From 11100f23e5ba925da2e26c2f91dc3086635ef5a2 Mon Sep 17 00:00:00 2001 From: Markus Armbruster Date: Sat, 5 Apr 2008 16:11:11 +0200 Subject: [PATCH] Update info Hvy-Metal for Hvy Metal II --- info/Hvy-Metal.t | 37 +++++++++++++++++++++++++------------ 1 file changed, 25 insertions(+), 12 deletions(-) diff --git a/info/Hvy-Metal.t b/info/Hvy-Metal.t index 4be6ba12..b9e8dedf 100644 --- a/info/Hvy-Metal.t +++ b/info/Hvy-Metal.t @@ -13,8 +13,8 @@ interesting avenue to explore, and reflects the ships better. Also helps simulate irregular forces desperately equipping what they can for a role. A chance for a creative player to spring surprises. .s1 -New assault ship type: Think Tarawa or Io Jima class ships. These put -the ASSAULT back into landings. Huge mil capacity, can operate +New assault ship type: Think Tarawa or Iwo Jima class ships. These +put the ASSAULT back into landings. Huge mil capacity, can operate choppers and Harriers. Able to drop 12 marine units and a horde of mil onto a shore, or sustain para drops and air strikes inland with its aircraft. Go ashore in a hurry, Big Time. A fat target too, so @@ -22,7 +22,7 @@ guard it carefully. .s1 Land unit types are heavily customized. Better check show for the details. Non-mechanized units are slower and more vulnerable, -infantry units have capability security, marines have amtraks, +infantry units have capability security, marines can have amtraks, artillery firing ranges differ, few units are light (but troop transports and landing ships can carry non-light units), food capacities are reduced. @@ -44,11 +44,12 @@ and sectors next to highways. Use sinfra to find out mobility costs. Try sect # ?track>0 to visualize your track. Check \*Qinfo Railroad\*U for details. .s1 -There are more train types, BIG siege guns, etc. And we got the -Mother Of All Guns: something like what was attempted a few times in -history, a huge costly gun with incredible range. It CAN be moved. -Slowly. Has all the problems fixed positions have. If these are not -obvious, any experienced player will gladly demonstrate them for you. +There are more train types, BIG siege guns, etc. +.\"And we got the +.\"Mother Of All Guns: something like what was attempted a few times in +.\"history, a huge costly gun with incredible range. It CAN be moved. +.\"Slowly. Has all the problems fixed positions have. If these are not +.\"obvious, any experienced player will gladly demonstrate them for you. .s1 Infrastructure is disabled. .s1 @@ -63,13 +64,25 @@ sufficiently loyal sectors you don't own, however, a full half of them (rounded up) vanish each update. The anti command is disabled. .s1 Mountains, fortresses and cities provide a respectable defensive -bonus. Cities cost real money to build. Banks need construction -materials to build efficiency. Ever seen Fort Knox? Bridges are -cheaper than usual. +bonus. Cities cost real money to build. Banks cost some money, too. +Ever seen Fort Knox? Bridges cost only half as many hcms as usual. +.s1 +There is no bridge head sector type. Highways can serve as bridge +heads. +.s1 +New sector type freeway. You can turn plains into freeway and back, +but you can't turn either into anything else. Freeways can serve as +bridge heads. +.s1 +Plains produce food. .s1 Food is much harder to grow. Expect 20% of your population to be farmers. .s1 +Sectors without any food get one unit of food for free to avoid +starvation. In Hvy Metal, that free food is always completely +consumed. +.s1 Your refineries make less petrol from each barrel of oil than usual. .s1 Natural resources gold, oil and uran deplete much slower than usual. @@ -94,6 +107,6 @@ for grabs. .s1 Source code and configuration is available from .br -http://www.stdio.com/~rhyatt/empire/hvy_metal/ +http://www.stdio.com/~rhyatt/empire/hvy_metal_II/ .s1 .SA "Introduction, Server"