Skip to content
Snippets Groups Projects
Commit 02c5a0b6 authored by hexall90's avatar hexall90
Browse files

working on options

parent 3e214715
No related branches found
No related tags found
No related merge requests found
$maxTurns:
The maximum number of "turns" the battle is allowed to continue. In practice the number of loops attackHandler goes through to determine the victor.
$battleResult:
-3 defeat (either our morale or hp reached 0 or below)
-2 partial defeat (the battle lasted more than $maxTurns and enemy morale was higher)
-1 surrender (the player chose to surrender)
0 failed bribery (not enough money or wrong enemy, eg. freedom figthers)
1 successful bribery (enemy bribed)
2 partial victory (the battle lasted more than $maxTurns and our morale was higher)
3 victory (either enemy morale or hp reached 0 or below)
\ No newline at end of file
...@@ -4,3 +4,7 @@ ...@@ -4,3 +4,7 @@
-min rep for upgrades -min rep for upgrades
-renaming of units depending on FSs -renaming of units depending on FSs
-gender fundamentalism does not allow women in army/gerder radicalism does? -gender fundamentalism does not allow women in army/gerder radicalism does?
-encyclopedia entries
-PC wounds
-transport hub
-weapons manufactoring
...@@ -2,100 +2,48 @@ ...@@ -2,100 +2,48 @@
<strong>Attack Imminent</strong> <strong>Attack Imminent</strong>
<hr> <hr>
The ominous message dominates the screens of your office, <<print $assistantName>> quickly gathers all information available to prepare your arcology for battle. The ominous message dominates the screens of your office, <<print $assistantName>> quickly gathers all information available to prepare for battle.
<<if $attackType == "raiders">> <<if $attackType == "raiders">>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>> <<if $recon >= 1>>
A disorganized horde of raiders is coming to your city. To such jackals your arcology surely looks like an appetizing morsel. A disorganized horde of raiders is coming to your city. To such jackals your arcology surely looks like an appetizing morsel.
Fortunately you knew of their coming weeks in advance, the risk simulation system did its job admirably. Fortunately you knew of their coming, thanks to your recon systems.
<<elseif $perimeterDrones == 1>>
Your drones easily spot the disorganized horde of raiders riding their ragtag vehicles. To such jackals your arcology surely looks like an appetizing morsel.
<<else>> <<else>>
Some of your citizens saw the disorganized horde of raiders coming towards the city and quickly reported it. To such jackals your arcology surely looks like an appetizing morsel. Some of your citizens saw the disorganized horde of raiders coming towards the city and quickly reported it. To such jackals your arcology surely looks like an appetizing morsel.
<</if>> <</if>>
<br> <br>
Raiders: Raiders are roaming gangs of bandits, preying on the vulnerable supply lines of free cities and old world nations. They are rarely equipped with decent armaments and even more rarely have any formal military training, but they make up for that with high mobility and numbers.
<br>&nbsp;- high attack
<br>&nbsp;- low defense
<br>&nbsp;- low toughness
<br>&nbsp;- low morale
<<elseif $attackType == "free city">> <<elseif $attackType == "free city">>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>> <<if $recon >= 1>>
A menacing column of consumed mercenaries and slavers is coming to your city. Another free city is ready to use their best tools to bring down a dangerous competitor. A menacing column of consumed mercenaries and slavers is coming to your city. Another free city is ready to use their best tools to hit a dangerous competitor where it hurts.
Fortunately you knew of their coming weeks in advance, the risk simulation system did its job admirably. Fortunately you knew of their coming, thanks to your recon systems.
<<elseif $perimeterDrones == 1>>
Your drones easily spot the menacing column of consumed mercenaries and slavers. Another free city is ready to use their best tools to bring down a dangerous competitor.
<<else>> <<else>>
Some of your citizens saw the menacing column of consumed mercenaries and slavers and rushed to your office to bring the grim news. Another free city is ready to use their best tools to bring down a dangerous competitor. Some of your citizens saw the menacing column of consumed mercenaries and slavers and rushed to your office to bring the grim news. Another free city is ready to use their best tools to bring down a dangerous competitor.
<</if>> <</if>>
<br> <br>
Free City expedition: Free City expeditions are usually composed of mercenaries hired to take down sensible supplies or infrastructure in order to damage the enemies of their contractor. They have on average good equipment and training, together with decent mobility, making them a formidable force. Their biggest weakness however is their low numbers.
