But Orb! You are X games are way over used and this will just be another generic forum game!I don't care. Anyway. A while ago I made an interest thread(found here:
http://www.bay12forums.com/smf/index.php?topic=88780.msg2435675#msg2435675) about, well, this....and apparently there was interest. However, Bam, I got sick. So it was put off.
So, I have most of the game mechanics. Before the first update I should have the rest smoothed out. I'll probably also tweak them between updates to make this more interesting/less boring for me to update.
I give no guarantee I will finish this. Because honestly, very few forum games ever finish anyway.
I am in need of a paint-like program to edit the maps graciously made by Virex. My paint is pretty much buggy whenever I use it.
So, without further ado, an info dump for you:
You are Scrin Terraformer Commander Notes!
Random Mechanics:
Cloning Vats: You can produce as many units at a time as you want on your command vessel. However, to transport these to the surface you are required to build drop pods, which are one time use and doubles the cost of a unit. Can be good in emergencies, they are instant and take effect before combat starts.
Each point in HP, Armour, and Attack requires 1 mineral. Each unit requires at least 1 point in both HP and attack. Giving a unit a special ability costs radiation.
Blockades work by sending units into an enemy's tiberium field, preventing collection. You will be forced to forgo your defenses if you wish to continue collection.
When captured, you may either raze a base or capture it intact. If left intact, you may use the base for unique opportunities that will be reveled after capture, but you will not be able build new structures at that location.
At the beginning of every mission, you start with one tiberium seed pod. Before leaving the mothership, you may purchase additional ones for 5 minerals a piece.
Battles go like this. Attack is added up, and armor is added up. Subtract the armor value from attack value, and the remaining "attack" is applied to the units with the lowest HP. Having partial HP still kills you. There is a 10% attrition rate per turn of battle, rounded up. So having 9 units will have you lose 1 unit, and have 12 units will have you lose 2 units. If you kill all enemy forces before the turn ends, attrition isn't applied.
I will be controlling enemy civs, though I may pass this on to someone else if it becomes too much of a work load. For each "lv" of a city it will produce 5 minerals. If they acquire tiberium harvesting ability, this is added to that too.
Every 5 turns, I will give the enemy civilization a random tech to help it in its endeavors to repel alien invaders. I may remove this. Also, if I do keep it, I'll think up like 10 techs and random.org to decide which it gets, to make it fair.
I may or may not have factions that will fight each other. It depends on how much work this is.
Civilizations will react to the way you treat them. Exterminating cities does not earn favor points. However, civilizations will slowly become hostile to you no matter what you do, as they learn how you are destroying their world.
Between missions you may purchase upgrades to your ship using the minerals you earned from the previous.
Minerals collected during missions do not carry over. Instead, you are rewarded minerals for completing missions by high command.
When retreating, you have two options. Either you can do a hasty retreat, which is immediate and you lose 25% of your forces, or an organized retreat in which you do one more round of combat and then retreat.
Exploring the world will be required if you want to get an edge over your opponent. Just watch out for the wildlife....
Every five turns I'll go to random.org and roll a 1-5, with 5 being the "yes", if a tiberium field will spread to an adjacent square. Generally this means you'll have to spread it yourself. Terraforming a world didn't happen in a day.
Armies may only move through one region per turn, unless special conditions apply.
Command Vessels:
Recently promoted to a terraformer commander, you are gifted a command vessel to assist you in your duties. You may choose the type of vessel you want. You may switch vessels after missions, but will lose any upgrades you have.
Battleship: Carrying a portable spacial distorter, you may do 5 attack damage to an enemy army every 3 turns that your army is engaged with. This is stacked with your army's normal attack.
Support Ship: Carrying a small tiberium field, it will create a tiberium pod every 5 turns, for free.
Spec Ops: Allows you to understand an alien's language instantly and for free. You may sometimes hack alien communications and find out their orders.
Ship Upgrades:
You can upgrade your ship between missions. After every mission, more upgrades will become available to you. Just remember, you should save some of your minerals so that you can start terraforming the new world. You start with 100 minerals. It is recommended you buy just one upgrade.
On board Construction Bays Lv 1: Costs 50 minerals. At the beginning of any mission, you can place a command center for free, and one additional building of your choice.
Orbital Bombardment Weapons Lv 1: Costs 50 minerals. You may add 1 attack to any battle you are in.
