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Post by commandergoldeneye on Jun 30, 2008 11:10:14 GMT
depends if they're both one handed weapons or not and/or if its feasable for the troop to be able to carry them both or not. I prefer to have different units for different weapons myself, but there's nothing to say you can't have primary and secondary weapons.
You can convert, but you forfeit the day's unit increase and you only get however many you would get for that day or days. for example, if you spent the last 4 days converting, you can convert 2000 but you can't increase your army size. Basically in rel life this would represent expending time and resources to arm your units rather than producing new ones. (in fact, i'd better add that to the rules).
You can also split up units after conversion. It don't really matter about assigning squads until you're actually sending tactics in, but in your numbers you show you have 2,500 of one and 2,500 of the other. If you build a secondary base, you can send groups of certain units there, say, if you have a squad of infantry, you can send half to your secondary base.
Edit: Rule 2 has been amended to include conversions. Read subsections 2a and 2b so that you understand the changes.
I've taken a look at everyone's first posts and they all seem fine.
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Post by commandergoldeneye on Jun 30, 2008 11:36:09 GMT
Day 6: Black Hole Army General: Carter Messenger: Ed Situated: Black Hole Island
Allies: none Enemies: none
Research/projects: Bazooka Vets (melee) (10 days) Tanks (melee) (15 days)
Completed Reserch/Projects: None
Units: Infantry: 7,500 Grunts (melee)
Total Units: 7,500
HQ Units: 7,500 Grunts
Log:-Carter After recon on the island we found a deposit of blackanium ore, a metal ore which, when refined, forms a metal which is durable and can be easily fashioned into large and small shapes. Our researchers say that they can produce vehicles with this. There is a team mining the ore as I write, and our researchers are using the first batch of blackanium to research a new vehicle, known as a tank. It will have a large barrel, capable of firing explosive missiles, which should cause some damage. It will also be fitted with a machine-gun, so that it can fire at infantry units.
using the blackanium, we can create explosive shells. we can propel them a short distance along. An idea came to me, can I give my grunts a portable tank barrel? My researchers say they can create a smaller, less powerful "Rocket Launcher" that can be carried by a single man, but the grunts will not be able to carry this with them. I wil have to train new men to use these weapons. The shells that they fire are similar to the tank shells. They are explosive and should cause some damage to vehicles, should I need to. Maybe there are other uses for blackanium too...
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Post by romorini on Jun 30, 2008 14:16:42 GMT
Day 4: Autobot Army General: Optimus Prime Messenger: Blurr Base: Autobot City
Allies: None Enemies: None
Research/Projects: Land-based Autobot: (20 days) Land-based Maximals: 4 days, 30 troops each Troops: 4,000 micromasters 2,000 Sector Seven Agents
HQ: 6,000 troops
Log: -Prime
The Orbital Bounce used to deliver Autobot City to this planet did not go as planned. Nearly all of the city's systems are down and will take quite some time to bring back on line. The majority of my forces are in stasis-lock, and the micromasters are working double and triple shifts to restore order. It took days to even get the data-entry network on-line.
The surprisingly durable and energy-efficient Maximals are proving easier to awaken than their larger Autobot brethren. Approximately human scale, within two of their feet, these newer models carry respectable laser weapons and rifles with explosive rounds. Due to their size, they are only moderately resistant to small arms fire, and while they can survive a direct missile hit, they will typically be out of the fight.
Their first priority is to secure our defenses. The lives of our more vulnerable Micromasters and human allies are to be guarded above all else.
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Post by Facade [TVTP] on Jun 30, 2008 18:58:29 GMT
Day 6: IRTA (Imperial/Republic Trooper Army) General: Facade, also Warlord Messenger: Comissar Stern Situated: Continent of Silicus, Grasslands and fields
Allies: none Enemies: none
Research/projects: Lightsaber technology (If I'm right, 6 days have gone by, and requires 11 days for completion...)