<br>&nbsp;- low attack
<br>&nbsp;- high defense
<br>&nbsp;- moderate toughness
<br>&nbsp;- moderate morale
<<elseif $attackType == "freedom fighters">> <<elseif $attackType == "freedom fighters">>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>> <<if $recon >= 1>>
A dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire. A dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire.
Fortunately you knew of their coming weeks in advance, the risk simulation system did its job admirably. Fortunately you knew of their coming, thanks to your recon systems.
<<elseif $perimeterDrones == 1>>
Your drones easily spot the dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire.
<<else>> <<else>>
Some of your citizens saw the dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire. Some of your citizens saw the dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire.
<</if>> <</if>>
<br> <br>
Freedom Fighters: Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strenght to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
<br>&nbsp;- very high attack
<br>&nbsp;- low defense
<br>&nbsp;- moderate toughness
<br>&nbsp;- very high morale
<<elseif $attackType == "old world">> <<elseif $attackType == "old world">>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>> <<if $recon >= 1>>
A diciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target. A diciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
Fortunately you knew of their coming weeks in advance, the risk simulation system did its job admirably. Fortunately you knew of their coming, thanks to your recon systems.
<<elseif $perimeterDrones == 1>>
Your drones easily spot the diciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
<<else>> <<else>>
Some of your citizens saw the diciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target. Some of your citizens saw the diciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
<</if>> <</if>>
<br> <br>
Old world expedition: Old world expeditions are usually sent to secure resources and trade routs for their nation or, more often, to provide their citizens with a boogey man to be scared of. They are usually decently equipped and trained, which together with their generous numbers make them a tough nut to crack. They however often lack in mobility.
<br>&nbsp;- high attack <</if>>
<br>&nbsp;- high defense <<if $hasFoughtOnce != 1>>
<br>&nbsp;- low toughness <br>
<br>&nbsp;- low morale This is your first battle as an arcology owner, <<print $assistantName>> suggests reviewing the meaning of all the data laying in front of you: [[Battle statistics and mechanics|secTutorial]]
<<elseif $attackType == "mercenary">>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>>
Some sections of the lower levels were already no longer responding. In the end it happened, your own mercenaries took arms against their benefactor.
Fortunately you knew of their coming weeks in advance, the risk simulation system did its job admirably.
<<elseif $perimeterDrones == 1>>
Your drones easily spot the nervous movement of mercenary units assembling in the lower levels. In the end it happened, your own mercenaries took arms against their benefactor.
<<else>>
Some of your citizens, terrified by the movements of mercenary units in the lower levels, were gathering near the entrance of your penthouse. In the end it happened, your own mercenaries took arms against their benefactor.
<</if>>
<<elseif $attackType == "citizen">>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>>
The streets were already clogged with citizens armed to the teeth, ready to oust their owner. In the end it happened, your own citizens dared took arms against their arcology owner.
Fortunately you knew of their coming weeks in advance, the risk simulation system did its job admirably.
<<elseif $perimeterDrones == 1>>
Your drones easily spot the tumultuos mobs of armed citizens invading the streets. In the end it happened, your own citizens dared took arms against their arcology owner.
<<else>>
Some of your citizens, terrified by the mobs of armed rebels, were gathering near the entrance of your penthouse. In the end it happened, your own citizens dared took arms against their arcology owner.
<</if>>
<<elseif $attackType == "slave">>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>>
Reports from all over the arcology are pouring in, filled with slaves assaulting, killing and butchering your citizens. In the end it happened, the slaves dared attack their betters.
Fortunately you knew of their coming weeks in advance, the risk simulation system did its job admirably.
<<elseif $perimeterDrones == 1>>
Your drones easily spot inumerable instances of slaves assaulting, killing and butchering your citizens. In the end it happened, the slaves dared attack their betters.
<<else>>
Some of your citizens, terrified by the mass of slaves assaulting, killing and butchering their fellow citizens, were gathering near the entrance of your penthouse. In the end it happened, the slaves dared attack their betters
<</if>>
<</if>> <</if>>
<<if $hasFoughtOnce != 1>>
<br>
This is your first battle as an arcology owner, <<print $assistantName>> suggests reviewing the meaning of all the data laying in front of you: [[Battle statistics and mechanics|secTutorial]]
<</if>>
<hr> <hr>
It seems your troops and your adversary will fight It seems your troops and your adversary will fight
<<if $battleTerrain == "urban">> <<if $battleTerrain == "urban">>
...@@ -112,10 +60,6 @@ It seems your troops and your adversary will fight ...@@ -112,10 +60,6 @@ It seems your troops and your adversary will fight
in <strong>the mountains</strong> overlooking the arcology. in <strong>the mountains</strong> overlooking the arcology.
