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archimage_a

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Everything posted by archimage_a

  1. Hex, I mean that this system(or something as complicated) is required to run Hegemony. If the system doesn't exist then it means that wars are won by someone getting sick of arguing and giving up.
  2. To me College and Collage are the same thing because I would pronouce it Coll-age, not Col-ledge... Its like 'an honour', even though honour starts with a constanant, and thus should be 'a honour', but because the h is dropped in Queen's English it starts with with vowel sound and thus is 'an honour' There you go.
  3. Or University...as seemingly nobody, bar me, calls it. Why Collage? I ask you!
  4. http://www.askoxford.com/asktheexperts/faq/aboutgrammar/meandi
  5. Mather, you just abitrarly picked a larger number than I had. Firstly, Buildings are larger than modules, therefore the grid is larger, relatively speaking. Secondly, 10,000 slots is more than enough when buildings are usually less than 10 slots... I didn't forget, oddly enough I am typing before I actually respond, so why don't you give people more than 5 seconds to respond.
  6. Well there are 36 planets...Assuming Ross, I, you, Grim, Sere, Nex, Ico and Doom join, thats 8 players...which is 4 and a half planets each. Assuming Dusty, Rocco, Posiden and Earth join as well thats 12 and we get 3 planets each... There are 4 other systems, with 6 planets each, waiting to be discovered, so thats another 24, with 60 planets as a total. So there is at least 5 planets each avalible. This is against the one and a half usually found in Hegemony V2, sometimes down to just 1 planet. I am already negotatiating a system pact with someone, so I get three planets, they get 3 planets and we work together to invade other systems and protect our system...So
  7. I agree, but you don't design a game so that, if you spend the next 40 years at peace, you will be in a position to massacre everyone at the end of it. Anywho we are not making the game 'about war'(to my mind). There is a lot written about war because its a major part of the gameplay, but so is research and we have only written a small amount about that because we want everyone to be creative with it...With war we just want people accept convention and choose from a wide range of options. Otherwise we face all kinds of problems since people will have different view points about things...After all everyone was sure that wars would end in a year before the start of World War 1 and the allies were sure that France wouldn't fall in World War 2... Times change and the different weapons, different tactics, different numbers or whatever might influence the moderator to decide a different outcome to what people were expecting...and then people scream 'Unfair' and start ignoring the moderator.
  8. Oh yes, peace is good, I like peace because I am a pacifist at heart... but peace tends to create a rather dull game...its good to have other people fight so you can watch.
  9. Actually Hegemony V2 was pretty much number of troops, times the modifer, adding whatever other factors people told me about. Then adding my own randomness to it...like blowing up part of Japan and Paris and such... Suffice to say people argued over the number of troops, I didn't tell anyone the modifers(or give them a frame of referance) so they couldn't argue about that, and people argued that the factors they had should have done this, this and this instead, and my random element went down like a lead ballon, most of the time. Retech, I think I meant 40 years of peace and then everyone gave up. If people are decidedly against this then we can talk in circles for a couple more days.
  10. Rocco, not really. A ) The Planet looks like it is losing its Grids. B ) Ships don't need updating very often. C ) If we were using a planet grid then its not like you need to update it every time you build something, (a 100 by 100 grid has 10,000 slots, after all) It just means that if someone wanted to build 20,000 missile towers or something then they couldn't. Rather than letting people build whatever the hell they liked, resulting in 40 years of peace and then planets which were unattackable, the system is 'Build whatever the hell you like, but if you build too much then you risk having your buildings removed by the moderator.' Rocco I do understand what you mean...I am constantly thinking 'This game is far too complicated, I just want to be able to say 'I outfit my ships with phasers' and then send them off to colonise the entire map and destroy everyone else.' But, oddly enough, when everyone has the same idea, but with different weapons, then there are problems... Which is stronger a phaser or a pulse laser? A neutron beam or a particle cannon? A Fusion Torpedo or a Pulstar Missile? I don't want to build 500 ships, only to find out phasers are weak as hell and my whole fleet can be destroyed with 10 ships armed with torpedos. And if we make all the weapons the same then what is the point of researching new weapons or ships? I mean I could just set up a computer to do it.... http://en.wikipedia.org/wiki/Progress_Quest It is loosely considered a zero-player game, in the sense that once the player has set up his artificial character, there is no user interaction at all; the game "plays" itself, with the human player as spectator. Instructions- Build ships, fight wars, colonise worlds. The only real strategy is choosing who to fight, because obvouisly you build the highest level ship you can build with the best weapon you can build. There is no skill in it at all.
