load_land_ship() and load_land_land() automatically resupply the land units they load. This can draw supplies from the sector where the land units are. When load() and lload() later update the sector, they wipe out the update made for drawing supplies, and we get a seqno mismatch oops. Highly abusable.
120 lines
4.9 KiB
Perl
120 lines
4.9 KiB
Perl
.TH Concept "Hvy-Metal"
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.NA Hvy-Metal "Special rules for Hvy Metal"
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.LV Basic
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.s1
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Ship types are customized. Better check show for the details.
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.s1
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Dreadnoughts are more heavily armored. Frigates are more fragile.
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.s1
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More ships can carry choppers, and jf2 count as choppers. Some ships
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are not ideal for this, and this is reflected by the lack of large
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petrol and shell storage. But it gives players yet another
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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 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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guard it carefully.
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.s1
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Ships can navigate bridge sectors regardless of owner.
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.s1
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Ships can assault the sector they're in.
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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 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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.s1
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Tanks and AAA can fire. \*QHey guys, why don't we shoot this big gun
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on this tank at those d*mn elves on that hill instead of hanging our
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laundry on it\*U? Don't expect the range of an artillery unit, which
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specializes in this and has forward observers built in to the unit
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cost. Watch your magazines too!
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.s1
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Artillery units with capability heavy can only fire at sectors and
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fire offensive support. They can't target ships, return fire,
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interdict, or fire defensive support.
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.s1
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Artillery units in mountains receive a range bonus of +0.5.
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.s1
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New experimental option RAILWAYS is enabled: trains run on highways
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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 info
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\*QRailroad\*U for details.
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.s1
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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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New experimental option LIMBER is enabled: slow guns and heavy railway
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guns use mobility to unlimber. Limbering and unlimbering is
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completely automatic. See info \*QUnit-types\*U for details.
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.s1
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Planes are tweaked somewhat. show is your friend.
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.s1
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Che age just like military reserves: 1% decay per 24 ETUs. In
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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 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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New sector type biofuel plant lets you make oil from food, at a cost.
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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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Fully depleting a sector will take you several updates. Oil
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production does not depend on tech; you don't have to micro-manage to
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conserve oil. Resources are scarce. Expect to fight over them.
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.s1
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Oil derricks need to set up shop before they produce: no production
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while mobility is below maximum.
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.s1
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Automatic shell supply for sector flak, ship flak and ship missile
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defense is disabled, because its bugs interfere with Hvy Metal
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modifications. Same for automatic supply of land units on loading
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them onto ships or land units.
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.s1
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Missed updates due to server problems will be forced if caught within
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15 minutes of planned update time or skipped otherwise.
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.s1
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Everything you do in this game is logged by the deities for their own
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nefarious purposes. However, the logs are treated confidentially.
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.s1
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Make the deities laugh and get up to 5 gold bars. 5 bars per week up
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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_II/
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.s1
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.SA "Introduction, Server"
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