158 lines
5.8 KiB
Perl
158 lines
5.8 KiB
Perl
.TH Command FIRE
|
|
.NA fire "Fire artillery from sector/ship/unit on sector/ship"
|
|
.LV Basic
|
|
.SY "fire [sect | ship | land] [<ASECT> | <ASHIP> | <AUNIT>] [<VSECT> | <VSHIP>]
|
|
When the multi-fire option is enabled, the syntax of the fire command
|
|
changes. It is still used to shoot up land sectors or ships. However,
|
|
you may now use multiple ships, units, sectors to fire from. Return
|
|
fire is spread amongst all the firing things.
|
|
.s1
|
|
If the SLOW_WAR option is in use, you cannot fire on the
|
|
land of any nation you are not at war with. (see info relations)
|
|
.s1
|
|
The general form for shooting at land from a sector is:
|
|
.EX fire sect <ASECTS> <VSECT>
|
|
Where <VSECT> is the victim sector,
|
|
(the sector AT which you are shooting,
|
|
not the sector FROM which you are shooting).
|
|
ASECTS is a sector or sectors.
|
|
.s1
|
|
The general form for shooting at land from ships is:
|
|
.EX fire ship <ASHIPS> <VSECT>
|
|
.s1
|
|
The general form for shooting at land from units is:
|
|
.EX fire land <AUNITS> <VSECT>
|
|
.s1
|
|
The general form for firing at ships from land is:
|
|
.EX fire sect <ASECTS> <VSHIP>
|
|
Again, <VSHIP> is the victim ship number.
|
|
.s1
|
|
The general form for firing at ships from ships is:
|
|
.EX fire ship <ASHIPS> <VSHIP>
|
|
.s1
|
|
The general form for firing at ships from units is:
|
|
.EX fire land <AUNITS> <VSHIP>
|
|
.s1
|
|
If not specified on the command line
|
|
the program will ask for the sector(s), land unit(s),
|
|
or ship(s) FROM which you are firing, (<ASECTS>, <AUNITS>, or <ASHIPS>).
|
|
It will also prompt you for targets for each sector/unit/ship firing, if you
|
|
did not specify the target on the command line.
|
|
.s1
|
|
The only sector that may fire is a fortress,
|
|
which must be at least 5% efficient, have at least two military for a
|
|
firing crew,
|
|
at least one shell to fire,
|
|
and a gun big enough to reach the victim location;
|
|
range is equal to (7 * ((tech+50)/(tech+200)). If the
|
|
fortress is at least 60% efficient, it gets a +1 range bonus.
|
|
A fortress firing uses 1 shell.
|
|
.s1
|
|
Note that forts cannot fire if the NO_FORT_FIRE option is enabled.
|
|
See info \*QOptions\*U for more info.
|
|
.s1
|
|
Any military ship may fire as long as it has
|
|
at least one crew (which must be military, not civilians),
|
|
at least one gun,
|
|
at least one shell (or shells within supply range),
|
|
and has at least 60% efficiency.
|
|
A ship's gun range is its firing range, as shown by
|
|
the show command, divided by two, times ((tech+50)/(tech+200).
|
|
A ship uses one shell per two guns firing.
|
|
.s1
|
|
Any land unit may fire as long as it has
|
|
at least one military,
|
|
at least one shell (or shells within supply range),
|
|
and has at least 40% efficiency.
|
|
A land unit's gun range is its firing range, as shown by the show
|
|
command, divided by two, times ((50+tech)/(200+tech)). A land unit
|
|
uses the amount of ammo, as shown by the lstat command, each time
|
|
it fires.
|
|
A unit with less shells than its ammo requirement will do
|
|
proportionately
|
|
less damage.
|
|
(See \*Qshow\*U for firing ranges)
|
|
.s1
|
|
Forts, land units, and non-depth-charge-equipped ships
|
|
cannot hit submarines on the high seas.
|
|
The only way to fire on a submarine is to have a depth-charge-equipped
|
|
ship drop a depth charge on it, costing two shells. (Note you can
|
|
also hit subs using ASW planes or subs which have sub-torp capability.)
|
|
.s1
|
|
The program then prints a satisfying \*QKaboom!!!\*U and,
|
|
assuming you were in range, inflicts damage.
|
|
.s1
|
|
Ships lose mobility points equal to 1/2 the cost they would
|
|
pay to move 1 sector for each shot fired. (If the NOMOBCOST
|
|
option is in use, ships pay no mobility for firing.)
|
|
.s1
|
|
The damages inflicted vary with efficiency of the attacker,
|
|
the size of the guns
|
|
(battleship guns are four times as big as patrol boat guns),
|
|
the number of guns fired (7 being the useful max for forts),
|
|
and the armor of the victim.
|
|
Land sectors take damage depending on their defensive strength.
|
|
Use the command 'show sector stats' to show defensive strengths.
|
|
The higher the defensive strength, the less damage the sector
|
|
will take.
|
|
.s1
|
|
An illustrative example of shelling land:
|
|
.EX fir sect 36,18 34,18
|
|
.NF
|
|
Kaboom!!!
|
|
13% damage done to sector 34,18
|
|
.FI
|
|
Meanwhile, the owner of sector 34,18 might be logged on and would
|
|
perhaps see the following:
|
|
.NF
|
|
[15:98] Command: cen 34,18
|
|
Sat Jul 30 16:18:01 1984
|
|
CENSUS del cnt
|
|
sect eff mob cmf cmf % * civ mil food min gmin fert oil
|
|
34,18 i 100% 127 ... ... 200 100 23 23 31 73 18
|
|
1 sector
|
|
You have a telegram waiting ...
|
|
.FI
|
|
.NF
|
|
[15:98] Command: read
|
|
BULLETIN! dated Sat Jul 30 16:18:02 1984
|
|
Country #9 shelled 34,18
|
|
Shall I burn it? y
|
|
.FI
|
|
.NF
|
|
[15:98] Command: cen 34,18
|
|
Sat Jul 30 16:18:26 1984
|
|
CENSUS del cnt
|
|
sect eff mob cmf cmf % * civ mil food min gmin fert oil
|
|
34,18 i 87% 110 ... ... 175 83 20 23 31 73 18
|
|
1 sector
|
|
.FI
|
|
Note that the shell did about 13% damage in the sector.
|
|
|
|
The player could have typed:
|
|
.EX fir sect #0 ?des=f 34,18
|
|
|
|
In that case, ALL forts in realm 0 would have fired on sector 34,18.
|
|
.s1
|
|
If the sector fired on is a fort with guns and shells it will fire back
|
|
with approximately the same damages (assuming it has the range).
|
|
.s1
|
|
Also, any friendly forts, units, or ships within range of the attacker
|
|
will return fire, including those belonging to allies, if the allies
|
|
are at war with the attacker as well.
|
|
.s1
|
|
If a ship fired on has guns and shells it will fire back AND
|
|
any other ships, units, or forts of the same nationality that are in range
|
|
will also fire on you.
|
|
.s1
|
|
All return fire is split evenly over all attacking sectors/units/ships, and is
|
|
adjust by the ratio of defending things to attacking things.
|
|
.s1
|
|
As a change from the original fire command, with multi-fire enabled,
|
|
you will not return fire on yourself.
|
|
.s1
|
|
IMPORTANT NOTE: Gun ranges, both on offense AND defense, are somewhat random.
|
|
If you have a range of 4.16, you can always shoot to 4, and have a 16% chance
|
|
of being able to fire at range 5...
|
|
.s1
|
|
.SA "attack, assault, torpedo, Technology, relations, Damage, Combat, Ships"
|