  11. Dungeonal: Hmmm ok. Mather: What are you talking about? It makes no sense... Earth: In layman terms you take planets, you build buildings to build ships and train soliders. Then you attack other people with your ships and soliders. Those are the lowest layman terms I can put it in. Rocco: What is the problem? Dungonal: 1) Maybe... :unsure: 2) Well, if we colonise a planet with 25,000 people then it will take 107 years(at 20%) to reach 1 billion people. Which is 3 and a half months in real life time. Also planets are limited to producing 2.5 Battleships per year due to the cost, in metal ore, verses the replenishment rate. I think population should be a 'fire and forget' thing...important in the first 5 years and then becomes redundant. 3) I will add it in 4) NP, I trust I can rely on you to add it all to the wiki, with the correct links. :thumbsup: Hex: If I had posted instructions for making scrambled eggs you would have said it was too complicated because it included instructions for what to do if your mum won't make them for you
  12. Totally Explained Some Assembly Required. Space Space, isn't that big. It takes 1 year to move from system to system, but you can only move on red lines, so sometimes it will take two or three years to reach your destination There are 6 systems with 4 other systems waiting to be discovered as the game moves forward. There are usually 6 planets per system, which are all the same. White rings are astroid belts. Getting Started Any other info is for you to tell people about your race/culture and do the general roleplaying element, you don't have to fill this in to play. However the other three are requirements. Population is 1,000,000,000 or lower. You may chose any planet that does not currently have another race on. Thats that done. Getting Setup Your planet has a grid, which we call a Tetris Grid. All planets have the same sized Tetris Grid(100 by 100) unless the moderator has said otherwise. The Tetris Grid is made up of squares, which we call slots. The Planet's Tetris Grid can be filled up with Buildings. Buildings are anything you have researched and agreed with the moderator is a building, there are 5 default buildings which you can build from the start. (See Buildings) It is probably a good idea to check your ships now. You will only have Battleships researched at this stage, so your will have a 5 by 5 Tetris Grid to fill up with Modules. Modules are things that boost your ship, making it more or less powerful in different ways. There are 5 default modules that you can build from the start, but many more can be researched. (See Ship Types) (See Modules) (See Stats) Finally you will need to check your army. You can decide how many of your population you want to turn into soliders and how much training they need. There are 6 types of training you can give soliders. (See Training) Thats that done. Keeping Together It is a lot easier to work these things out once a week and then forget about them. Redesigning ships, planets and setting training targets for squads can happen once a week and then be forgotten about. You may want to update them whenever you research new technology, but thats about it otherwise. (See Upgrading) Buidlings The default buildings are: Missile Defence Tower- This can destroy 1 Battleship per year and takes up 1 slot. It costs 3,000 Metal Ore, 500 Uranium and 500 Chemicals. Training Academy- This can train 1 Squad per year and takes up 2 slots. It costs 10,000 Metal Ore, 4,000 Medicine and 500 Equiptment. Command Center- This is your colonial hub, if it is destroyed you cannot train new units or build new buildings until it has been repaired. It takes up 4 slots. It costs 50,000 Metal Ore, 10,000 Medicine and 2,000 Uranium. Research Insitute- This generates 1 research point per week and takes up 2 slots. It costs 5,000 Metal Ore, 30,000 Uranium, 80,000 Organics and 5,000 Chemicals. Medical Center- This converts organics and chemicals into medicine. It costs 8,000 Metal Ore, 5,000 Uranium and 500 Organics. Manufacturing Center- This converts metals and uranium into equiptment. It costs 30,000 Metal Ore, 10,000 Uranium and 2,000 Chemicals. (See Resources) Some Buildings have Tiers, which can be researched though Research Points. (See Research Points) Ship Types There are 10 types of ship: The Battleship- It has a 5 by 5 Tetris Grid and comes with 5,5,5,5 Stats. As well as 50,000 population. It costs 100,000 metal ore, 75,000 uranium, 50,000 chemicals, and 25,000 equipment. The Heavy Battleship- It has an 8 by 8 Tetris Grid and comes with 8,8,8,8 Stats. As well as 60,000 population. It costs 600,000 metal ore, 300,000 uranium, 250,000 chemicals, and 125,000 equipment. The Super Heavy Battleship- It has a 12 by 12 Tetris Grid and comes with 12,12,12,12 Stats. As well as 80,000 population. It costs 1,000,000 metal ore, 500,000 uranium, 600,000 chemicals, and 300,000 equipment. The Cruiser- It has an 20 by 20 Tetris Grid and comes with 20,20,20,20 