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  • posted a message on [Official Thread] Heartbeat.
    well I personally don't think that reducers is the way to go now, it worked before because then you could build up your mana with the tricks consting one less...

    Add to it that the post rotation reducers add more colors to the deck, you could just go with more mana sources...

    No matter if you go strait twiddle or strait heartbeat you are using so many spells that don't really benifit from have one less mana to the extent to warrant a slot in the deck...

    things that can't be reduced...


    things that can only slightly be reduced...


    things that can be reduced...



    I personally don't use and draw spells other that secrets and ideas.:cool:
    Posted in: Extended Archives
  • posted a message on [Official Thread] Heartbeat.
    Quote from Sr. Kitty »
    desire is as dead as RDW come oct so it really doesn't matter.


    Confused

    What gave you that idea?!?!

    Crazy

    so we don't have medallion or the untap tricks from urza that doesn't mean we are dead!
    Posted in: Extended Archives
  • posted a message on [Official Thread] Heartbeat.
    Quote from LordofDoom »
    ???

    How will it get cast?


    huh??? :confused3:

    what are you talking about??? Confused
    Posted in: Extended Archives
  • posted a message on [Bloc] Mutual Defense Initiative (MDI)
    where is this stuff posted?
    Posted in: Retired Threads
  • posted a message on [Official Thread] Heartbeat.
    mine generally goes turn 3....yeah, that play could be a problem, however that is their wishful hand against us, if they don't get it off turn 3 then they won' be able to.
    Posted in: Extended Archives
  • posted a message on [Nation] Cambodia
    sheesh, you are $loaded$!!!

    YOU HAVE ALMOST TRIPLE MY INCOME!!!!!
    Posted in: Retired Threads
  • posted a message on [Bloc] Mutual Defense Initiative (MDI)
    no...the individual vote to go to war...and I am on at least once in every 24hour period so that excuse doesn't fly...
    Posted in: Retired Threads
  • posted a message on Battle-Gaza Strip
    Quote from Agentdark »
    I Apologize for what seems like a lack of preperation. Truth is Beefybot did not send me half of the stuff I needed as he was the one who develeped most of the battle system.


    That is understandable...

    Quote from Agentdark »
    There is chance for fixing the battle system, so see the battle mod thread. This was supposed to be a risk type game. Appartly that is not what people whanted.


    I guess not, although I wouldn't mind it.

    Quote from Agentdark »
    Do you want me to continue this battle or wait a week until I have a battle mod and can make some changes. Or I can revise the battle system myself in about 3 days.


    Revise it.

    Quote from Agentdark »
    Arcandianmetal:Make your own world project, I dare you.


    lol, all in good time mate, all in good time....
    Posted in: Retired Threads
  • posted a message on [Nation]: Austrailia
    Week 6 expenses:

    cash: 1,400,000 (100k from last week)

    level 4 ships 300k
    left:1,100k

    level 3 and 4 bombers 800k
    left 200k

    end week 6 expenses
    Posted in: Retired Threads
  • posted a message on OOC Zone
    If your going to argue about rules then move over to rules suggestions and help up perfect them.
    Posted in: Retired Threads
  • posted a message on [Bloc] Mutual Defense Initiative (MDI)
    I know I didn't get a chance to vote, they have left me completely out of the loop...
    Posted in: Retired Threads
  • posted a message on Nation Alliance Tracker
    The nation of australia and The United States are now in full alliance.
    Posted in: Retired Threads
  • posted a message on [Nation] The United States
    The Nation of Australia would hereby like to toast to a long friendship with the US and a fruitfull alliance.

    *drinks*
    Posted in: Retired Threads
  • posted a message on OOC Zone
    Quote from VestDan »
    no country has more than 2 regions at present. I don't see why you'd have to lower the cost to recruit, at least not that far. What do bombs do in battle?

    Also, it should be possible for you to bomb a country without a battle going on, ot have the effect of reducing its industry and MAYBE killing its troops. Like, if a bomb lands on the country, roll a d6. If you get a 6 (with modifiers--more advanced bombs get +1 and +2, or something), the country permanently looses 100,000 and you roll again; if you roll ANOTHER 6, destroy a platoon.