<<elseif $battleTerrain == "wasteland">> <<elseif $battleTerrain == "wasteland">>
in <strong>the wastelands</strong> outside the free city territory. in <strong>the wastelands</strong> outside the free city territory.
<<elseif $battleTerrain == "err">>
Error: failed to assign terrain
<<else>>
Error: failed to read terrain, battleTerrain reads <<print $battleTerrain>>
<</if>> <</if>>
<<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>> <<if $riskSim == 1 && $riskSimExpectedAttack == $attackType>>
Your sophisticated virtual simulations and advanced recon drones allows you to accurately predict the numbers you're about to face.Approximately <strong><<print Math.round($attackTroops * (1 + either(-1,1) * 0.1))>> men</strong> are coming. Your sophisticated virtual simulations and advanced recon drones allows you to accurately predict the numbers you're about to face.Approximately <strong><<print Math.round($attackTroops * (1 + either(-1,1) * 0.1))>> men</strong> are coming.
......
:: seaAttackHandler [nobr]
\ No newline at end of file
...@@ -59,6 +59,6 @@ Finally, a few Free Cities have been carved out from old world cities. Urban dec ...@@ -59,6 +59,6 @@ Finally, a few Free Cities have been carved out from old world cities. Urban dec
<br>&nbsp;&nbsp;&nbsp;&nbsp;Moderate ease of commerce with the old world. <br>&nbsp;&nbsp;&nbsp;&nbsp;Moderate ease of commerce with the old world.
<br>&nbsp;&nbsp;&nbsp;&nbsp;@@.red;Very low@@ access to refugees and other desperate people. <br>&nbsp;&nbsp;&nbsp;&nbsp;@@.red;Very low@@ access to refugees and other desperate people.
<br>&nbsp;&nbsp;&nbsp;&nbsp;@@.green;Very high@@ cultural independence. <br>&nbsp;&nbsp;&nbsp;&nbsp;@@.green;Very high@@ cultural independence.
<br>&nbsp;&nbsp;&nbsp;&nbsp;Ensures access to slaves from all over the world and will not associate the arcology with a continent. <br>&nbsp;&nbsp;&nbsp;&nbsp;Ensures access to slaves from all over the world and will not associate the arcology with a continent. Oceanic arcologies will be subjects of attacks.
<</if>> <</if>>
...@@ -4,6 +4,7 @@ ...@@ -4,6 +4,7 @@
//version $ver build $releaseID// //version $ver build $releaseID//
@@.green;//Mod: expanded age ranges and other tweaks 2016-08-30//@@ @@.darkred;+SV@@ @@.green;//Mod: expanded age ranges and other tweaks 2016-08-30//@@ @@.darkred;+SV@@
@@.green;//Mod: extra preg content and other crap//@@ @@.green;//Mod: extra preg content and other crap//@@
@@.greem;//Mod: Security Expansion//@@
''This is an alpha.'' That means the game is missing content, is full of bugs, is imbalanced, and is generally in an incomplete state. The game will keep a start of turn autosave. If you encounter a bug, I strongly recommend you reload your start of turn autosave immediately. Bugs will occasionally cause a bugged slave named $activeSlave.slaveName (or similar) to appear. If this happens, use the "Discard her" option on the slave menu to get rid of her. Then, please report the circumstances (especially what random event you just saw) to the dev. Please submit your feedback and bug reports at https://www.reddit.com/r/freecitiesgame/ or at https://freecitiesblog.blogspot.com/. ''This is an alpha.'' That means the game is missing content, is full of bugs, is imbalanced, and is generally in an incomplete state. The game will keep a start of turn autosave. If you encounter a bug, I strongly recommend you reload your start of turn autosave immediately. Bugs will occasionally cause a bugged slave named $activeSlave.slaveName (or similar) to appear. If this happens, use the "Discard her" option on the slave menu to get rid of her. Then, please report the circumstances (especially what random event you just saw) to the dev. Please submit your feedback and bug reports at https://www.reddit.com/r/freecitiesgame/ or at https://freecitiesblog.blogspot.com/.
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment