diff --git a/src/init/storyInit.tw b/src/init/storyInit.tw index 1f607721e4857cfa3184ede1d61e31348c5ff6ba..7bc2eff7765ac92fca76054557c546aa60e056d4 100644 --- a/src/init/storyInit.tw +++ b/src/init/storyInit.tw @@ -1154,6 +1154,7 @@ FertilityAge($fertilityAge) <<set $securityForceDepravity = 0>> /* How depraved has the SF become? Used for flavor text injections. */ <<set $securityForceUpgradeToken = 0>> /* Flag to keep track of single upgrade/week. */ <<set $securityForceGiftToken = 0>> /* Flag to keep track of single gift/week. */ +<<set $securityForceColonelToken = 0>> /* Flag to keep track of fucking the colonel? */ /* Variables for the SF Personnel/Gear */ <<set $securityForcePersonnel = 40>> /* How big is the SF? Maxes out at battalion/regimental (~1000) strength */ @@ -1163,6 +1164,11 @@ FertilityAge($fertilityAge) <<set $securityForceDronePower = 0>> /* How many drone upgrades has the player bought? */ <<set $securityForceStimulantPower = 0>> /* How many stimulant upgrades has the player bought? */ <<set $securityForceArcologyUpgrades = 0>> /* How many militarized arcology upgrades has the player bought? */ +<<set $securityForceDronePower = 0>> /* How many frone upgrades has the player bought? */ +<<set $securityForceSpacePlanePower = 0>> /* Has the SF found a busted down spaceplane begging for work? */ +<<set $securityForceSatalitePower = 0>> /* Has the SF commendeered a satelite relay? */ +<<set $securityForceGiantRobot = 0>> /* Has the player assembled a makeshift giant robot */ +<<set $SSLevel = 0>> /* Has the player sent any slaves to 'help out' */ <<set $securityForceMissionEfficiency = 1>> /* How efficient is the SF at completing its assigned task? (Upgrades*Drug Multiplier) */ /* Misc mod variables */ diff --git a/src/pregmod/fFeet.tw b/src/pregmod/fFeet.tw index 475b8f3b31503dfcf47034749dc868fbb998cebf..aaec239636d0125f339d30a3681bbc9ee4416e7d 100644 --- a/src/pregmod/fFeet.tw +++ b/src/pregmod/fFeet.tw @@ -1,8 +1,9 @@ :: FFeet [nobr] /* WIP I found tucked away in the bowels of my archives */ +/* Slightly more additions */ <<ClearSummaryCache $activeSlave>> - You call your slave over to your office and shift your chair towards her. You tell her to use her feet to please you. + You call your slave over to your office, shifting your chair towards her. You tell her to use her feet to please you. <<if ($activeSlave.devotion < -50)>> She strongly refuses, and you have to restrain her to get her to obey. <<elseif ($activeSlave.devotion < -20)>> @@ -20,7 +21,7 @@ She rushes to comply. <</if>> - You pour lubricant in your hands, and start massaging her feet. + You pour lubricant into your hands and start massaging her feet. <<if ($activeSlave.devotion < -50)>> She tries to stay hateful despite the stimulation. <<elseif ($activeSlave.devotion < -20)>> @@ -33,13 +34,13 @@ She loves the massage, not holding back her moans. <</if>> - Then, you lay back on her chair and tell her to get to work. + Then, you lie down under her chair and tell her to get to work. <<if ($activeSlave.devotion < -50)>> When she refuses to comply, you take both her feet and start thrusting between them. <<elseif ($activeSlave.devotion < -20)>> - She seems a bit reluctant when massaging you with her feet, and you have to do most of the work. + She seems a bit reluctant when massaging you with her feet so you have to do most of the work. <<elseif ($activeSlave.devotion < 20)>> - She tries to make it pleasurable for you, trying to find the right angle and speed, but she seems a bit tense. + She tries to make it pleasurable for you, trying to find the right angle and speed, but she seems a bit tense and ruins her pacing. <<elseif ($activeSlave.devotion < 60)>> She does her best to please you, massaging you nicely. <<else>> @@ -47,24 +48,27 @@ <</if>> <<if ($activeSlave.sexualQuirk == "tease")>> - She makes sure to flash her <<if $activeSlave.dick != 0>>hole<<else>>holes<</if>> to you. + She makes sure to flash her <<if $activeSlave.dick != 0>>hole<<else>>holes<</if>> at you as she rubs your cock. +<<elseif ($activeSlave.sexualQuirk == "insecure")>> + She constanly asks if it feels good, much to your annoyance. <</if>> - <<if ($activeSlave.fetish == "dom") && ($activeSlave.fetishKnown == 1) && ($activeSlave.fetishStrength > 0)>> She is quite aggressive, sometimes bordering insubordination, but with a peek at your face, she tones it down. -<</if>> +<<elseif ($activeSlave.fetish == "sub") && ($activeSlave.fetishKnown == 1) && ($activeSlave.fetishStrength > 0)>> + She is quite the submissive and is a little uncomfortable taking the lead role in guiding your pleasure. +<</if>> You finally cum all over her feet. <<if $seeRace == 1>> <<if $activeSlave.race == "white">> - Her white, $activeSlave.skin feet barely show the cum + Her white, $activeSlave.skin feet barely shows the cum. <<elseif $activeSlave.race == "asian">> - Her asian, $activeSlave.skin feet show the cum a bit. + Her asian, $activeSlave.skin feet shows the cum a bit. <<elseif $activeSlave.race == "middle eastern">> - Her middle eastern, $activeSlave.skin feet show the cum a bit + Her middle eastern, $activeSlave.skin feet shows the cum a bit <<elseif $activeSlave.race == "latina">> - Her latina, $activeSlave.skin feet barely show the cum + Her latina, $activeSlave.skin feet barely shows the cum. <<elseif $activeSlave.race == "black">> - Her black, $activeSlave.skin feet make the cum stand out. + Her black, $activeSlave.skin feet makes the cum stand out. <</if>> <</if>> diff --git a/src/pregmod/incubatorReport.tw b/src/pregmod/incubatorReport.tw index 1d90cc53b547df5c4d4b10d3adb42abe0ec808d3..5335d3ef760f5f5a20e011ce8205ddf98e86e10a 100644 --- a/src/pregmod/incubatorReport.tw +++ b/src/pregmod/incubatorReport.tw @@ -13,7 +13,7 @@ <<set $incubatorSlaves += 1>> <<if $tanks[_inc].growTime > 0>> <<set $tanks[_inc].growTime -= $incubatorUpgradeSpeed>> - <br>@@.pink;<<print $tanks[_inc].slaveName>>'s@@ growth is currently being accelerated. She <<if Math.round($tanks[_inc].growTime/$incubatorUpgradeSpeed) == 0>>is @@.lime;ready for release.@@ She will be ejected from her tank upon your approach<<else>>will be ready for release in about <<print Math.round($tanks[_inc].growTime/$incubatorUpgradeSpeed)>> weeks<</if>>. + <br>@@.pink;<<print $tanks[_inc].slaveName>>'s@@ growth is currently being accelerated. She <<if Math.round($tanks[_inc].growTime/$incubatorUpgradeSpeed) <= 0>>is @@.lime;ready for release.@@ She will be ejected from her tank upon your approach<<else>>will be ready for release in about <<print Math.round($tanks[_inc].growTime/$incubatorUpgradeSpeed)>> weeks<</if>>. <<else>> @@.pink;$tanks[_inc].slaveName@@ is @@.lime;ready for release.@@ She will be ejected from her tank upon your approach. <</if>> diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw index c3334335abcf5dafe456316383f4fd0bd26dc589..c21cc144a2080996678ec8a04d77597a492722a9 100644 --- a/src/uncategorized/BackwardsCompatibility.tw +++ b/src/uncategorized/BackwardsCompatibility.tw @@ -545,6 +545,23 @@ <<set $cheatModeM = 1>> <</if>> +/* SF anon stuff */ +<<if ndef $securityForceColonelToken>> + <<set $securityForceColonelToken = 0>> +<</if>> +<<if ndef $securityForceSpacePlanePower>> + <<set $securityForceSpacePlanePower = 0>> +<</if>> +<<if ndef $securityForceSatalitePower>> + <<set $securityForceSatalitePower = 0>> +<</if>> +<<if ndef $securityForceGiantRobot>> + <<set $securityForceGiantRobot = 0>> +<</if>> +<<if ndef $SSLevel>> + <<set $SSLevel = 0>> +<</if>> + <<if ndef $arcologies[0].FSAztecRevivalist>> <<for _bci = 0; _bci < $arcologies.length; _bci++>> <<set $arcologies[_bci].FSAztecRevivalist = "unset", $arcologies[_bci].FSAztecRevivalistDecoration = 0>> diff --git a/src/uncategorized/SFMBarracks.tw b/src/uncategorized/SFMBarracks.tw index 663b4c8a017e0039ee24c0b4e435dbf2203bced6..a315dfe3dd43256acffe910caf0a6df8ae419eec 100644 --- a/src/uncategorized/SFMBarracks.tw +++ b/src/uncategorized/SFMBarracks.tw @@ -6,7 +6,8 @@ <<set $returnTo = "Barracks">> //The $securityForceName barracks is located in the arcology's lower levels, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The barracks is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels. You survey the facilities.