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Wisp

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  1. Undo, please don't post only in color.
  2. Influential people within the Revolution ask the revolutionary writer from the last historical event to continue his work in different provinces, giving speeches, and spreading his writings. (Provinces marked in green on map) 500k Ducats are spent to purchase imported food, which will be spread to needy peasants within the provinces marked with a white dot. Pamphlets continue being distributed, and new pamphlets detailing the injustices of how the nobility treat their workers on their estates and farms will be passed to those workers, and for those who can't read, revolutionaries with a gift for words will give speeches. This will happen in provinces marked with a purple dot. 1 million ducats will go to this.
  3. Dusty, what's going on with the "Declaration of the Rights of Man and of the Citizen", do I have to say I publish it etc. or will it be a historical event. Pamphlets and newspapers continue being spread to neighboring provinces, Vive la révolution!
  4. Well the idea is that half the survivors are male, and half female, so I don't think that'll work. Plus you can only choose classes for 5 of them.
  5. Weapons wise, I'll be fairly realistic. It'll probably be roughly based in America, so you'll mostly find guns like the m9 (9mm) glock pistols (9mm) m1911 (.45acp) m16/m4 (5.56x45mm), maybe some various .308 rifles. That's not much to deal with. Oh, and of course a bunch of .22's. I don't want large amounts of arms to be readily available, plus I want it to not be as if everyone just vanished. Most places will have already been raided.
  6. Here's a preview of the first post. I'm in the middle or writing the building list, which is why it's unfinished. Zombie thread: Introduction: It's been a few months, and humanity died out pretty fast. At first the infection spread through every means possible, water, air, and of course, blood. Unless you were in a bomb shelter after Z-day, you were probably infected, and you just didn't know it yet. Unless you were lucky. Very lucky. For some people, the only way to become a ghoul was to be bit. Nowadays, they are the only people left. You and the other survivors came from another area.. maybe another country, it's hard to tell where's where these days, but all that matters is you had to leave there, and now you're here. Be careful though, it's a free for all out in the wasteland. Starting out: First, pick if you want you (the leader) to be male or female. Next, pick the classes for 5 of your 9 survivors. You can have more than one of each class if you wish. If you chose to be a male leader, 5 of your survivors will be female, and 4 male, so there are 5 of each, and the opposite if you chose to be female. Form: Leader name and gender: Pick five classes: [hide=class list] Sharpshooter (bonus: Medium-Long Range) Soldier (Bonus: decent at fighting in all areas, but not great at any one field) CQB expert (Bonus: Close quarters fighting) Gunsmith: (Bonus: Better at repairing guns, refilling bullets, etc.) Mechanic: (Bonus: Better at fixing stuff, like cars, electronics, etc.) Builder (Bonus: Better at building stuff) Scavenger (Quicker, can find stuff easier, can evade zombies easier) Cook: (Various food bonuses) Bodybuilder: (Can lift larger amounts, can help keep your team fit, best at melee combat) Veteran (Can help increase moral in combat, and train people, but is fairly vulnerable and slow) Doctor: (Better at medicine, healing others, etc) Survivalist: (Best at surviving outside of the stronghold. Good at making shelter, identifying edible plants etc) Pyromaniac: (Better at making bombs, incendiaries, etc. and uses them safer) Farmer: (Best at farming, raising livestock) Scout: (Fastest, best at scouting, but vulnerable) Archer: (Best at archery) Fisher: (Best at Fishing) [/hide] Gameplay in a nutshell. You only know what your leader knows, with a few exceptions. So if you send a scout out, if he dies on the way back you don't get any of his info, unless he contacts you via radio, writes it down on a map which is then recovered, etc. This game is closest to hegemony, though it is clearly on a much smaller scale. Any example of what you could do as an order is: "I send my level 2 sharpshooter, and all of my scouts to explore to the north, and bring back anything that they can carry that is valuable. If they run into other people, they will try to help them if it will not endanger my men too much. (insert various other orders for their troops here)" After some time, you'll get a result of the actions. If you have an important missions send yourself (the leader) along with them, so you can control them more directly, and make decisions. Buildings can be constructed from "salvage", which