! Parts that are not mentioned in the #FOLGE meta command won't be part of the report. This means that all possible parts of the report should be included into the #FOLGE meta command. Printed will be only those parts of the report which are given by the game master, ordered by the player by special commands or given by the program itself.

These are the parts of a report:
Kpf: Orkkopf
Tit: Titel
PB: Persönliche Botschaften
RS: Rang
StV: Stammesverzeichnis
Kt: Karte
Bf: Befehle
EBB: Beraterbericht
AAW: Aus aller Welt
StD: Stammesdaten
BAA: Botschaften an alle
ErT: Erichtabelle
AK: Anfangskarte
PET: Endtabelle
CAT: Clanendtabelle
EchtNm: Echtname
AbwD: Partiebesonderheiten
Kdo: Kommandoübersicht
Perfo: Stammesvergleich
Extdat: Externe Textdatei
Sig: Signatur


#FOLGE 17 Kpf Tit StV Kt PB Bf EBB AAW RS StD Perfo BAA PET CAT ErT AK AbwD Kurzanl Kdo Faq ExtDat passwd

Hint: The meta command has to be written in one line. If this is not possible you can use the meta command "#FOLGEFTS" (even more than once). You should do this if the line exceeds 78 characters.

In the example player 17 gets an individual sequence for the parts of his report. Please note the "passwd" at the end of the meta command. Since "EchtNm" ist not part of the command the player won't get this part of the report (until he gives a new #FOLGE meta command including "EchtNm"). The parameters are case insensitive - as always.

#FOLGEFTS <PlayerNo> <PartsOfReport> <password>

Quod vide "#FOLGE". In contrast to "#FOLGE" the sequence of the parts of the report won't be substituted by "#FOLGEFTS" but added to the existing sequence. By using this you can construct very long sequences even if your editor is only capable of producing short text lines. The use of #FOLGEFTS is recommended if the command "#FOLGE" has more than 78 characters (which is nearly always the case).


#FOLGE 17 Kpf Tit StV Kt PB Bf EBB AAW RS StD Perfo BAA passwd
#FOLGEFTS 17 PET CAT ErT AK AbwD Kurzanl Kdo Faq ExtDat passwd

#BGCOLOR <PlayerNo> <HTML-color> <password>

If player <PlayerNo> gets a HTML report he can set the background color for his printout. "<HTML-color>" has to be a valid name of a HTML color that will be understood by the browser. Ork won't check this. Example for valid colors: "#ffeedd, "aquamarine", "silver".


#BGCOLOR 17 #ffeedd passwd

#TABBGCOLOR <PlayerNo> <HTML-color> <passwd>

Quod vide "#BGCOLOR", but this time for the table color.

#TABFONT <PlayerNo> <Font-Family> <password>

This meta command also incfluences the printout in HTML. You set the font for the tables. The default setting is "Courier New,monospace". For normal Windows PCs this should be ok. Linux PCs could be better off with "courier". The parameter <Font-Family> will be included as style statement in the table. The default setting leads to the following <table> tag:

<table style="font-family:Courier New,monospace">

#TABFEST <PlayerNo> <FontSize> <password>

With this meta command the font size for fixed fonts used in tables is set. The size is relative to the standard font size use by Ork, given in percent.


#TABFEST 17 80 passwd

This sets the font size for tables and fixed fonts (for the area tables for example) to 80% of the normal font size.

#TABPROP <PlayerNo> <FontSize> <password>

Quod vide "#TABFEST", but for tables with proportional fonts.

#PACK <PlayerNo> [-] <password>

For player <PlayerNo> the compression switch will be set. The report file will be in the ZIP format. Default: compression on. To turn compression off, use a trailing minus sign.


#pack 37 passwd
#pack 37 - passwd

The first meta command switched compression on for player 37, the second turns it off.

#MONST <PlayerNo> <attribute>

Gives a description for the attribute <attribute> which is part of a monster or artefact. <attribute> has to be the token use by Ork for this attribute (e.g. "Invuln" and not "Invulnerability").


#MONST 17 Lightning passwd

Player 17, who has the password "passwd", will get a description of the attribute "Lightning".

#ERWBAU <PlayerNo> <effect> <password>

Gives an explanation of the effect <effect> of tribe improvements. <effect> has to be the token used in Ork without a possibly attached number (e.g. "AddFu" instead of "AddFu50" or "additional Food Units").


#ERWBAU 17 RandMag passwd

Player 17 who has the password "passwd" will get an explanation for the effect "RandMag".


This meta command is normally useless. Nonetheless you should still use it. It states that every following line is ignored until a line starts with a "#". Everyone should end his command file with "#END". Signatures, footers and things like that - which can be added by your mail provider - will be ignored by Ork.

The meta command "#ENDE" will be understood as well.


Opposite to "#END". Also "#BEGINN", "#BEGIN", "#ANFANG" can be used.


Given is the following command file:

VK 7 34
OH 451 89
HB 451 100 100 3 471 491
VW 3000
SM 10 1000
SP 11 100

Question: Why wouldn't Ork process any of the commands from that player?

Example for a command file

#EMAIL 2 tonk
#uml 12 Orcus tonk
#DRUMF 2 KIEBEL, sv tonk
#MV L86 2 tonk
Hello Lars!
The compromise (peace until turn 15) is OK!

    Chief Corknan
#BEF 74 5 2 tonk
hd 1 e 8 f 4 a 271
hd 2 e 12 a 583 f 11 xm 1 xa 3
hd 3 s 63 a 645
bu b 12 v 1 s 40 w 42 41 40 9
zb 12 1
eb 12
bu b 6 v 150 s 0 w 36 35 34
zb 6 132
kw 129 1000 0
kw 62 1000 0
hi 300 110 200
ek 880
vw 3000
sm 6 3318
zz 2 6
sr 3
vk 7 443
vk 5 8
rp 6 5
rp 6 5
rp 12 4
rp 12 9
rp 6 8
sp 61 75
sp 95 75