.TH Command FIRE
.SY "fire [<VSECT> | <VSHIP>] [<ASECT> | <ASHIP>] <NUMBER>"
The fire command is used to shoot up land sectors or ships.
You cannot fire on the land of any nation you are not at war with.
(see info relations)
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The general form for shooting at land from land is:
.EX fire <VSECT> <ASECT>
Where <VSECT> is the victim sector,
(the sector AT which you are shooting,
not the sector FROM which you are shooting).
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The general form for shooting at land from ships is:
.EX fire <VSECT> <ASHIP> <NUMBER>
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The general form for firing at ships from land is:
.EX fire <VSHIP> <ASECT>
Again, <VSHIP> is the victim ship number.
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The general form for firing at ships from ships is:
.EX fire <VSHIP> <ASHIP> <NUMBER>
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If not specified on the command line
the program will ask for the sector or ship FROM which you are firing,
(<ASECT> or <ASHIP>).
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The only sector that may fire is a fortress,
which must 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 the \*Qnumber\*U of guns,
(with a maximum of 7), times the technology factor,
(which has a maximum of 1. see \*Qinfo technology\*U).
[The range is guns * (50+tech)/(200+tech)]
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Any military ship may fire as long as it has
at leasr one crew (which must be military, not civilians),
at least one gun,
at least one shell,
and has at least 60% efficiency.
If the ship can fire more than one gun and <NUMBER> was not
specified on the command line the program will ask how many
you wish to fire.
See \*Qinfo ship-types\*U for gun ranges.
[The range is (gun range/2) * (50+tech)/(200+tech)]
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Ranges are usually fractional, i.e. \*Q3.6823\*U. In this
version, the fractional part of a range is interpreted as a
chance to shoot an extra sector. For example, 3.6823 is range 3,
with a 68.23% chance of firing to range 4. This chance is re-rolled
every time you fire (and is also rolled for defensive fire back at you).
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Forts and non-destroyers cannot hit submarines on the high seas.
The only way to attack a submarine is to have a destroyer drop
a depth charge on it, costing two shells.
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The program then prints a satisfying \*QKaboom!!!\*U and,
assuming you were in range, inflicts damage.
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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, and the armor of the victim.
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An illustrative example of shelling land:
.EX fir 34,18 36,18
.NF
Kaboom!!!
13% damage done to sector 34,18
.FI
Meanwhile, the owner of sector 35,18 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.
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If the sector is out of range, you will be told so. (A shell will still
be used, however)
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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). Range
for defensive fire is computed in the same way as for offensive fire.
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If the sector is near any friendly forts within range of the attacker
that all such forts will return fire.
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If a ship fired on has guns and shells it will fire back AND
any other ships of the same nationality that are in range will also
fire on you.
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See also : attack, assault, torpedo, technology, relations
If the multi-fire option is enabled, see multi-fire
