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