Large On board Tiberium Fields lv 1: Costs 50 minerals. You get 5 minerals every turn for free.
Language Manipulator Lv 1: Costs 50 minerals. After 5 turns, you unlock diplomacy/subterfuge options for free.
Buildings:
Harvester: Collects either tiberium or radiation. 10 mineral or 1 radiation per turn. Costs 10 minerals to build and has an operation radius. Stops working if an enemy army blockades tiberium collection.
Warp Gate: Allows warping in of one unit per turn from the command vessel's cloning tubes. Costs 5 minerals and must be located at a base.
Command Center: This is drop podded to the surface from the command vessel. Costs 20 minerals and allows the construction of other buildings at its location.
Tiberium Core: Spreads tiberium from the location at an accelerated rate. Essentially creates a new field after 2(+1 if you count the turn you deployed it, field will be available on turn 4) turns. Does not require a Command Center to be built and will be drop podded. Costs 10 minerals. Vulnerable to attack.
Buzzer Hives: The first line of defense for a Scrin base, the Buzzers are little more than flying buzzsaws, created en masse to consume prey in swarms using a limited hive mind intelligence, and use the component material to reproduce more of themselves. Much like the insects they are programmed to be, they will viciously attack any non-scrin that approaches the Hive, and are very effective against unarmored foes./ 10 Attack, 5 HP and 10 Armour. Does not suffer attrition losses. Costs 20 minerals.
Scrin Tower: Instantly makes all civilizations hostile to you upon starting of construction. They will literally throw everything they have against you. Takes 5 turns to complete. Finishing constructing this lock downs the planet under your control and you finish your mission. Costs 100 minerals.
Special Abilities/Upgrades:
Upgrades are purchased in missions using radiation collected by harvesters. Due to the changing environments of planets, all upgrades become useless after the mission is over and must be researched again on the new planet. New upgrades will become available to you as you terraform new planets. Also, when exploring or conquering an enemy city, you may be offered a unique technology.
Grinder: Building, costs 1 radiation to research, and 20 minerals to build. Will harvest 10% of the total mineral losses for both your army and the enemy's if you win the battle. Has a 1 in 5 chance after every battle it can harvest to discover a useful tech. Building multiple ones does not stack.
Warp Prism: Building, costs 2 radiation to research, and 20 minerals to build. Requires a warp prism at the destination and at the original base to be used. Warps an army from one base to another in 1 turn, no matter the distance.
Acid Spit: Costs 2 radiation to research, and costs 1 radiation to apply to a unit. The unit's attack ignores armor, but also damages armor at the same time. Essentially applies damage to both HP and armor.
Quick Claws: Costs 1 radiation to research, and costs 1 radiation to apply to a unit. The unit attacks before everyone else. Useful to stack with acid spit to take out enemy units before they can even attack.
Adrenal Legs: Costs 1 radiation to research, and costs 1 radiation to apply to a unit. The unit can move through 1 additional region than normal.
Learn Alien Language: Costs 2 radiation. Opens diplomatic and subterfuge options.
Camouflage: Costs 2 radiation to research, and 2 radiation to apply to a unit. While useless in combat( to make things simple for me), a unit with this upgrade can be used to infiltrate enemy cities and armies to gain vital intel. Combined with "Learn Alien Language", you have a 50% chance to learn of an impending alien attack on the next turn.
Tiberium Shards: Costs 3 radiation. Increases total attack by 25%.
Tiberium Armour: Costs 3 radiation. Increases total armor by 25%.
Those are essentially my notes I've been working on occasionally when I get an idea. Might be a bit hard to understand. Just ask and I'll clarify. I'll probably be editing these some more.
Now, on to the game!You are a Scrin Terraformer Commander!
You sit in one of the many majestic motherships created by your race, the Scrin. It sits on the outer edge of the Alphax System, its star being 23,321 light years away from your homeworld. Your Overseer approaches you.
"Your job in this sector is to terraform, and colonize the second rocky planet from the star. This rocky wasteland, being in the Goldy locks zone, is expected to have some form of life, so this isn't a free ride in the nebula. You will be payed 300 minerals upon completion of this mission. Get to it!"
You nod and check your stocks. You have 100 minerals saved up from your days as a tiberium farm tender, and have a sign up bonus for a free terraformer ship. There are three designs on board this Mothership. Please check your local info dump for design specs.
While checking up on the ships, you find a "You are here" map of the system.