a_bert
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Everything posted by a_bert
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I suggest Doom's tree. If there are any techs which aren't on there, which you would like to be researchable, just post them and we can ask her to add them.
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I really suggest that we use a standard tech tree. If we don't, it'll end up like Hegemony. Who can think of the biggest and baddest weapons, rather than who is tactically the best - which I think is more fun. If we do, then a possible system for how long techs take to research would work as follows: Each town, or each X population, gives X research points, per year. Techs are given a research value of Y. When your X = Y, you can spend your points on the tech.
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I'll update the key and change Sere's colour now. Maps updated.
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OOC: Listen, Mather, you're getting far too worked up over this. I was speaking to my Norwegian friend about it, and.. You can either believe that, or you won't, it doesn't matter. Just drop it, okay. This is a game. Not real life. Also.. Granzi.. You call yourself lazy?! Everything you've posted so far is very impressive. Makes me feel small!
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You must have rewritten it. And the pic you found must have been from the ice age, it is not even mouch snow here at winter, I'll post a pic of my neighborhood soon to prove it. Are you calling me a liar? http://en.wikipedia.org/w/index.php?title=Norway&action=historysubmit&diff=322703371&oldid=322696968 No, I didn't rewrite it. I'm not that sad. I just thought it was funny. Oh, and, as far as I know, they didn't have cameras in the Ice age.
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Updated the map to include Garlon. My map will always have the same URL, so it's easy to keep current. Everyone should make sure they check the first post for changes before they post. My suggestions/votes for build times Houses - up to 3 per year Wall section - up to 2 per year Towers - 1 per year Castles/Forts - 1 every 3 years. PER town. I.e. if you have 2 towns, you may build 6 houses per year. @Penguin, welcome aboard :) Glad to see you're taking part. If you're making a starting army, I think "we" agreed it should be limited to 500 people (50 units) 'for now'... yeah. Found this randomly: Norway, eh? [hide=Definitely not cold..][/hide]
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[hide=The real map!][/hide]
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180 Skirmishers 80 Scouts 60 Shortswordsmen 40 Pikemen 40 Horse Archers 4 Ballistaes 400 people + the Ballistae. Bleh.
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[hide=MANLY MAP][/hide]
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Updated my map I last posted to include Mather's civilization but correctly labeled and in .png format. Rawr!
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[hide][/hide] Updated the map, think it's right. Also yeah, that map is amazing.
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Space fleet is being recalled to Earth. Should be here in a day. (OR IS THAT TOO SLOW FOR YOU DUSTY!) Entire army is being mobilised, recruiting stepped up, extra gun production etc etc. A giant causeway is being built through Britannia for exclusive military use. Doesn't take long to build a big road if everyone chips in, eh?
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You have got a few things wrong about my ancestors, I have lined them out. Epic.
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Hey, I had very little to base them off and Sere had posted the caps in the first post. Also, a heads up, that monetary system in the first post will be tweeked.
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Yeah, I'll alter those pikemen now.
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+1. Saw the film last Friday, I wasn't expecting much, and didn't get much, but was still enjoyable. It was a pretty average zombie movie, but Shaun of the Dead is far, far better.
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http://www.youtube.com/watch?v=4KEEXyRL0qE http://www.youtube.com/watch?v=mveQPr_uek0
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[hide=The city of Florence][/hide] [hide=Important things to note] Wherever the river is only one tile wide, consider it a fjord. The forests on the east side of Florence have spawned magnificent hunters, and their skills will become applicable to war through the medium of archery. I tried to balance the map by adding various points of attack. The first is in the Northwest, where once the fort is taken out it's easy to build defensive fortifications while the attacking army prepares to cross the river Arno and go over the hills. The hills are defended only by light walls, because they are hills themselves, and I thought it'd be a bit lame if everywhere was a heavy wall. The Eastern side of the map allows for a more defensive/stealthy push into Florence, however game hunters may spot approaching armies early. And finally the Southern part of the map is a long open plain, which would be ideal for siege warfare. I used a slightly different shade of blue for housing so they would stand out more. [/hide] [hide=Text based unit roster]I tried to balance these from the units in the example roster Ross gave me. No "Values" are included as I didn't know what to base this on. [hide=Archer section: Skirmishers] Young Florentine men who wield a shortbow. These men are the hunters of Florence, the men who bring back the meat for their families