Completed Reserch/Projects: None
Units: Infantry: 4,000 Basic Clone Troopers with Blaster Rifles 100 Royal Gaurds with combat spears & Blaster Pistols 300 Clone Commanders with Dual Blaster Pistols 100 Sith Troopers with Blaster Rifles 100 Specially Trained Ground Shock Troopers with DCM Blaster Clips (Like a special SMG) 1,500 Storm Troopers with either Blaster pistols, Grenade equipment, or Heavy Support Arms 900 New Republic Troopers 1 Rancor (Goldeneye, I'm going to have to consult this with you, what I did was I 'traded' 500 men for one 'hero' as you called it. Would this be ok? Or is there a catch?)
Total Units: 7,001 (Again, If I'm right)
HQ Units: Clone Commanders
Log:-Facade After a long-awaited day, our messenger has come back tired but with news; A vast ocean surrounds us and keeps us at bay from meeting other civilizations. Not only that, but Comissar Stern claimed he could see another island from the edge of our continent...I have ordered a group of 100 men to begin work the next day on an aerial Transport. This vehicle will be called the Venator-Class Cruiser and hopefully will give us infinite possibilites to the places we can explore. As for our Lightsaber Project (Project 101-3), we have found out that a certain class of Crystals powers the heart of these Jedi weapons. Now we only have to build the Saber and choose the Crystals wisely.
-Facade *End of Transmission*
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Post by romorini on Jun 30, 2008 20:36:59 GMT
Here's some questions: 1) Do our generals fight in battle? 2) Can we boost the size of our queue with upgrades or dedicated manufacturing units?
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tyranidwarrior
Genestealer
Who needs a rifle when you have a crowbar and an HEV suit?
Posts: 57
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Post by tyranidwarrior on Jul 1, 2008 4:00:46 GMT
day 6: the covenant general:the arbiter messenger:a drone situated: opperational crashed covenat ship
allies:none enemies:none
research projects: weapons: energy swords (melee) (10 days) plasma rifles (ranged)(8 days) tanks: ghosts (onboard turret) (15 days) competed projects:none
units: infantry: 7,500 elites (w/ carbines)
total units:7,500
HQ units:7,500 elites
log:the arbiter: 4 days have passed since the crash since then we have increased our troop count. We have also begun attempting to replicate energy swords using the few onboard the ship. Also we are trying to build some ghosts from the memory of our engineers. Since the crash we have sent our messenger out to do some reconassainse of the area and nearby regions. While the energy swords are being made we are trainig our troops to make use of their new equipment. as soon as our messenger returns we will explore the nearby areas and we hope to find survivors of other crashed ships.
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Post by Facade [TVTP] on Jul 1, 2008 5:16:07 GMT
Day 7: (Should be day 7 since it's the last '6' hours of my day...) IRTA (Imperial/Republic Trooper Army) General: Facade, also Warlord Messenger: Comissar Stern Situated: Continent of Silicus, Grasslands and fields
Allies: none Enemies: none
Research/projects: -Lightsaber technology (7 days of process) -Venator Class Cruiser & Hi-Tech Battlefleet technology (1 day of -Rancor Capturing & Cloning (2 days of process, 65 days for completion) process, and 20 days for completion) Completed Reserch/Projects: None
Units: Infantry: 4,000 Basic Clone Troopers with Blaster Rifles 100 Royal Gaurds with combat spears & Blaster Pistols 300 Clone Commanders with Dual Blaster Pistols 100 Sith Troopers with Blaster Rifles 100 Specially Trained Ground Shock Troopers with DCM Blaster Clips (Like a special SMG) 1,500 Storm Troopers with either Blaster pistols, Grenade equipment, or Heavy Support Arms 900 New Republic Troopers 100 Stealth Troopers (Sniper Rifles, Pistols) 400 SCUBA Troopers (From Clone Wars mini series) equiped with small harpoons and Blaster Pistols 500 Tech Specialists & Pilots armed with Blaster Rifles (Alright, no Rancor) Total Units: 8,000 (Again, If I'm right)
HQ Units: Clone Commanders
Log:-Facade The engine of the Venator has been completed, thank god. Now we only require the skeleton to withhold our troops. I am aslo traveling to the distant island off our coast with 70 Ground Shock Troops to hopefully meet new races and people. Let's hope nothing goes wrong....My messenger will accompany us too. We will bring a box of our weapons and Med-paks to trade with if success is acheived. I can still hear the distant gridning, pounding sounds.....this worries me.