//<</nobr>> -<div style="margin-left:2em"><<nobr>><<if $securityForceArcologyUpgrades == 0>> +<div style="margin-left:1em"><<nobr>><<if $securityForceArcologyUpgrades == 0>> +/* 8 upgrades */ The barracks is currently quite basic, consisting of little more than a dormitory, armoury, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion. <<elseif $securityForceArcologyUpgrades == 1>> The barracks has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay. @@ -18,8 +19,14 @@ The barracks has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and spartan quarters for live-in slaves, both menial and service, have been installed. <<elseif $securityForceArcologyUpgrades == 5>> The barracks has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower. +<<elseif $securityForceArcologyUpgrades == 6>> + The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower. +<<elseif $securityForceArcologyUpgrades == 7>> + The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower. +<<elseif $securityForceArcologyUpgrades == 8>> + The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. <</if>><</nobr>></div> -<div style="margin-left:2em"><<nobr>><<if $securityForcePersonnel < 100>> +<div style="margin-left:1em"><<nobr>><<if $securityForcePersonnel < 100>> The barracks' large dormitories are sparsely occupied, the few members of the $securityForceName residing within them concentrating together in a corner. The hundreds of empty beds and lockers visible herald the future. <<elseif $securityForcePersonnel < 300>> The barracks' large dormitories are lightly occupied, with the $securityForcePersonnel members of the $securityForceName starting to spread out across them. @@ -30,7 +37,8 @@ <<elseif $securityForcePersonnel < 1000>> The barracks' large dormitories are near capacity, and the $securityForcePersonnel members of the $securityForceName often barter their personal loot, whether it be monetary or human, for the choicest bunks. <</if>><</nobr>></div> -<div style="margin-left:2em"><<nobr>><<if $securityForceInfantryPower == 0>> +/* 11 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceInfantryPower == 0>> The armoury is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament. <<elseif $securityForceInfantryPower == 1>> The armoury has large stocks of the absolute latest personal weapons and light armour, and has added first-generation exo-suits to improve soldier lethality. @@ -41,9 +49,22 @@ <<elseif $securityForceInfantryPower == 4>> The armoury has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry. <<elseif $securityForceInfantryPower == 5>> - The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. +<<elseif $securityForceInfantryPower == 6>> + The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced both small and medium advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. +<<elseif $securityForceInfantryPower == 7>> + The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. +<<elseif $securityForceInfantryPower == 8>> + The armoury has acquired heavy weapon attachments for its combat armour suits with basic thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. +<<elseif $securityForceInfantryPower == 9>> + The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. +<<elseif $securityForceInfantryPower == 10>> + The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters,basic optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. +<<elseif $securityForceInfantryPower == 11>> + The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. <</if>><</nobr>></div> -<div style="margin-left:2em"><<nobr>><<if $securityForceVehiclePower == 0>> +/* 7 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceVehiclePower == 0>> The garage contains basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons. <<elseif $securityForceVehiclePower == 1>> The garage has replaced its technical fleet with armed military utility vehicles. It has also sourced customized, high-volume slave transports for better securing human spoils. @@ -55,8 +76,13 @@ The garage has acquired some heavier armoured vehicles to augment the infantry fighting vehicles and expanded their inventory of artillery and support vehicles. <<elseif $securityForceVehiclePower == 5>> The garage has replaced both its armoured and support vehicles with the most advanced variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area. +<<elseif $securityForceVehiclePower == 6>> + The garage has replaced both its armoured and support vehicles with the most advanced light variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area. +<<elseif $securityForceVehiclePower == 7>> + The garage has replaced both its armoured and support vehicles with the most advanced heavy variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area. <</if>><</nobr>></div> -<div style="margin-left:2em"><<nobr>><<if $securityForceAircraftPower == 0>> +/* 7 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceAircraftPower == 0>> The aerial fleet primarily consists of light transport VTOLs equipped with non-lethal weaponry. <<elseif $securityForceAircraftPower == 1>> The aerial fleet's light transport VTOLs have been upgraded with additional fire-power and lethal weaponry. @@ -68,8 +94,57 @@ The aerial fleet has acquired specialized attack VTOLs to complement and escort its advanced transport fleet, as well as to provide close air support. <<elseif $securityForceAircraftPower == 5>> The aerial fleet has upgraded its attack VTOLs for enhanced lethality, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area. +<<elseif $securityForceAircraftPower == 6>> + The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area. +<<elseif $securityForceAircraftPower == 7>> + The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area. <</if>><</nobr>></div> -<div style="margin-left:2em"><<nobr>><<if $securityForceDronePower == 0>> +/* 9 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceSpacePlanePower == 1>> +'Borrow' an old world SpacePlane. +<<elseif $securityForceSpacePlanePower == 2>> +a basic two engine SpacePlane 'borrowed' from the old world. +<<elseif $securityForceSpacePlanePower == 3>> +Upgraded the shielding, reducing both potential heat damage and radar signature. +<<elseif $securityForceSpacePlanePower == 4>> +Mounted another engine on top of the tail. +<<elseif $securityForceSpacePlanePower == 5>> +Modernised the elecontrics. +<<elseif $securityForceSpacePlanePower == 6>> +Modernised the fuel lines to increase efficency. +<<elseif $securityForceSpacePlanePower == 7>> +Modernised the engines to allow for more efficent fuel. +<<elseif $securityForceSpacePlanePower == 8>> +Reduced weight and reworked the body to reduce drag. +<<elseif $securityForceSpacePlanePower == 9>> +Increase crew comfort and life support systems to increase operational time. +<</if>><</nobr>></div> +/* 11 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceSatalitePower == 1>> + 'Borrow' an old world satalite. +<<elseif $securityForceSatalitePower == 2>> + A basic satalite 'borrowed' from the old world. +<<elseif $securityForceSatalitePower == 3>> + Modernised the elecontrics. +<<elseif $securityForceSatalitePower == 4>> + Added a basic localised communications jammer (that excludes your own frequencies with little to no leway) but will "slightly" anger locals untill it is deactivated. +<<elseif $securityForceSatalitePower == 5>> + Advanced communications jammer installed, increasing the localisation of the AO reducing the number of effected equipement. +<<elseif $securityForceSatalitePower == 6>> + Boosted the jammer's power by 25% (now can damage effected equipment). +<<elseif $securityForceSatalitePower == 7>> + Boosted the jammer's power by 50% (now can destroy effected equipment). +<<elseif $securityForceSatalitePower == 8>> + Basic EMP generator (advanced EMP hardering was applied before install and activation) will "slightly" anger locals untill it is deactivated. +<<elseif $securityForceSatalitePower == 9>> + Advanced EMP generator installed, increasing the localisation of the AO reducing the number of effected equipement. +<<elseif $securityForceSatalitePower == 10>> + Bosted the generator's output by 25% (now can damage effected equipment). +<<elseif $securityForceSatalitePower == 11>> + Boosted the generator's output by 50% (now can destroy effected equipment). +<</if>><</nobr>></div> +/* 6 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceDronePower == 0>> The drone bay contains a small number of 're-purposed' non-military drones from the arcology's original contingent. <<elseif $securityForceDronePower == 1>> The drone bay has replaced the security drones with basic, lightly-armoured military combat models possessing integrated small arms. @@ -81,8 +156,10 @@ The drone bay has acted to upgrade both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness. <<elseif $securityForceDronePower == 5>> The drone bay has improved the electromagnetic armament of the drones, mounting both miniaturized and heavy railguns on them, and has further sourced numerous other models of drones for uses as diverse as reconnaissance, independent slave capture, and combat swarming tactics. +<<elseif $securityForceDronePower == 6>>The drone bay has acquired even lighter advanced armoured combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry, and specialized Drones for reconnaissance, capture, and swarm tactics. <</if>><</nobr>></div> -<div style="margin-left:2em"><<nobr>><<if $securityForceStimulantPower == 0>> +/* 