Import of Empire 4.2.12
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-=O EMPIRE WACKY IDEAS LIST O=-
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This file contains the more bizarre and outlandish proposals for
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changing the game of Empire. See the EMPIRE WISH LIST for an
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explanation of the indexing system.
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_________________________________________________________________
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--- TABLE OF CONTENTS ---
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Attack, Assault and Board.................a
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Missions..................................m
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Ships.....................................s
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Planes....................................p
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Land Units................................l
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Commodities and Sectors...................c
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Information Commands......................i
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Telegrams, Announcements, News............t
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Updates...................................u
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Deity.....................................d
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Miscellanious and Documentation...........x
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Error Messages............................e
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--- ATTACK, ASSAULT AND BOARD ---
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a4
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frontline <UNITS>
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When a unit is created, it is automatically put on the frontline
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(except for artillery and supply units). This means that when you
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attack an adjacent sector, you will be asked if you want to include
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this unit in the attack.
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backline <UNITS>
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When a unit is put on a mission, it is automatically put on the
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backline. This means that when you attack, you won't be asked about
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attacking with this unit. Also, supply units and artillery are born on
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the backline. When attacking with units, allow the user to type Y,
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rather than typing y for all the units you want to attack with. Y
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would mean "attack with all units on the frontline". At the attack
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prompt, you will be asked: Attack with infantry #3 (y/n/Y/N/b)? and
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the "b" will mean "backline". This would be particularly handy when
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attacking with a bunch of units and you want to leave some of them
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behind to hold the beach-head. And you want to stop being prompted for
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them.
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--- SHIPS ---
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s9
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swap [s|p|l] <UNIT1> <UNIT2>
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Swap the id numbers of units so you can control the order in which
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they are built. In order to swap the numbers, the units must be in the
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same sector, and the sector must be either a h/*/! as appropriate.
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WARNING: this could be seriously abused!
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s11
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nuclear subs consume rads as fuel? need rads to build nuc sub?
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s17
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in fuel command, one petrol should be worth 20 oil. right now it is
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more efficient to fuel ships and units with oil rather than with
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petrol.
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( in this one, it would probably be better IMHO to get rid of fueling
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with oil altogether - Ken H.)
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s20
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Make assaulting cost ship mobility. This would help stop the ability
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to assault with a small amount of mil over and over until
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reacting units run out of mobility.
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--- PLANES ---
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p3
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Allow transport planes to paradrop land units. (This would be
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realistic.) Would use the following analogy:
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Units on Planes Units on Ships
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x-light assault
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para marine
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cargo light
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So, "cargo" units could be transported, "x-light" units could paradrop
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but at a serious disadvantage and would lose all mob, and "para" units
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could paradrop like marines could assault (with full attack and
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reduced mob loss).
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p8
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planes should mobility when loaded and unloaded from a ship.
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p12
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Have an aquatic plane type. This would be a medium to small cargo
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plane, that must be built in an airport but can only take off froma
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harbor, or sea sector. While on the water, it could tend, however, not
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be able to nav. It might, or might not be able to lay/sweep mines. And
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fuel is another issue that would need to be looked into.
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p14
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perhaps the range a plane can fly should be limited by its efficiency.
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--- LAND UNITS ---
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l2
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trans l <FROMSECT> <TOSECT>
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to use sector mobility to transport a land unit from one sector to
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another.
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l3
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Make a new kind of land unit (transport trucks) which can carry land
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units in a similar way that ships can carry units. This would allow
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you to transport heavy artillery and unmechanized infantry around
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faster. (This would be a realistic change).
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l5
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Have very expensive land units called a spies:
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lcm hcm mil guns shells avail tech $
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spy 1 10 0 1 0 0 2 0 $2000
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spy 2 10 0 1 0 0 2 0 $5000
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spy 3 10 0 1 0 0 2 0 $8000
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Spies can march through enemy territory and llook in there. Every
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update, there will be a chance the spy is caught. Also there is a
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chance it will be caught every time it moves in enemy territory and
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every time it does an "lloo". It will be completely unaffected by
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combat. The chance of detection should be something like: spy 1 10%,
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spy 2 5%, spy 3 2%.
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l6
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land units should lose mob when loaded/unloaded from a ship.
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l10
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mobile headquarters unit type - capable of repairing land units by
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using mobility, supplies, and mil. How about just letting engineers
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work on units also?
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--- COMMODITIES AND SECTORS ---
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c9
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Limit the amount of commodities (by weight) allowed to be kept on a
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bridge, and have a stacking limit for units on a bridge. (Bridges can
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only support so much weight eh?)
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c10
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build tu
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At a price, build a tunnel through a mountain sector. This would turn
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a ^ into a + at some great cost.
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c12
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autodemob 11,11 35 y
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"autodemob" is to "demob" what "autonav" is to "nav". The principle is
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simple: "autodemob 11,11 35 y" means every update, demob all the mil
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in 11,11 except for 35. ( note - makes budget more complex - Oliver
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Ricou )
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c14
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We need some Empire command which lets you do a lot of moving at once
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with minimal BTU cost. Here would be one possible syntax: multimove
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<ITEM> <SECTS> <THRESHOLD> <DISTSECT> <MINMOB> This is just like
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distribute at the update. It would distribute commodities between
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<SECTS> and <DISTSECT> depending on <THRESHOLD> (which applies to the
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<SECTS>), and only doing moves provided that the mobility doesn't fall
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below <MINMOB> in any of the sectors involved: empire [124,512]%
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multimove f * ?civ>20 40 1,1 40 An alternate symtax could be:
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multimove <ITEM>
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where existing distribution thresholds are used.
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--- MISCELLANIOUS AND DOCUMENTATION ---
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x25
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national happiness should be affected by your victories/losses, and if
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you drown your mil (by scuttle/scrap) or starv your populace.
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