-Facade *End of Transmission*
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Post by commandergoldeneye on Jul 1, 2008 9:00:05 GMT
Re: facade. It's OK to do that, but only when you've researched rancor capture and domestication, which i'd say takes 50 days (it is a hero). Obviously then you have to capture one, and what you can do is say you lost the 500 men but managed to capture one every time you do. You can edit that post to change it, it'll probably be best.
Re romorini: Yes, only when you've converted them into a hero (65 days). They then provide benefits to your army if they are included in the tactics (specified by you, for example, higher attack and defence for certain/all units, depending on who it is).
If you mean research by queue then I'm probably going to say no. I set the limit to 4 because that way you can research enough stuff without researching an entire powerful army with which to destroy the world with before anyone else can. This happened a fair bit on the other one, even though the limit was set, the war mods could allow extra research slots if someone asked (usually if they were friends which was unfair to those of us sticking to the rules).
If you mean increasing the 500 troops per day limit then again for now i'm saying no, becuase obviously then all you get is people doubling the production, doubling research speed, just so that they can be the best and go around attacking people before they're ready. Basically i've seen the other one go to the point where the war mods were abusing their power to assist their friends and their allies and it just made it completely unfair. That's why for now I'm saying no changes and no research that can change it. Although if I set a random event which turns out to provide faster research or more production then you can, but this will only be for a set number of days and i may limit it to certain units. These events will be RPG style, with the player it effects making desicions which lead to different outcomes.
A note to everyone, check your days. Remember, there's four game days in every one real day, thats 6 hours a day. I'm not saying anyone's wrong, but i'd like you to make sure just the same. Remember, just cause it's my day 6 don't mean its overall day 6. You count the days you've been playing. And feel free to update if I haven't, time carries on even when I'm not around. And if anyone has any questions you can PM me about it if you want, but for now leave it on the board so that everyone picks up on it.
I forgot to say this originally, but the first set of troops you start with are classed as 5 days to research. That makes them pretty weak, and their class is the same, until you upgrade it if you want.
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Post by commandergoldeneye on Jul 1, 2008 9:05:20 GMT
Day 10: Black Hole Army General: Carter Messenger: Ed Situated: Black Hole Island
Allies: none Enemies: none
Research/projects: Bazooka Vets (melee) (6 days) Tanks (melee) (11 days) Motorbike vets (melee) (10 days)
Completed Reserch/Projects: None
Units: Infantry: 9,500 Grunts (melee)
Total Units: 9,500
HQ Units: 9,500 Grunts
Log:-Carter Recon moves so slowly when troops have to walk around. Therefore I have requested specialised troops that can move around faster than normal. Hence the motorbike veterans. These are infantry ounted on motorbokes, which are fitted with machine guns. I should be able to explore more of this island when they are ready.
The bazooka vet training is going well. Carrying around their bazookas makes them strong. they are able to climb mountains and ford streams easily. They should allow me to explore the mountain ridge I can see in the distace.
Tanks going well, no problems.
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Post by romorini on Jul 1, 2008 12:24:26 GMT
Day 8: Autobot army General: Optimus Prime Messenger: Blurr Autobot city
Allies: none Enemies: none
Research/projects: Land-based Autobot 4/20 Land-based Autobot 0/20 Air-based Autobot 0/25 Optimus Prime Battle-ready 0/80
Completed Research/Projects: Maximal Upgrade 4/4 days 3000 troops/30 ---> 100 maximals (from troop allotments days 3-8)
Units: Infantry: 4,000 Micromasters 2,000 Sector Seven Agents 100 Maximals
Total Units: 6000 infantry 100 super-heavy infantry
HQ Units: 6100
Log:-Prime
I have been hearing chatter about the city of how my forgoing proper repairs has been hurting morale. While it is against my nature to put myself ahead of any of my soldiers, anything that improves their fighting spirit must be done, considering the state of the army. I will soon be sending out my best and fastest courier Blurr to scout. I hesitate to send him anywhere without a functioning weapons system, but his best defense has always been speed. He is so fast that he appears as a blue streak to those targeting him.