7 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceStimulantPower == 0>> The stimulant lab is providing the soldiers with standard ephedrine-based stimulants. <<elseif $securityForceStimulantPower == 1>> The stimulant lab has improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence. @@ -94,6 +171,29 @@ The stimulant lab has further refined the formulas of the methamphetamine-based stimulants and phenylcyclidine-based dissociatives, and has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field. <<elseif $securityForceStimulantPower == 5>> The stimulant lab has maximally refined the formulas of the methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed). +<<elseif $securityForceStimulantPower == 6>> + The stimulant lab has sligtly refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed). +<<elseif $securityForceStimulantPower == 7>> + The stimulant lab has maximally refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed). +<</if>><</nobr>></div> +/* 7 upgrades */ +<div style="margin-left:1em"><<nobr>><<if $securityForceGiantRobot == 1>> + 'Borrow' an old world GiantRobot. +<<elseif $securityForceGiantRobot == 1>> + Upgrade the GiantRobot's wiring and circuitry. +<<elseif $securityForceGiantRobot == 2>> + Upgrade the GiantRobot's power efficency. +<<elseif $securityForceGiantRobot == 3>> + Reduce the GiantRobot's weight. +<<elseif $securityForceGiantRobot == 4>> + Upgrade the GiantRobot's battery capacity. +<<elseif $securityForceGiantRobot == 5>> + Upgrade the GiantRobot's armour. +<<elseif $securityForceGiantRobot == 6>> + Upgrade the GiantRobot's weapons to include; heat seeking missiles, a massive long sword and quad 140 inch cannons. +<<elseif $securityForceGiantRobot == 7>> + Upgrade the GiantRobot to support two pilot's via a synced neural link. + <</if>><</nobr>></div> //You continue towards the common area, the soldiers you pass nodding respectfully, saluting, or giving slight bows, as they please, to you. You pass the briefing areas, and can see the officers and sergeants of the force conferring over planning tables and display screens regarding their upcoming deployments.// @@ -206,7 +306,7 @@ //The Colonel has already provided you with extra tribute this week.// <</if>><</nobr>> - <<nobr>><<if $securityForceInfantryPower+$securityForceVehiclePower+$securityForceDronePower+$securityForceAircraftPower+$securityForceStimulantPower+$securityForceArcologyUpgrades >= 30>> + <<nobr>><<if $securityForceInfantryPower+$securityForceVehiclePower+$securityForceSpacePlanePower+$securityForceSatalitePower+$securityForceDronePower+$securityForceAircraftPower+$securityForceStimulantPower+$securityForceArcologyUpgrades+$securityForceGiantRobot >= 69>> //The $securityForceName is fully equipped and upgraded - nothing else can be done.// <<elseif $securityForceUpgradeToken == 0>> <span id="result2"> diff --git a/src/uncategorized/saRivalries.tw b/src/uncategorized/saRivalries.tw index 6c533be1d9261e28c893ebcb85a025fad2a24836..d7f21242576aabd36e76992aea9288e3d17c5e05 100644 --- a/src/uncategorized/saRivalries.tw +++ b/src/uncategorized/saRivalries.tw @@ -97,7 +97,22 @@ <</if>> <<if $slaves[_j].assignment == $slaves[$i].assignment>> <<if random(0,1) == 1>> - $slaves[$i].slaveName and <<SlaveFullName $slaves[_j]>> see too much of each other while they $slaves[_j].assignment and @@.lightsalmon;start to dislike each other.@@ + $slaves[$i].slaveName and <<SlaveFullName $slaves[_j]>> see too much of each other while they + <<switch $slaves[_j].assignment>> + <<case "be a servant" "work as a servant">> + work as servants + <<case "be a subordinate slave">> + prepare to serve your other slaves + <<case "work a glory hole">> + work nearby glory holes + <<case "be confined in the cellblock">> + are confined in nearby cells + <<case "please you">> + wait for you to use them + <<default>> + $slaves[_j].assignment + <</switch>> + and @@.lightsalmon;start to dislike each other.@@ <<set $slaves[_j].rivalry = 1, $slaves[$i].rivalry = 1, $slaves[_j].rivalryTarget = $slaves[$i].ID, $slaves[$i].rivalryTarget = $slaves[_j].ID>> <<break>> <</if>> diff --git a/src/uncategorized/securityForceEOWReport.tw b/src/uncategorized/securityForceEOWReport.tw index acc487d0c7431abebe99a70411518ef05cfd9404..1bd6dc68feeb550ba3ec8e025a07112291cd473a 100644 --- a/src/uncategorized/securityForceEOWReport.tw +++ b/src/uncategorized/securityForceEOWReport.tw @@ -38,9 +38,13 @@ /* Universal recruitment base */ <<set $securityForceRecruit = 10>> - /* Extra recruitment from upgrades, up to an extra 5 per upgrade track (10 for infantry), to a sum of an extra 30/week at full upgrades. */ + /* Extra recruitment from upgrades, up to an extra 5 per upgrade track (10 for infantry and GiantRobot), to a sum of an extra 30/week at full upgrades. */ <<if $securityForceInfantryPower > 0>> <<set $securityForceRecruit += ($securityForceInfantryPower*2)>> <</if>> + <<if $securityForceDronePower > 0>> + <<set $securityForceRecruit += ($securityForceDronePower)>> <</if>> + <<if $securityForceArcologyUpgrades > 0>> + <<set $securityForceRecruit += ($securityForceArcologyUpgrades)>> <</if>> <<if $securityForceVehiclePower > 0>> <<set $securityForceRecruit += ($securityForceVehiclePower)>> <</if>> <<if $securityForceAircraftPower > 0>> @@ -49,6 +53,8 @@ <<set $securityForceRecruit += ($securityForceDronePower)>> <</if>> <<if $securityForceStimulantPower > 0>> <<set $securityForceRecruit += ($securityForceStimulantPower)>> <</if>> + <<if $securityForceGiantRobot > 0>> + <<set $securityForceRecruit += ($securityForceGiantRobot*2)>> <</if>> /* If focus is recruit/train, 80% of the above is added to the personnel total of the SF. Else, 25% (which will, at medium/high personnel levels, not wholly counteract attrition, needing some recruitment every so often to keep the total high). */ <<if $securityForceFocus == "recruit">> @@ -72,17 +78,34 @@ /* Base rep/prosperity gain */ <<set $securityForceTrade = 0.025>> - /* Extra rep/prosperity from upgrades, an extra 0.25% per upgrade. Drones worth twice as much. */ + /* Extra rep/prosperity from upgrades, an extra 0.25% per upgrade. Drone,ArcologyUpgrades and GiantRobot are worth twice as much. */ + /* 11 upgrades = 2.75 */ <<if $securityForceInfantryPower > 0>> <<set $securityForceTrade += (0.0025*($securityForceInfantryPower))>> <</if>> + /* 7 upgaades = 1.75 */ <<if $securityForceVehiclePower > 0>> <<set $securityForceTrade += (0.0025*($securityForceVehiclePower))>> <</if>> + /* 7 upgaades = 1.75 */ <<if $securityForceAircraftPower > 0>> <<set $securityForceTrade += (0.0025*($securityForceAircraftPower))>> <</if>> + /* 6 upgrades = 3.0 */ <<if $securityForceDronePower > 0>> <<set $securityForceTrade += (0.005*($securityForceDronePower))>> <</if>> + /* 7 upgaades = 1.75 */ <<if $securityForceStimulantPower > 0>> <<set $securityForceTrade += (0.0025*($securityForceStimulantPower))>> <</if>> + /* 9 upgrades = 2.25 */ + <<if $securityForceSpacePlanePower > 0>> + <<set $securityForceTrade += (0.0025*($securityForceSpacePlanePower))>> <</if>> + /* 11 upgrades = 2.75 */ + <<if $securityForceSatalitePower > 0>> + <<set $securityForceTrade += (0.0025*($securityForceSatalitePower))>> <</if>> + /* 8 upgrades = 2 */ + <<if $securityForceArcologyUpgrades > 0>> + <<set $securityForceTrade += (0.0025*($securityForceArcologyUpgrades))>> <</if>> + /* 7 upgaades = 3.5 */ + <<if $securityForceGiantRobot > 0>> + <<set $securityForceTrade += (0.005*($securityForceGiantRobot))>> <</if>> /* Manpower effects - extra 0.5% per 100-gate in terms of manpower. Kicks in at over 200, since some of the SF is on overhead, logistics, repairs, rest, etc. */ <<if $securityForcePersonnel > 200>> @@ -133,6 +156,10 @@ <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceDronePower*0.04))>> <</if>> <<if $securityForceStimulantPower != 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceStimulantPower*0.05)))>> <</if>> + <<if $securityForceGiantRobot != 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceGiantRobot*0.1)))>> <</if>> + <<if $SSLevel != 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($SSLevel*0.02)))>> <</if>> /* Apply the efficiency boost to the booty. Lets hope that meth made them better at ripping out some poor bastard's gold teeth */ <<set $securityForceBooty = ($securityForceBooty*$securityForceMissionEfficiency)>> @@ -179,6 +206,7 @@ /* Reset the token counters for speaking to the Colonel in the barracks */ <<set $securityForceUpgradeToken = 0>> <<set $securityForceGiftToken = 0>> + <<set $securityForceColonelToken = 0>> /* Take all the above and display the EOW text and control panel. */ <</silently>> @@ -197,3 +225,183 @@ Equipment (Drones): <<if $securityForceDronePower == 0>>Basic security drones 'salvaged' from the arcology security contingent.<<elseif $securityForceDronePower == 1>>Basic armoured combat drones with ballistic weaponry.