Stats. As well as 60,000 population. It costs 1,500,000 metal ore, 750,000 uranium, 900,000 chemicals, and 400,000 equipment. The Heavy Cruiser- It has a 24 by 24 Tetris Grid and comes with 24,24,24,24 Stats. As well as 100,000 population. It costs 1,800,000 metal ore, 900,000 urainium, 1,000,000 chemicals, and 450,000 equipment. The Super Heavy Cruiser- It has a 28 by 28 Tetris Grid and comes with 28,28,28,28 Stats. As well as 120,000 population. It costs 2,000,000 metal ore, 1,100,00 uranium, 1,100,000 chemicals, and 600,000 equipment. The Dreadnought- It has a 40 by 40 Tetris Grid and comes with 40,40,40,40 Stats. As well as 100,000 population. It costs 2,500,000 metal ore, 1,900,000 uranium, 1,400,000 chemicals, and 750,000 equipment. The Heavy Dreadnought- It has a 45 by 45 Tetris Grid and comes with 45,45,45,45 Stats. As well as 140,000 population. It costs 2,900,000 metal ore, 2,200,000 uranium, 1,500,000 chemicals, and 800,000 equipment. The Super Heavy Dreadnought- It has a 50 by 50 Tetris Grid and comes with 50,50,50,50 Stats. As well as 160,000 population. It costs 3,500,000 metal ore, 2,800,00 uranium, 1,900,000 chemicals, and 900,000 equipment. The Pinacle- It has a 0 by 0 Tetris Grid and comes with 1000,1000,1000,1000 Stats. As well as 1,000,000 population. It costs 10,000,000 metal ore, 5,000,000 uranium, 4,000,000 chemicals, and 20,000,000 equpiment. (See Stats) (See Resources) Modules The 5 default modules are: Attack- This gives the ship +3 to the attack stat, but -1 to the defence stat. It takes up 4 Slots. It costs 5,000 Metal Ore, 5,000 Uranium and 1,000 Equipment. Defence- This gives the ship +3 to the defence stat, but -1 to the attack stat. It takes up 4 Slots. It costs 10,000 Metal Ore, 500 Uranium and 500 Equitment. Speed- This gives the ship + 3 to the speed stat, but - 1 to the teamwork stat. It takes up 4 Slots. It costs 1,000 Metal Ore, 5,000 Uranium and 5,000 Equiptment. Teamwork- This gives the ship +3 to the teamwork stat, but - 1 to the speed stat. It takes up 4 Slots. It costs 11,000 Organics. Colony Module- This lets you deploy a new colony on a new planet. Troops can also be carried in the module. It takes up 25 Slots. It costs 50,000 Metal Ore, 50,000 Chemicals, 25,000 Organics and 25,000 population. (See Stats) (See Resources) (See Colonisation) All modules have Tiers, which can be researched with Research Points. (See Research Points) Modules must be able to fit into the ships they are being input into. (See Ship Types) Stats Space: Stats are how good your ship is at a task and can be written like this 5,5,5,5. The first number is the ship's attack stat, the second is the defence stat, the third is the speed stat and the forth is the teamwork stat. Stats are used in working out combat. (See Space Combat) Land: Stats are how well trained your squads are and can be written like this 5,5,5,5. The first number is the squad's Bravery, the second is the squad's Fortitude, the third is the squad's Courage and the fourth is the squad's Leadership. Stats are used in working out combat. (See Land Combat) Training A Squad costs 10 Population and 1 Equipment. There are 6 types of training: Basic- +4 Bravery, +4 Fortitude, +4 Courage, +4 Leadership It costs 10,000 Organics and 10,000 Medicine. You can only train this once. Bravery- +3 Bravery, -1 Fortitude It costs 20,000 Organics and 20,000 Medicine. You may train this 5 times. Fortitude- +4 Fortitude, -1 Bravery It costs 20,000 Organics and 20,000 Chemicals. You may train this 5 times. Courage- +3 Courage, -1 Leadership It costs 20,000 Organics and 20,000 Metal Ore. You may train this 5 times. Leadership- +3 Leadership, -1 Courage It costs 20,000 Organics and 20,000 Medicine. You may train this 5 times. Advanced Training- This allows your squad to learn another path, in addition to their current path. It costs 25,000 Organics the first time you train it, 125,000 Organics the second time you train it and 625,000 Organics the third time you train it. You may train this 3 times. Your Soliders will start out at 1,1,1,1. They will stay like this until you train them up. Basic training will bring them up to 5,5,5,5. After you must choose a path for them to develop down. If you choose to give them Advanced training then you may train them in another path as well, and another and another. Upkeep Just about everything you send off planet will cost your something in upkeep. For ships this will be: The Battleship- 10,000 metal ore and 1,000 uranium per year. The Heavy Battleship- 20,000 metal ore and 2,000 uranium per year. The Super Heavy Battleship- 30,000 metal ore and 2,000 uranium per year. The Cruiser- 50,000 metal ore and 4,000 uranium per year. The Heavy Cruiser- 60,000 metal ore and 5,000 uranium per year. The Super Heavy Cruiser- 7,000 metal ore and 5,000 uranium per year. The Dreadnought- 10,000 metal ore and 6,000 uranium per year. The Heavy Dreadnought- 12,000 metal ore and 7,000 uranium per year. The Super Heavy