    Also, could we have rules for 'escort'? like escorts for surface ships (transports) that make it harder for Subs to hit, and fighter escorts for bombers that make it harder to shoot them down?

    I have another question -- how capable are people of editing city maps themselves? Is it unreasonable to ask people to, say, download the map, physically place their stuff, and repost it? Nevermind, i just realized how annoying that would be.


    The reason I am changing the number or regions is so that a country can be partially occupied and such...


    I am working on the rules for bobing but its will be something like you roll to see if you can find the enemy and then roll to see how much damage done...or you can just bomb facilities to lower industry or give airbases negative mods.

    I will figure out something for escorts...

    the recruitment is lowered because the power of platoons is drastically lower than tanks and such...the price either might go down for them more or the price for others might go up.
    Posted in: Retired Threads
  • posted a message on OOC Zone
    I have master of orion 2 and 3 and I love them both...

    does anyone protest me figuring out the totals for the israli battle as a sample?


    EDIT:These are My suggestions

    onless otherwise specified all checks are made with a 6-sided die

    -You may only research one technology per week (effective next game)

    -My battle system does not deal with squares or even direct placement but rather regional control of countries...Maps to come tomarrow

    NOTE: I toke all names out for simplicity

    NOTE2:The costs might be changed in ver 2 of my rules.


    Bombers- $400,000 to develop one level
    NOTE:Bombers can only be used as reinforcements but can also bomb targets with out going into combat (at all, no troops, nothing)(say if you just wanted to hit a tank or two sitting ina region for your friend) If called for back up the plane then has to refule and reload (the time this takes depends on how far the nearest airbase/carrier is) and prevents more airstrikes until said refuleing is complete.
    • level 1- 50 mph, 500 mile range Employ 2 for $50,000 If used in battle worth 15 points: -1 modify to be shot down

    • Level 2- 300 mph, 3500 Range Employ 1 for $100,000 If used in battle worth 20 points: no mod

    • Level 3-650 mph, 7000 Mile range Employ 1 for $150,000 If used in battle worth 25 points: +1 mod to avoid being shot down

    • Level 4- ???Guess???
    Gravity Bombs- $400,000 to develop one level

    Notes- Gravity Bombs may be dropped on battlegrounds at any time. They must be dropped by bombers or a fighter. All gravity bombs explode around a square of your choosing. possible note:fighters can only have one bomb, while bombers can have their level*3
    note2: will post how this works along with the maps

    • Level 1- build 2 for $50,000
    • Level 2- build 1 for $50,000
    • Level 3- build 1 for $100,000
    • Level 4- one for $150,000 can be dropped by Bombers or Fighters.
    Cruise Missiles- $400,000 to develop one level

    Notes- All cruise missiles are launched from airbases, mobile missile launchers, or naval ships.
    • Level 1- 150 Mile range. build 2 for $50,000
    • Level 2- 300 Mile range. build 1 for $50,000
    • Level 3- 600 Mile range. Bomber drop capable. build 1 for $100,000
    • Level 4-???Guess???
    Anti Aircraft Artillery- $300,000 to develop one level Notes-Once a level has been reached, all occupied cities gain anti-aircraft ability
    • Basic- No modifier
    • Medium- +2 modifier
    • Advanced- +3 modifier
    Tank warfare- $400,000 to develop one level

    • level 1- adds 15 to power total Implement 1 for $50,000
    • level 2- adds 20 to the power total Cost to implement 1 for $100,000
    • level 3-adds 25 to the power total Implement 1 for $200,000
    • Level 4-???Guess???
    Submarines- $300,000 to develop one level
    Notes- Are used to fire missiles and attack other naval vessels.
    • U-Boat- 1500 Mile range. adds 20 to the power Implement 1 for $100,000
    • Missile Submarine- 2000 Mile range. adds 25 to the power Implement 1 for $200,000
    • Level 3-Nuclear Submarine- Infinite range, adds 30 to the power Implement 1 for $300,000
    • Level 4-?
    Fighters- $400,000 to develop one level
    • level 1- 220 MPH, 400 Mile range. Implement 2 for $50,000 -1 mod to shoot anything down
    • level 2- 600 MPH, Range 1400 Miles. Implement 1 for $100,000 no mod for shooting things down
    • level 3- too fast to be shot down. Range-1000 Miles. Implement 1 for $200,000 +1 mod for shooting things down

