118 lines
4.8 KiB
Perl
118 lines
4.8 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 and ship missile defense is
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disabled, because its bugs interfere with Hvy Metal modifications.
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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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