Dreadnought- 14,000 metal ore and 8,000 uranium per year. The Pinacle- 100,000 metal ore and 100,000 uranium per year. Research Points Research points allow you to upgrade pre-existing technologies to their next level. They cannot research new technologies though. Not all technologies can be upgraded like this, but many can and will increase the effect of the module or building. This effect can be bad as well as good, since negative numbers are also increased. Research Research is conducted automatically by your people. You can research up to 5 different projects, which can be on any subject you like. You cannot always leap into a research subject though, most of the time you will need to have some background knowladge gathered by your scientists. There are two types of research; Pure Research and Applied Research. Pure Research will rarely discover a new module or building but may open up new branches of applied research which you can then research. Applied research will almost always discover a new module or building as well as occationally opening up new branches of research. When you launch a research project the moderator will tell you how long it will take and what the likely results are. Research may sometimes fail to achieve results and may sometimes run over-budget. Over-budget research is research which is taking longer than expected but will probably still yield results. However you may also get breakthroughs, which means you discover the technology earlier than you were expecting. Resources All resources require at least 1 population to produce per year. While most resources can be harvested there are two resources which must be produced via buildings. Resources can also be scavanged from space battlefields, but without specialist equipment the payout will be low. There are 6 types of resource. Metal Ore - which can be harvested. Uranium - which can be harvested. Chemicals - which can be harvested or produced. Medicine - Which can be produced Organics - Which can be harvested or produced. Equipment - Which can be produced. (See Planets) Planets Almost all planets are the same. Your homeworlds or Starting Planets, are different in that they have less resources. Starting planets have 750,000 of each resource, Metal Ore, Uranium, Chemicals and Organics, and will replenish 125,000 per year. This means that if you mine a planet to nothing each year you will recieve 125,000 new resources, as long as you have that many people assigned to collect them. If you do not collect them then they are left lying around. All other planets start with 1,000,000 of each resource, Metal Ore, Uranium, Chemicals and Organics, and will replenishes by 250,000 each year. This happens even when the planet isn't being harvested. Planets can support a maximum of 1,000,000,000 population each. Planets that have more than one person on will generate resources in proportion to the land you control. All planets regenerate at the end of each year, so attempts to destroy them will fail (See Other Combats-Endgaming) Colonisation Colonisation must be done with a colony module and will deploy 25,000 population to the new planet. You can send multiple colony modules, so this is not a limit on how many people you can place on a planet to start with. When a colony module is deployed your new population will set about building a command center, which will take 1 year to complete. This is when your colony is most vunerable from attack, so keeping a fleet in orbit and troops on the ground is a good idea. Your population will increase by 10% per year until it reaches 1,000,000,000. Colonial Rule Unlike your Starting Planet you will probably have less people than you know what to do with and so rather than producing the maximum per year, you will produce some propotion of that. Metal Ore, Uranium, Chemicals and Organics will all be harvested at a rate of 1 resource per person. Medicine requires a building and 1 worker, 1 Chemical and 1 Organic per resource created. Equipment requires a build and 1 worker, 1 Metal Ore and 1 Uranium per resource created. Also soliders cannot work. Space Combat Space Combat will begin whenever two fleets are in a system and there is not a peace treaty between them. The attacker and defender chose tactics before the attack begins, and if there is a level of destruction which would result in the fleet retreating to a safe planet or system. There are three types of attack, Blitz Attack, Mass Attack and Hit and Run. Blitz means your strengh is your attack stat times two. Mass Attack takes your attack and times it by your teamwork. Hit and run takes your attack and times it by your speed. Generally it is a good idea to take your highest two skills and attack with those two times together. There are three types of defence, Elastic Defence, Defence Tactics, Hold the Line. Elastic Defence is your Speed times by your Defence. Defence Tactics is your Defence times two. Hold the Line is your Defence times your Teamwork. With