dinner. They're experts in tracking the enemy, in moving swiftly and silently. OS - 7 DS - 3 RNG - 1-4 MS - 4[/hide] [hide=Light Infantry: Scouts] These small soldiers are cunning and ruthless in their efforts to provide the main body of the Florentine army with information. They can do little defensively, but if able to flank an opposing vulnerable unit, they will surely prevail. OS - 12 DS - 1 RNG - 1 MS - 6[/hide] [hide="Medium infantry: Shortswords men] These soldiers, using the techniques coined by the Romans form the bulk of the army. Their range is small and they move slowly, but as a fighting unit they excel. Lumbering into battle with their huge shields infront of them, they are a sight to behold. OS - 11 DS - 6 RNG - 1 MS - 1[/hide] [hide="Heavy infantry: Pikemen] These brutes, these monsters of men, carry long pikes to do their deadly work. Easily dismounting a knight on horseback, they excel at defending the army from enemy charges. While they do little offensively, without these units the Florentine army is extremely vulnerable defensively. OS - 8 DS - 8 RNG - 1-2 MS - 1[/hide] [hide=Siege unit: Ballistae] The ballistae is like a huge crossbow. It does little damage to walls, but can strike into enemy units with the ferocity of a God. OS - 14 DS - 1 RNG - 2-7 MS - 1[/hide] [hide=Cavalry unit:Horse archers] A light cavalry unit, used mainly for harassing as they will be destroyed in melee combat. A relatively new unit to the Florentine arsenal, there are not many units of these in the army. OS - 6 DS - 2 RNG - 1-5 MS - 3[/hide][/hide] I took the liberty of smacking my city down on the map, I don't know if we're supposed to do this or whatever. [hide=Updated map?!][/hide]
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It's me, Skrryd Medici. Head of the Medici family, come a millenium early to steer the people of Florence into a new dawn. Super. [hide=The city of Florence][/hide] [hide=Important things to note] Wherever the river is only one tile wide, consider it a fjord. The forests on the east side of Florence have spawned magnificent hunters, and their skills will become applicable to war through the medium of archery. I tried to balance the map by adding various points of attack. The first is in the Northwest, where once the fort is taken out it's easy to build defensive fortifications while the attacking army prepares to cross the river Arno and go over the hills. The hills are defended only by light walls, because they are hills themselves, and I thought it'd be a bit lame if everywhere was a heavy wall. The Eastern side of the map allows for a more defensive/stealthy push into Florence, however game hunters may spot approaching armies early. And finally the Southern part of the map is a long open plain, which would be ideal for siege warfare. I used a slightly different shade of blue for housing so they would stand out more. [/hide] [hide=Text based unit roster]I tried to balance these from the units in the example roster Ross gave me. No "Values" are included as I didn't know what to base this on. [hide=Archer section: Skirmishers] Young Florentine men who wield a shortbow. These men are the hunters of Florence, the men who bring back the meat for their families dinner. They're experts in tracking the enemy, in moving swiftly and silently. OS - 7 DS - 3 RNG - 1-4 MS - 4[/hide] [hide=Light Infantry: Scouts] These small soldiers are cunning and ruthless in their efforts to provide the main body of the Florentine army with information. They can do little defensively, but if able to flank an opposing vulnerable unit, they will surely prevail. OS - 12 DS - 1 RNG - 1 MS - 6[/hide] [hide="Medium infantry: Shortswords men] These soldiers, using the techniques coined by the Romans form the bulk of the army. Their range is small and they move slowly, but as a fighting unit they excel. Lumbering into battle with their huge shields infront of them, they are a sight to behold. OS - 11 DS - 6 RNG - 1 MS - 1[/hide] [hide="Heavy infantry: Pikemen] These brutes, these monsters of men, carry long pikes to do their deadly work. Easily dismounting a knight on horseback, they excel at defending the army from enemy charges. While they do little offensively, without these units the Florentine army is extremely vulnerable defensively. OS - 8 DS - 8 RNG - 1-2 MS - 1[/hide] [hide=Siege unit: Ballistae] The ballistae is like a huge crossbow. It does little damage to walls, but can strike into enemy units with the ferocity of a God. OS - 14 DS - 1 RNG - 2-7 MS - 1[/hide] [hide=Cavalry unit:Horse archers] A light cavalry unit, used mainly for harassing as they will be destroyed in melee combat. A relatively new unit to the Florentine arsenal, there are not many units of these in the army. OS - 6 DS - 2 RNG - 1-5 MS - 3[/hide][/hide]
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Hex, there are, amazingly, others who will partake in the medieval thread who were not in IRC at the moment you were explaining why they are wrong. I was not even reading IRC when you were in it. So please, rather than post more spam, explain for the benefit of myself and others, why they are wrong.
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Hex, please explain how they are 'wrong'.
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That is the plan, Hex.
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inb4ragequitters. I guess we can start the medieval thread now.. Another minifleet completed. HMS Birthright completed in all it's glory. 2.5km long, big guns, 2 feet thick plating, blah blah.
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???
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Mather. No, we're not using an Earth map. Read more carefully, yeah?
