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