defence it is normally good idea to pick the opposite defence to that of your opponates attack. If your stats arn't built for that type of defence you should go with your strongest defence type. A Green line means the Attacker doubles their stats. A Blue Line means the stats stay the same. A Red Line means the Defender doubles their stats. You can choose your tactics by PM otherwise the moderator will roll on it. Once all this has been done, the moderator will work out who wins and tell you the ships destroyed or captured. Land Combat Land Combat will begin whenever two soliders are in the same area and there is not a peace treaty between them. The attacker and defender chose tactics before the attack begins. Attempting to retreat is not an option. There are three types of attack, Blitz Attack, Mass Attack and Hit and Run. Blitz means your strengh is your Bravery stat times two. Mass Attack takes your Bravery and times it by your Leadership. Hit and run takes your Bravery and times it by your Courage. Generally it is a good idea to take your highest two skills and attack with those two times together. There are three types of defence, Elastic Defence, Defence Tactics, Hold the Line. Elastic Defence is your Courage times by your Fortitude. Defence Tactics is your Fortitude times two. Hold the Line is your Fortitude times your Leadership. With defence it is normally good idea to pick the opposite defence to that of your opponates attack. If your stats arn't built for that type of defence you should go with your strongest defence type. A Green line means the Attacker doubles their stats. A Blue Line means the stats stay the same. A Red Line means the Defender doubles their stats. You can choose your tactics by PM otherwise the moderator will roll on it. Once this has been calculated by the moderator, they will reveal who wins and which squads have been destroyed. Other Combats These combats are different from normal combats in one way or another. Orbital Bombardment: Orbital Bombardment can be conducted with any ship, but the damage to populations is negligable without Orbital Bombardment Modules, which have to be researched. Virus Bombing: There are 4 types of Virus, all of which must be researched and all of which have 1 vaccine which can only be researched after the Virus has been researched, even if you have been Virus Bombed. Virus Bombing requires a Virus Missile Module and the Missiles can be intercepted, shot down or stopped by ships, planetary shields and missiles, repectively. As well as some researchable technology. Propaganda Bombing: This is only avaliable if you are on part of the planet and another race is on another part of the planet and you wish to take control of that part of the planet. Propaganda is very weak, but you may choose to employ it. You may research other methods of delievering propaganda which may be more or less successful. Endgaming: Blowing up planets is not possible. However Planet Busters can be researched(after a very long research campaign), which destroy everything on a planet, as well as all the resources currently there. However the next year the resources will replenish at their normal rate. The Planet Buster is a missile and so can be stopped by conventional means. Another method to destroy all the buildings and resources on a planet is to build a Self-Destruct Building(This must be researched). This has the same effect as the Planet Buster, but cannot be intercepted, however the building must be built on the planet, and so cannot be used unless you already control part of the planet. Planet-Ship Combat: A planet can launch an attack on ships, as long as it is protected from their retaliation by a fleet of its own. If a planet is unprotected its ability to attack, along with all the buildings neccessary to do this, are destroyed instantly. Planets may also build planetary shields, which protect the planet from attack by ships, but prevent the planet from attacking as well. A shield can be broken but takes a lot of firepower to do so. Planet-Planet Combat: Planets which attack each other must be in the same system. Also Planet-Planet attacks are unlikely to succeed. However a pre-existing colony can easily destroy a newfounded colony, so long as there is no fleet to protect it. Cyborgs, Drones, Androids and Aliens: They are allowed, but their training must be researched. There only real difference is their starting Stats and their resource requirements. Naval and Tank Combat: 1 Naval Ship or 1 Tank costs 10 equipment and 10 population to build, start with 2,2,2,2 and cannot be trained beyond this. Marine Squads can be researched. Nuclear and other WMDs: Are included in normal weapons. If new WMDs are researched then the moderator will deal with them as and when. I think that is pretty much everything. There should be more pictures but I am ill(again, it seems to happen every time a big projet comes up...annoyingly) and need to go to sleep. So toodle pip all.
