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Post by nixonator on Apr 26, 2012 13:27:29 GMT -5
engineers: siege defence (repairs, counters tunnelers and increaced damage against enemy siege weapons), offencive siege (repairs siege weapons, tunnels walls, fire straegem's vs. castles and increases attack verses gates) and naval (stops your ship from cataching fire (easily), stops fires against you and allows you to use fire pots against enemy ships (sets fire to everything except metal ships).
going on more about things: provence: iga iga is a ninja provence, this gives you battlefield ninja attachment, then you can pay a certain amount to employ them (permanent or disposeable haven't decided?) or you can build a ninja camp which will give you however so many to use each month, this can be increased by increasing the camps size or building another building in a provence with ninja's in it, this will incease the limit of ninja you can hold in stock that you can use, using a ninja unit will "eat up" one stocked up unit or if we go for a diffrent system then this will fill up a certain amount of ninja stock for this month only, meaning that in one system you will fill up a bar which is how much of this unit you can use or use up a stocked unit that you have obtained and is only replenished depending on the amount of buildings that you have, ok?
naval warefare
should be kept to the sea, as river fighting will have to have a restion of ship size, again here i would like the amount of ships you can use of each size to be limited by the amount of buildings you have and of what level, and for this to be true for all ships except iron ships and the shoguns personal battle ship that will need to be produced, or aleast assined to one charcater.
skiv, boat, ship, warship, artilery warship (longer rang attack, cannons?), tower warship (longer range for guns and bows attacks?), foreing ships, iron ships and half iron ships?
comes from building stock counter, construting or buying of someone?
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Post by nixonator on Apr 27, 2012 3:25:54 GMT -5
costal provence: dock lv1: 3 skiv's lv2: 5skiv, 1boat lv3: 7skiv, 2 boats, 1ship lv4: 10skiv, 4 boats, 2 ships, 1 warship. lv5: (provences with natural harbors only) allows building of iron ships, 20 skiv, 8 boat, 4 ships, 3 warships. foregin port: lv1: allows buying guns lv2: guns and foregin armour(arms) lv3: all of the above and allows foregin cannon ships?
(adding naval engineer to any vessel bigger than skiv gives it towers, ships with towers have +1 (to +3?) range increase).
ships damage: troop count: for capture/kill fire: percentage of ship on fire, (100% will sink this turn, lower than this will cause damage to normal HP of ship) HP: how much damage a ship can take from combat and fire before it sinks?
after battle ships that don't die repair, HP can't be repaired in battle, but fires can be fought, fire go's down faster when not abjacent to opponent or in combat this battle turn.
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Post by nixonator on Apr 27, 2012 14:06:31 GMT -5
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Post by nixonator on May 18, 2012 11:50:12 GMT -5
so monty when you read this what do you think?
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Post by Monty on May 18, 2012 18:25:04 GMT -5
blew my fucking mind brospeh.
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Post by nixonator on May 19, 2012 3:12:45 GMT -5
what all of it?
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Post by nixonator on May 20, 2012 13:57:16 GMT -5
just a bit of an update on rules that i'm working on, since you said battles first. BATTLES: Battles will take place when the armies of two forces meet and then fight each other. Outside of this battles can happen for other reasons, but that will only happen if we the admin’s allow it. These battles will be started when one or more forces uses the ‘invade’ Clan Turn action, against a location that is connected to the invading location. This invade action must be made against the target even if it is a vacant location. Certain Vacant locations may have Forts built on them, to achieve this one of the participating officers must have engineers in there unit. When an invasion is has been accepted by the staff, it will be posted in the battle thread at the start of the next Military Phase. At the same time admins will send an enemy force post to the PH of the defender with an estimate for the opposing forces size, and then they will have to make choices about what to do next. If they plan of fighting that they must tell the admins about there intent and then post there defending force post, please note that officers cannot be used if they have been declared inactive in either attack or defence. Once all that has been done and the battle is shown to continue then a battle or siege map will be presented with information about starting places for both forces. A battle runner will be declared, who will set a deadline for battle tactics which must be sent to them before the deadline. All resources that are committed to an invasion (on the attacking side), can’t be used in any other activity that turn, the same is true for the resources of the defending side unless the attacks back out before they attack, at which point the attackers and their resources can’t be used again that turn, unless they turned back to defend their base location from a separate invasion. A battle will last 10 turns, with tactics for those turn split into blocks of five turns, meaning that you must send two for each battle on each military turn. Battles that take longer become extended, extended battles can have reinforcements added to each side via the invasion CT action, however units and resources stuck in the field in an extended battle still lose their Clan actions for the Civil turn between the two military turns. Staff will be vary wary of invaders who wish to exploit the rules.
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Post by scabmasteryoshi on May 20, 2012 21:04:48 GMT -5
Looks good to me nixonator, but why do the invasions have to be approved by staff? What is the meaning behind that?