is a general material for construction. Some things, beside basic barricades, and houses and the like will require special items, which you'll have to find. Salvage can come from pretty much anywhere, abandonded buildings, cars, and so on, but it's heavy so each survivor can only carry one unit of salvage, and almost nothing else at a time. An example of a strategy to keep your people busy would be to clear out a building complex thouroughly, make sure it's safe, then send your survivors in to collect salvage until there is either none left, or you get as much as you need. Basic Buildings and Costs: (Salvage= $) [hide=Barricades and the like] Basic barricade (BB): Dimensions: 1x1 pixel Cost: 1$ Blocks path, but can be destroyed relatively easily given enough time. Standard Barricade (SB): Dimensions: 1x1 pixel Cost: 2$ Sturdier than a BB Advanced Barricade (AB): Dimensions: 1x1 Pixel Cost 5$ Very sturdy, but with enough time and manpower can be destroyed. Chainlink fence (CF) Dimensions: 2x1 pixel Cost: 1$ Weaker than a BB, but will atleast slow zombies down. OTHER: Includes cement walls (requiring cement mixer, cement), steel walls, etc. based on uncommon or rare items found around the world [/hide] [hide=Shelters and Utility buildings] Lean-to(LT): Dimensions: 2x2 pixel Cost: 3$ Provides a place to sleep, but offers no protection, and no morale bonuses Sturdy Bed (SB): Dimensions 1x1 pixel Cost: 1$ Provides a place to sleep, with some morale bonus. Usable only inside. [/hide] Very unfinished right now, and needs cleaning up, but feedback on the basics?
  7. I'll work on a sample of the map, but not tonight I don't think, I've been out for the better part of the day, I'm exhausted. For items, how about I have a basic list of items, and then people may find some rarer things not on the list? Also, for items would people prefer specific item names for things such as weapons, or generic? So for example, instead of finding a cache of 'Assault Rifles and ammo' you might stumble upon a cache of AK-47's, and 7.62x39mm ammo. I like more specific (I promise not to get too obscure with weapons and ammo) because it means ammo is less common in general, as if you may have 10,000 9mm bullets, but you only have a gun that shoots .45acp. Makes trading more important if people run into eachother.
  8. For items I was thinking we have your basic weapons and all that, three tier's of food (the best foods last the least time, and give the best bonuses, but normal food that wont give any bonuses will not rot for a looooong time) Also, you wouldn't necessarily have to tell other people what items you have. Imagine their surprise when they try to raid your base with pistols and baseball bats, and run into a heavy machine gun you salvaged from a wrecked tank.
  9. I control the revolution, not imperial France, so I can have them write whatever I want, basically.
  10. I'll start the map on my own, and if it becomes too much for me to do, I'll open it up to submissions. When you first get your survivors, you can pick all their classes, and they start at level 1. They can spend time training at the expense of supplies (ie: Target practice for a sniper), in order to level up though that has a limit. Or they can do useful tasks (ie: Cooking, if they're a cook), or shooting people as a cqb expert. Some classes would NOT be combat classes, like: Builder, cook, etc. Better builders would build much better defenses than your average other class, though other classes can still help and do manual labor effectively. Better cooks can make less food count for more, and worse quality food taste better. Sure Rocco, maybe 9 people and a leader, if that works? Classes could be something like: Sharpshooter (bonus: Medium-Long Range) Soldier (Bonus: decent at fighting in all areas, but not great at any one field) CQB expert (Bonus: Close quarters fighting) Gunsmith: (Bonus: Better at repairing guns, refilling bullets, etc.) Mechanic: (Bonus: Better at fixing stuff, like cars, electronics, etc.) Builder (Bonus: Better at building stuff) Scavenger (Quicker, can find stuff easier, can evade zombies easier) Cook: (Various food bonuses) Bodybuilder: (Can lift larger amounts, can help keep your team fit, best at melee combat) Veteran (Can help increase moral in combat, and train people, but is fairly vulnerable and slow) Doctor: (Better at medicine, healing others, etc) Survivalist: (Best at surviving outside of the stronghold. Good at making shelter, identifying edible plants etc) Pyromaniac: (Better at making bombs, incendiaries, etc. and uses them safer) That's all I got for now. Archi, I was thinking of a bit slower pace, like almost day to day or week each day, but I'm still working everything out. And you could use a setup like that for getting messages across to the leader, if you want. But it wouldn't go TOO far.