  13. Ok then people this will take some time.
  14. Ok, I will do that. Unless someone else wants to?
  15. Well any specific quotes you are having trouble with? Since most of it was about that. Edit: Can do Ross.
  16. In layman terms....Put Orbital Bombardment Module on ships to attack planets, but careful because weak against ships....its pretty simple....
  17. [hide] [/hide] all planets.
  18. What are only 120k more? I didn't mention any numbers, since that is your field.
  19. Well the reason the numbers are SO high is that the resource price would SO high...meaning only 1 or 2 would be used...meaning that you couldn't just mass attack people with them(I send in 500 orbital bombardment ships, 450 are destroyed, I then use 50 to wipe out your planet) but at the same time arn't so wimpy that its easier to just use normal ships. (I think the 500,000 should be shrunk though)
  20. Ok, I wrote a post earlier(but because I wanted to roll everything together, didn't post it...) but basically it talked about orbital bombardment, so its not me proposing a different idea for the hell of it. Anywho, there are 26 planets at the end: Orbital Bombardment I agree with, but I think that if you are planning on destroying all life on a planet you are gonna need something a little bit more heavy duty than lasers and missiles. After there are only so many missiles on a ship and only so much damage they can do. Lasers, the same... (In moderator reference I would say that 500,000 people per ship per year(As a game dynamic more than a real life example)) Maybe some kind of bombardment module? Tier 1 kills 5 million a year Tier 2 kills 25 million a year 3 kills 125 million a year 4 kills 625 million a year 5 kills 3 billion a year (You would assume that a population over 500,000 would have cellers they could hide in, over 5 million would have bunkers, and so on and so forth) Fairly expensive as a module and would be a priority target for defenders. Also, how about a self-destruct module for planets(not planet destroying but enough to blow up all the infrastructure and such on a planet)? Or even a planetary shield module, to help limit the damage of orbital bombardment? Also, have been thinking about planet-ship combat....I think it should just be attritional, ie a planet with missile turrets and laser cannons and ect can kill X number of ships per year. But only if there are ships in orbit to defend it. If it is undefended then the ships can destroy the ground based stuff instantly, unless there is a shield, which would just cancel both of them out. Planet-Planet combat(within the same system) would probably be too inefficent to begin with(Sublight missiles would take years to get across the solar system and could easily be intercepted during that time), but if you were to research high enough level Engine Modules(speed) then you could fit missiles with those engines and do some damage. But it would still be pretty inefficent. I think that a large, established planet, could kick off a newly colonised planet, or one that was just a few years old, but I think that should be as far as things should go. Asteriod settlements and moon bases should act like an immobile fleet...it should have a tetris grid, crew and modules(no speed ones obvouisly). Since the grids would be fairly large they could probably dispatch small fleets by themselves, but would struggle against larger ones. Planets: http://users.aber.ac.uk/lug9/hege/planets/ (Please note that most of them are still copy protected(I am in the process of removing that protection(they are mine, but the hosting site doesn't want 'everyone' accessing stuff, so I have to manually change them to allow)) [hide] Will add pictures shortly [/hide]
  21. Would that mean you needed 30k to supply the ship and 50k to crew the ship...the other 350k are just involved in building it? Thus could be redeployed afterwards...Or built over a series of years if you had less people.
  22. Clearly you didn't observe me whipping my people into Xenophobia last time. I think that, as long as Dungeonal is told way beforehand(30/40 years beforehand), you shouldn't get a penalty for wiping races out, but should get penalties in other ways.