    • Level 4-???Guess???
    Naval Ships- $300,000 to develop one level. Notes- Both level 2 and 3 contain 2 ships. Notes- Are used for launching missiles and attacking other naval ships. some can also use guns to pound shore to create landing areas , all ships have some sort of ship combat weapon
    • Level 1--Frigate-ANTI AIR Implement 1 for $50,000 no mod to shoot planes down, adds 20 to the power
    • Level 2- Destroyer-ANTI SUB, can launch missiles. Implement 1 for $100,000 +1 mod against SUBS , adds 25 to the power
    • ---------Cruiser-ANTI AIR. Implement 1 for $150,000 +1 mod against air, adds 25 to the power
    • Level 3- Battleship-ANTI AIR Implement 1 for $200,000
    • ---------Aircraft carrier-Can launch planes, missiles. Implement 1 for $300,000
    • Level 4-
    • ---------DDX Destroyer-Can launch missles, can carry 1 platoon and has a gun that can fire 10 shells inland for 2x2 damage. Implement 1 for 400,000$
    • ---------CDX crusier-Level 3 anti aircraft for all ships in area and can destroy level 3 submarines. Implement 1 for 350,000$
    Military Training- $400,000 to develop one program
    • Urban Combat- Your platoons get an automatic 10 point bonus on all urban combat battlegrounds.
    • Jungle Combat- Your platoons get an automatic 10 point bonus on all jungle combat battlegrounds.
    • Sniper Training- Your platoon will be outfitted with 2 snipers. Snipers have a range of 150 feet or 15 squares on a map. Snipers add a +2 mod to the chance of hitting important poeple
    • RPG Training- Your platoon will be outfitted with 2 RPG soldier. Each platoon will be equipped with 6 rockets. RPG adds +1 to hit important people and increases the casualty of target(the number of rolls) by 1
    Atomic program- Must fully develop either the cruise missile category or the gravity bomb category to unlock this OKAY, would a world that was ruined by these honestly seek to make them again?
    • Level 1 destroys all not in fallout shelter in target region
    • Level 2 same but destroys the adjacent regions as well

    • Level 3 same but adds another ring to the destruction
    MISC
    • Airbase- Build an airbase anywhere in a country you control for $600,000. This is able to launch planes and missiles. Battle in the vicinity of an airbase get +20 to the allied power
    • Mobile Missile Launcher- This is a missile hauler that can fire cruise missiles from anywhere. (you have to control the territory it launches from) Build one for $400,000 does not count toward the power at all but can be destroyed if caught in a region with enemy, once you have control of a region you can fire from there
    • Troop Carrier- cannon land in a region with enemy armor , use warships to clear a landing zone You can not attack across water without a troop carrier. They carry 3 platoons each. Build one for $50,000. Range- 2000 miles.
    • Anti-submarine Troop Carrier- This carrier can carry 3 platoons and cannot be sunk by Submarines(umm, is it just me or is that impossible?!?!). Build one for $150,000. Range- 1000 Miles
    Some of the other things you can invest your money in.

    Industry- For every $500,000 you invest your country will make an additional $100,000 the next week and every week thereafter.

    Recruitment- Add an additional platoon to your nation for $300,000. a single platoon is worth 10 power

    Military Support- For $400,000 all your platoons will receive a 15 point bonus for the remainder of the week.

    Invasion- It costs $20,000 to invade 1 region. (this means save up if you plan to take over a whole country as they have at least 6 regions

    __________________

    Guys, Bold Red is still Mod Text World Project or no. I don't want to have to do this again.
    Posted in: Retired Threads
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