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Post by nixonator on May 21, 2012 3:14:49 GMT -5
we will keep control over things, so it will have to be checked that they did it right by having the right amount of supplies and things, i also put it there because obivously thats what all admins do, before the battles is check that everythings formated right
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Post by scabmasteryoshi on May 21, 2012 18:20:34 GMT -5
alright, understood!
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Post by nixonator on May 29, 2012 11:26:24 GMT -5
sorry i haven't been working since i last posted this is where i've got up to,
Battles will take place when the armies of two forces meet and then fight each other. Outside of this battles can happen for other reasons, but that will only happen if we the admin’s allow it. These battles will be started when one or more forces uses the ‘invade’ Clan Turn action, against a location that is connected to the invading location. This invade action must be made against the target even if it is a vacant location. Certain Vacant locations may have Forts built on them, to achieve this one of the participating officers must have engineers in there unit. When an invasion is has been accepted by the staff, it will be posted in the battle thread at the start of the next Military Phase. At the same time admins will send an enemy force post to the PH of the defender with an estimate for the opposing forces size, and then they will have to make choices about what to do next. If they plan of fighting that they must tell the admins about there intent and then post there defending force post, please note that officers cannot be used if they have been declared inactive in either attack or defence. Once all that has been done and the battle is shown to continue then a battle or siege map will be presented with information about starting places for both forces. A battle runner will be declared, who will set a deadline for battle tactics which must be sent to them before the deadline.
All resources that are committed to an invasion (on the attacking side), can’t be used in any other activity that turn, the same is true for the resources of the defending side unless the attacks back out before they attack, at which point the attackers and their resources can’t be used again that turn, unless they turned back to defend their base location from a separate invasion. A battle will last 10 turns, with tactics for those turn split into blocks of five turns, meaning that you must send two for each battle on each military turn. Battles that take longer become extended, extended battles can have reinforcements added to each side via the invasion CT action, however units and resources stuck in the field in an extended battle still lose their Clan actions for the Civil turn between the two military turns. Staff will be vary wary of invaders who wish to exploit the rules. Locations: Cities: If this location is connected to another location without any ‘hostile’ obstacles, then it can be involved in an invasion or send reinforcements, to those locations should they be hostile or friendly. (for defensive and offensive operations) If your location is about to be attacked then you can run away to a friendly locations that you own as long as it is connected to the current location, you must inform as of this with in the force posting deadline other wise it can’t be done. You can only run away to one location, and all the stuff you take with you, must also go to the same location. Lack of a location to run away to makes it impossible to do this. So again: • To abandon a city you must do this before the combat begins. • You can raze a city when you abandon it, which will damage it significantly and remove buildings from the area. • If you do raze the city then the loot from it travel with you, to the next location, if this location is also currently under-attack then you will become reinforcements for that battle • Armies of other forces not matter be they friendly or otherwise can pass though a city that does not belong to them. • You cannot pass though cities that are unoccupied to get to a location on the other side, you must have captured it first. An free city invasion force can be intercepted by either moving a force thought a battle field that the other force moves though to get to the location or an army sent to occupy the same target. This will cause a field battle at either location sated, with the winning force carrying on with its task. Forces sent out to invade must carry on with there mission or retreat to there starting location, they can’t switch tasks. • Before battles are confirmed, (and before a tactics deadline is set) an army can be called back for reinforcements to the location that it came from or a friendly linked location. If this is applied to starting location units may be deployed as if they never were going to invade, starting on as a main defender at round 1 turn 1.
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Post by Monty on May 30, 2012 15:28:56 GMT -5
Interesting interesting I like it I like it.
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Post by nixonator on Jun 3, 2012 15:09:34 GMT -5
forts and cities finished:
Cities: If this location is connected to another location without any ‘hostile’ obstacles, then it can be involved in an invasion or send reinforcements, to those locations should they be hostile or friendly. (for defensive and offensive operations) If your location is about to be attacked then you can run away to a friendly locations that you own as long as it is connected to the current location, you must inform as of this with in the force posting deadline other wise it can’t be done. You can only run away to one location, and all the stuff you take with you, must also go to the same location. Lack of a location to run away to makes it impossible to do this. So again: • To abandon a city you must do this before the combat begins. • You can raze a city when you abandon it, which will damage it significantly and remove buildings from the area. • If you do raze the city then the loot from it travel with you, to the next location, if this location is also currently under-attack then you will become reinforcements for that battle • Armies of other forces not matter be they friendly or otherwise can pass though a city that does not belong to them. • You cannot pass though cities that are unoccupied to get to a location on the other side, you must have captured it first. An free city invasion force can be intercepted by either moving a force thought a battle field that the other force moves though to get to the location or an army sent to occupy the same target. This will cause a field battle at either location sated, with the winning force carrying on with its task. Forces sent out to invade must carry on with there mission or retreat to there starting location, they can’t switch tasks. • Before battles are confirmed, (and before a tactics deadline is set) an army can be called back for reinforcements to the location that it came from or a friendly linked location. If this is applied to starting location units may be deployed as if they never were going to invade, starting on as a main defender at round 1 phase 1. • When deploying to another location they will arrive on round 1 phase 3 • If intercepted the force can attack or run away, if they win they will arrive at the battlefield at 2-3 Phases after they won the interception battle. • This also goes if that interception battle happened at a fort then it must be staffed with the minimum occupation force, therefore a fort can not be abandoned in this way. • Failure to win the interception battle will stop the force from reaching their destination for reinforcement. • If the location that needed to be reinforced is lost then this force will return to their source city or their fortress they took over if they did. Reducing the hit points of an on map object will destroy it, and any unit may move over it, this includes gates and walls. • After a battle objects like this will be repaired, as for walls and gates they will be returned to the highest defence of the wall section with the highest (if it is above 50% its total including associated buildings), failing this it will return to 50% of its highest (this includes the effects of associated buildings).