  23. 1 Dungeonal(or someone else with his permission) would need to work that out becaue I don't get the system currently. 2 Well I wanted to keep it simple, rather than some sort of graduated scale. Anywho a command limit of some kind would be good at making the death rates relatively low. 3 Everything extranous is included in the .25 added or subtracted by the moderator. There could be masses of things to give an advantage in any given scenario, but giving a 100% advantage or beyond makes training and all the other elements rather pointless. Someone could use a relatively low level squad against a high leve squad and then pile on the advantages, and win....So we decided to try to avoid that.
  24. Ok, ground combat system, still waiting on resource stuff from Dungeonal: Preparing for Combat Ok, combat is about Squads facing each other, just like ships in space combat. Squads are made up for 10 people and the 5,000 resources. So a squad with no training gets level 1 Attack, Defence, Speed and Teamwork. A squad with normal training gets 5,5,5,5. But it costs 10,000 Resources more. Then you can buy extra training for 2,000 resources each.(12,000 total) Training can be: + 3 attack, -1 Defence +3 Defence, -1 Attack +3 Speed, -1 Teamwork +3 Teamwork, -1 Speed +1 to all. You can buy more than one set for your troops, but each new set costs 5 times the one before it (2,000, 10,000, 50,000, 250,000, 1,250,000) If you research Advanced Training you can buy double training. Expert Training means you can buy triple training. Master Training means you can buy quadruple training. Grand Master Training means you can buy quintuple training. AI Training means you can buy sextuple training. So if you have Grand Master training you can train a squad to +15 attack, with -5 defence, for 22,000 resources. In Combat The attacker and defender chose tactics before the attack begins. There are three types of attack, Blitz Attack, Mass Attack and Hit and Run. Blitz means your strengh is your attack stat times two. Mass Attack takes your attack and times it by your teamwork. Hit and run takes your attack and times it by your speed. Generally it is a good idea to take your highest two skills and attack with those two times together. There are three types of defence, Elastic Defence, Defence Tactics, Hold the Line. Elastic Defence is your Speed times by your Defence. Defence Tactics is your Defence times two. Hold the Line is your Defence times your Teamwork. With defence it is normally good idea to pick the opposite defence to that of your opponates attack. If your stats arn't built for that type of defence you should go with your strongest defence type. A Green line means the Attacker doubles their stats. A Blue Line means the stats stay the same. A Red Line means the Defender doubles their stats. You can choose your tactics by PM otherwise the moderator will roll on it. Moderator Bit WARNING BORING NUMBERS Both sides are calculated and this represents their relative strengths. They may be 30 and 40, for instance. You then divide the attacker(30) by the defender(40). Which is 0.75. This is the provisional result. You then add or subtract any effects you think, weather, terrain and other stuff, up to .25 Then you roll a 20 sided dice. A 20 gives the attacker +.25, 10 does nothing and 1 gives the defender +.25. The numbers imbetween are filled up with +.025 increments towards the attacker. This gives you the final result: A score lower than 0 means the attacker lost three quarters of their troops and the defender lost no one. The defender holds onto their territory. A score of higher than 0 but less than .5 means the defender lost a quarter of their troops and the attacker lost half. The Defender holds onto their territory though. A score of higher than .5 but lower than 1 will mean that the attack lost a quarter of their troops and the defender lost half their troops, but the defender held onto the territory. A score of exactly 1 means that both sides fought to the death and both sides are completely wiped out. A score of higher than 1 but less than 1.25 will mean both sides lose half their troops, but the attacker manages to force the defender back. A score of higher than 1.25 but lower than 1.75 means the attacker loses a quarter of their troops while the defenders lose half. The attacker manages to force the defenders back. A score of higher than 1.75 means the attacker lost no one, but the defender losts three quarters. The attacker manges to force the defender back. If the score is exactly, .5, 1.25 or 1.75 then the result is at the moderator's disgression. They are advised to use dice.
  25. Kind of. It sort of relies on the moderator having all of a system worked out beforehand though. Otherwise things go totally and completely wrong. Also weapon strength, tactics, this and that all need to be worked out...and unless the moderator tells the other people there is no way for the other people to know how strong their units actually are....So they might attack thinking X when actually Y happens, and will keep happening. Its also a strain on the Moderator, since it is 7-9 civilisations you are looking after, not just 1...which is all Dungeonal or I ever ask you lot to do.

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