(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.
71 lines
2.8 KiB
Perl
71 lines
2.8 KiB
Perl
.TH Command TORPEDO
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.NA torpedo "Slip a torpedo to some poor sucker (from a sub or ship)"
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.LV Basic
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.SY "torpedo <submarine-SHIPS> <target-SHIP>"
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The torpedo command is used to shoot other naval vessels
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in a sneaky manner.
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.s1
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The <target-SHIP> argument is the victim ship number and
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the <submarine-SHIPS> argument is the number(s) of your submarine or other
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ship(s) with torpedo ability.
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The program will ask for these if not provided on the command line.
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If using the multi-fire option, the program will prompt for targets for
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EACH firing torpedo ship, if no target was given on the command line.
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.s1
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Your <submarine-SHIPS> must meet the following criteria:
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.nf
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.in +0.3i
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1) It must have torpedo ability. (see info show)
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2) It must have at least 1 gun (torpedo tube)
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3) It must have at least 3 shells (3 shells = 1 torpedo)
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4) It must be at least 60% efficient
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5) It must have some mobility
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.in -0.3i
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.fi
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Meeting all these criteria, your torpedo will be launched
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toward the victim ship and a countdown of seconds
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until the expected detonation will commence.
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.s1
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The range of a torpedo depends on the type of sub, and its tech
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level. Currently the range formula looks like this:
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.nf
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(frng) * (tech+50)/(tech+200)
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[Note: frng comes from show ship capability]
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.fi
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.s1
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If the target is out of range, you will be told so,
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(after your torp is in the water).
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See \*Qinfo Hitchance\*U for the chance of a torpedo hitting its target.
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.s1
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If the target ship is not in a direct line of sight
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but in range, the torpedo
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will slam into land and you will be notified. Note that the victim ship
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will still see the torpedo being launched and can return a depth charge
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attack (see below.)
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.s1
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A hit will be reported to you as \*QBOOM!\*U,
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See \*Qinfo Damage\*U for the damage that a torpedo does.
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.s1
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In order to simulate the \*Qreal-time\*U situation,
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your mobility will be decremented by mobility equal to 1/2 the cost
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the torpedo-ship would pay to move a sector for each torpedo fired;
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if it goes to zero (or beyond) you will be forced to stick around.
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If your torpedo scores a hit,
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your victim will be informed of the fact and will be told
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the number of the torpedo-ship, but not the country (so you can deny it).
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.s1
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The victim's only automatic protection against sub attacks is that
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any ship of his/hers that is near you and has depth-charge ability
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and has shells will drop them on you as depth charges.
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Each depth charge does 10% to 40% damage to your sub, depending
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on the armor of the sub, and the range of the destroyer.
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.s1
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The range a ship can depth charge at is the same as its gun range.
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.s1
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Against surface ships launching torpedo attacks, the victim gets to fire
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all his ships & sectors within range at the attackers BEFORE the attackers
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get to fire. Damage done by all defending ships is divided evenly over all
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attacking ships.
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.s1
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.SA "attack, assault, fire, Combat, Ships"
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