The Micromasters are making sound progress on bringing my Autobots back on-line. Though we are a peaceful race by nature, we have been outfitted for war by necessity. Armed with powerful lasers and shoulder-mounted rockets, and outfitted with armour and regeneration systems that render all but the most powerful anti-tank weaponry harmless, we are among the greatest defenders of younger races from the predations of the galaxy's worst scourges.
We have started work on reactivating the Aerialbots. I will likely need their air support if this land proves hostile.
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Post by commandergoldeneye on Jul 1, 2008 14:41:59 GMT
Has UnseenOne been around recently? If you're reading this, you can play if you want to, just cause you're a war mod don't mean you can't, unless you're impartial.
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Post by Facade [TVTP] on Jul 1, 2008 18:23:32 GMT
Hey Goldeneye, I think we should design a chart for everyone to refer to. It seems like some people are getting confused with the 500 men per day rule.
How about an organized T-Chart to fix this up? This could really help.
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Post by Facade [TVTP] on Jul 1, 2008 18:27:25 GMT
Day 10: IRTA (Imperial/Republic Trooper Army) General: Facade, also Warlord Messenger: Comissar Stern Situated: Continent of Silicus, Grasslands and fields
Allies: none Enemies: none
Research/projects: -Lightsaber technology (10 days of process) -Venator Class Cruiser & Hi-Tech Battlefleet technology (3 days of process) -Rancor Capturing & Cloning (5 days of process, 65 days for completion) process, and 20 days for completion) Completed Reserch/Projects: None
Units: Infantry: 4,500 Basic Clone Troopers with Blaster Rifles 100 Royal Gaurds with combat spears & Blaster Pistols 300 Clone Commanders with Dual Blaster Pistols 100 Sith Troopers with Blaster Rifles 100 Specially Trained Ground Shock Troopers with DCM Blaster Clips (Like a special SMG) 1,500 Storm Troopers with either Blaster pistols, Grenade equipment, or Heavy Support Arms 900 New Republic Troopers 100 Stealth Troopers (Sniper Rifles, Pistols) 400 SCUBA Troopers (From Clone Wars mini series) equiped with small harpoons and Blaster Pistols 500 Tech Specialists & Pilots armed with Blaster Rifles (Alright, no Rancor) Total Units: 9,500 (Again, If I'm right)
HQ Units: Clone Commanders
Log:-Facade I can see the island, the Comissar was right....we are not alone. I will gather some SCUBA Troopers and prepeare to swim our way there. THe lightsabers are almost ready, now to train specialized combat Troopers....
-Facade *End of Transmission*
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Post by commandergoldeneye on Jul 1, 2008 18:32:57 GMT
can you give an example of what you mean? Do you mean like: Real Day: Game Day 1: 00:00-05:59 (+500 units) Game Day 2: 06:00-11:59 (+500 units) Game Day 3: 12:00-17:59 (+500 units) Game Day 4: 18:00-00:00 (+500 units) Or is there another method you know of? Honest, i'm open to ideas if it helps make it better (with regards to your situation, replace the racnor with the 500 men you traded then add another 500 for each game day that has passed. Oh and you don't count special/one off units towards troop numbers, just to make thinks easier)
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tyranidwarrior
Genestealer
Who needs a rifle when you have a crowbar and an HEV suit?
Posts: 57
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Post by tyranidwarrior on Jul 2, 2008 0:42:12 GMT
day 10: the covenant general:the arbiter messenger:a drone situated: on a crashed covenant ship
enemies:none allies:none
research projects: weapons: energy swords(6 more days) plasma rifles(4 more days) vehicles: ghosts(11 more days) competed projects:none
units: infantry:9,500 elites w/ carbines
total units:7,500
HQ units: 7,500 elites
log:the arbiter: Our messenger has returned and has reported that we are alone for at least 5 miles. We will set off north as soon as our men are all equipped with energy swords and plasma rifles. We have also begun rebuilding our ship although it seems that we will not be leaving for a while.
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