  11. Revolutionary writers speak of the offer as another way for the monarchy to keep the people down.
  12. Daisy cups? And yeah, the idea would be that if people want to find eachother within the first bit, it would take some effort. Hopefully, there could be some trade too, as some people might have an excess of bulets while lacking food, and someone has a flourishing farm and no bullets. Oh, and there would be cellars and the like, though those I would probably make up one the spot based on a rng, but one thing I would do is make it so if you explore a building on your map the first time, I put a dot on it, and then if you do an extensive sweep that ensures that it's empty of all supplies, even hidden, I'll put an X over it (not a big x). On occasion, there will be HUGE zombie/undead hordes passing through the area, which may or may not purposely go for people. If someone's stronghold is near or in the way of their path though, they may have issues. EDIT: Edel, zombies are npc, and will only infect if fluids are exchanged. I was thinking surviors could have classes, and levels. So you could have a team of: Leader Sharpshooter level 12 Cook level 8 Scrounger level 10 Close combat expert level 3 Etc. Help with the map would make it easier for me, but if you wanted to play it would mean you would have an advantage, so I'll probably just do it.
  13. Since I couldn't really mod the dungeoneering style zombie thread, I had a rough idea for a more hegemony themed one. We start off with a group of 20 survivors, and 1 leader in a post apocalyptic environment. I make a very detailed map, which you all can explore, but you will each only start with a tiny bit (which will be pmed to you). Here's how gameplay would work. You have one leader, who is in charge of your group. If he dies/becomes zombied, you can pick a new leader from your remaining survivors. The leader has a few important roles. Having him/her with other survivors in a fight will increase their moral, but it puts him at risk. If you send out a scout, you will only find out what the scout learned once he reports back to your leader in some way (whether by radio if you get one, or in person). If, for example, you have an advance guard outside your base, five miles away, you will not know if they are attacked unless word gets back to your leader. The idea is there are enough supplies to survive initially, but after that everyone's groups will have to compete over rare and important resources. Not everyone in your group will survive every encounter, expect to lose a few people, and if you're lucky, find more survivors out in the wastelands. I'll post more on this later, but anyone want to play this?
  14. Only reason why Napoleon was so effective was because he was using strategy and all that other country's didn't know about or figure out how to fight. It's not a magical superpower in a game though. Kinda like how the plague wrecked Europe in real life, but in YOH everyone knew to wash their hands.
  15. When I first saw this thread title it was as the most recent post in OT (on the index page) so it read "You guys should go outsi..." and I assumed it was some troll calling everyone geeks etc :) Just checked outside, very cloudy here.
  16. Looks really cool, only thing I noticed is that the white line that's part of the road kinda splits the picture. I really liked the closeup grass though, that was well drawn.
  17. Revolutionary writers are encouraged to spread the word of injustices and the like through pamphlets, funded when necessary by our treasury. Main goal is to expand into neighboring provinces right now.
  18. Retech: Here's a solution. Trade manufactured products (guns, strong liquor, etc.) to the natives in exchange for furs. There aren't that many natives there, so they can probably make blankets themselves, afterall, they don't *need* to sell all of their furs.
  19. How about we let Dusty settle this? Maybe a random event or something. French Peasants continue getting angrier.
  20. Spending only about 1m or 2m first round, then a budget reset. So like... 28m
  21. Dusty, what happens to my treasury/army? Or what do I have now. Also, would it be possible to reclaim the royal treasury of about 30m at this point (I think) If I win?
  22. 1m into Improved gun research. 13.1 left. Oh, and for what it's worth, there were some pretty big battles, ie: Waterloo, with about 200k soldiers fighting, and in total the Sixth (Or seventh, I forget) coalition had something like 1m troops, vs. France's 250k or so. Not in one battle, but still.
  23. I've stuck with my signature for years, my Avatar fluctuates every 6 months or so. I like to keep it the same, let's people recognize me easier.
  24. I like the 2 day=1 year bit, it kinda adds more strategy for war, and it keeps us in the correct time period, though I wouldn't mind more frequent budget resets.
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