Forts: Like cities, forts can only do actions on locations that are connected to them (like attacking and reinforcing). If your location is about to be attacked then you can run away to a friendly locations that you own as long as it is connected to the current location, you must inform as of this with in the force posting deadline other wise it can’t be done. You can only run away to one location, and all the stuff you take with you, must also go to the same location. Lack of a location to run away to makes it impossible to do this. So again: • To abandon a fort you must do this before the combat begins. • Forts can not be destroyed, or have any damage done to it by the force abandoning it. • If you do abandon the fort then the items from it travel with you, to the next location, if this location is also currently under-attack then you will become reinforcements for that battle • Armies of other forces not matter be they friendly or otherwise can pass though a city that does not belong to them. • You cannot pass though cities that are unoccupied to get to a location on the other side, you must have captured it first. An free city invasion force can be intercepted by either moving a force thought a battle field that the other force moves though to get to the location or an army sent to occupy the same target. This will cause a field battle at either location sated, with the winning force carrying on with its task. Forces sent out to invade must carry on with there mission or retreat to there starting location, they can’t switch tasks. • Before battles are confirmed, (and before a tactics deadline is set) an army can be called back for reinforcements to the location that it came from or a friendly linked location. If this is applied to starting location units may be deployed as if they never were going to invade, starting on as a main defender at round 1 phase 1. • When deploying to another location they will arrive on round 1 phase 3 • If intercepted the force can attack or run away, if they win they will arrive at the battlefield at 2-3 Phases after they won the interception battle. • This also goes if that interception battle happened at a fort then it must be staffed with the minimum occupation force, therefore a fort can not be abandoned in this way. • Failure to win the interception battle will stop the force from reaching their destination for reinforcement. • If the location that needed to be reinforced is lost then this force will return to their source city or their fortress they took over if they did. Reducing the hit points of an on map object will destroy it, and any unit may move over it, this includes gates and walls. • After a battle objects like this will be repaired, as for walls and gates they will be returned to the highest defence of the wall section with the highest (if it is above 50% its total including associated buildings), failing this it will return to 50% of its highest (this includes the effects of associated buildings). If you have a fort you can move your forces thought it freely to access another location • The owner of the fort can allow you to move thought it, but that is only what you do, you can not backstab anyone in this way. This can not be done with city locations, only forts. For unoccupied areas such as normal battle fields and forts, any force can move thought these areas. • This movement can still be apposed by other movements by other forces thought or to the same area. • A battle will start and the winner will continue with what they set out to do, while the loser retreats. However forces cannot change their original orders, units sent to build cannot then go and invade a city and vice versa.
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Post by nixonator on Jun 8, 2012 13:31:49 GMT -5
Battles part 2
Battles have rounds that are split into phases, with one round lasting 5 phases, and a battle month lasting 10 phases or 2 rounds. When a battle is confirmed the two sides will be give a moderator in which they must send their battle tactics to so that the battle can be fought, a new set of tactics must be sent in for each battle round that is to be played, so if after the first five phases the battle isn’t over the battle mod will ask for the next five phases worth of tactics. Note that after two rounds the battle will continue on to the next month were the people stuck in battle cannot be used in clan turns and can only retreat at the start of the next battle turn month. Reinforcements can be sent at the start of the new battle month, but the max units on the field cannot be breached. Max of ten units for the start of battle with reinforcement bringing it up to 15, any units over this just return to their starting locations.
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Post by nixonator on Jul 13, 2012 13:57:32 GMT -5
basic city template: Location: [Location Name] Overseer: [Name], [POL stat] City Type: [Coastal, Landlocked or Capital (Kyoto, Edo or Azuchi)] Gold/Money: [# of gold at location] Supplies/Rations: [# of supplies in location] Agriculture/Fields: [Current Rating/Max Rating] Commerce/Market: [Current Rating/Max Rating] Infrastructure/Roads: [Current Rating/Max Rating] Defense/Walls: [Current Rating/Max Rating] Public Support/Satisfaction: [Current Rating/Max Rating] Buildings:
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