<<elseif $securityForceDronePower == 2>>Advanced armoured combat drones with ballistic weaponry and basic heavy drones with ballistic support weaponry.<<elseif $securityForceDronePower == 3>>Advanced armoured combat drones with ballistic weaponry and advanced heavy drones with ballistic support weaponry.<<elseif $securityForceDronePower == 4>>Advanced armoured combat drones with electromagnetic weaponry and advanced heavy drones with electromagnetic support weaponry.<<elseif $securityForceDronePower == 5>>Advanced armoured combat drones with electromagnetic weaponry, advanced heavy drones with electromagnetic support weaponry, and specialized drones for reconnaissance, capture, and swarm tactics.<</if>> Equipment (Stimulants): <<if $securityForceStimulantPower == 0>>Standard ephedrine-based stimulants.<<elseif $securityForceStimulantPower == 1>>Concentrated ephedrine-based stimulants.<<elseif $securityForceStimulantPower == 2>>Basic methamphetamine-based stimulants.<<elseif $securityForceStimulantPower == 3>>Concentrated methamphetamine-based stimulants and basic phenylcyclidine-based dissociatives. <<elseif $securityForceStimulantPower == 4>>Concentrated methamphetamine-based stimulants and phenylcyclidine-based dissociatives and basic tryptamine-based psychedelics.<<elseif $securityForceStimulantPower == 5>>Concentrated methamphetamine-based stimulants, phenylcyclidine-based dissociatives, tryptamine-based psychedelics.<</if>> Arcology (Upgrades): <<if $securityForceArcologyUpgrades == 0>>$securityForceName barracks in the arcology's lower levels.<<elseif $securityForceArcologyUpgrades == 1>>$securityForceName barracks in the arcology's lower levels, with an adjoining garage for vehicles.<<elseif $securityForceArcologyUpgrades == 2>>$securityForceName barracks in the arcology's lower levels, with an adjoining garage for vehicles and a launch bay for heavy drones.<<elseif $securityForceArcologyUpgrades == 3>>$securityForceName barracks in the arcology's lower levels, with an adjoining garage for vehicles, a launch bay for heavy drones, and advanced logistical facilities for heavy equipment.<<elseif $securityForceArcologyUpgrades == 4>>$securityForceName barracks in the arcology's lower levels, with an adjoining garage for vehicles, a launch bay for heavy drones, and advanced logistical facilities for heavy equipment. A ring of durable launch pads around the arcology's higher levels for aerial operations.<<elseif $securityForceArcologyUpgrades == 5>>$securityForceName barracks in the arcology's lower levels, with an adjoining garage for vehicles, a launch bay for heavy drones, and advanced logistical facilities for heavy equipment. A ring of durable launch pads around the arcology's higher levels for aerial operations, and heavy electromagnetic weapon batteries in fortified casemates for arcology defence and long-range fire support.<</if>> + /* + Equipment (Infantry): + <<if $securityForceInfantryPower == 0>> + The armoury is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament. + <<elseif $securityForceInfantryPower == 1>> + The armoury has large stocks of the absolute latest personal weapons and light armour, and has added first-generation exo-suits to improve soldier lethality. + <<elseif $securityForceInfantryPower == 2>> + The armoury has acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality. + <<elseif $securityForceInfantryPower == 3>> + The armoury has replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry. + <<elseif $securityForceInfantryPower == 4>> + The armoury has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry. + <<elseif $securityForceInfantryPower == 5>> + The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + <<elseif $securityForceInfantryPower == 6>> + The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced both small and medium advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + <<elseif $securityForceInfantryPower == 7>> + The armoury has acquired heavy weapon attachments for its combat armour suits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + <<elseif $securityForceInfantryPower == 8>> + The armoury has acquired heavy weapon attachments for its combat armour suits with basic thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + <<elseif $securityForceInfantryPower == 9>> + The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + <<elseif $securityForceInfantryPower == 10>> + The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters, basic optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + <<elseif $securityForceInfantryPower == 11>> + The armoury has acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of the $securityForceName is perhaps the most well-equipped in the world. + <</if>> + Equipment (Stimulants): + <<if $securityForceStimulantPower == 0>> + The stimulant lab is providing the soldiers with standard ephedrine-based stimulants. + <<elseif $securityForceStimulantPower == 1>> + The stimulant lab has improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence. + <<elseif $securityForceStimulantPower == 2>> + The stimulant lab has replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence. + <<elseif $securityForceStimulantPower == 3>> + The stimulant lab has improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phenylcyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders. + <<elseif $securityForceStimulantPower == 4>> + The stimulant lab has further refined the formulas of the methamphetamine-based stimulants and phenylcyclidine-based dissociatives, and has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field. + <<elseif $securityForceStimulantPower == 5>> + The stimulant lab has maximally refined the formulas of the methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed). + <<elseif $securityForceStimulantPower == 6>> + The stimulant lab has sligtly refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed). + <<elseif $securityForceStimulantPower == 7>> + The stimulant lab has maximally refined the formulas of higher purity methamphetamine-based stimulants, phenylcyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of the $securityForceName go into combat wired, aggressive, and euphoric (if needed). + <</if>> + Equipment (Vehicular): + <<if $securityForceVehiclePower == 0>> + The garage contains basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons. + <<elseif $securityForceVehiclePower == 1>> + The garage has replaced its technical fleet with armed military utility vehicles. It has also sourced customized, high-volume slave transports for better securing human spoils. + <<elseif $securityForceVehiclePower == 2>> + The garage has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand. + <<elseif $securityForceVehiclePower == 3>> + The garage has acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles. + <<elseif $securityForceVehiclePower == 4>> + The garage has acquired some heavier armoured vehicles to augment the infantry fighting vehicles and expanded their inventory of artillery and support vehicles. + <<elseif $securityForceVehiclePower == 5>> + The garage has replaced both its armoured and support vehicles with the most advanced variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area. + <<elseif $securityForceVehiclePower == 6>> + The garage has replaced both its armoured and support vehicles with the most advanced light variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area. + <<elseif $securityForceVehiclePower == 7>> + The garage has replaced both its armoured and support vehicles with the most advanced heavy variants possible, making the mobile unit of the $securityForceName far superior to anything in the arcology's immediate area. + <</if>> + Equipment (Aerial): + <<if $securityForceAircraftPower == 0>> + The aerial fleet primarily consists of light transport VTOLs equipped with non-lethal weaponry. + <<elseif $securityForceAircraftPower == 1>> + The aerial fleet's light transport VTOLs have been upgraded with additional fire-power and lethal weaponry. + <<elseif $securityForceAircraftPower == 2>> + The aerial fleet's VTOLs have been upgraded to higher-capacity variants with heavier weaponry. + <<elseif $securityForceAircraftPower == 3>> + The aerial fleet's medium transport VTOLs have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock. + <<elseif $securityForceAircraftPower == 4>> + The aerial fleet has acquired specialized attack VTOLs to complement and escort its advanced transport fleet, as well as to provide close air support. + <<elseif $securityForceAircraftPower == 5>> + The aerial fleet has upgraded its attack VTOLs for enhanced lethality, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area. + <<elseif $securityForceAircraftPower == 6>> + The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area. + <<elseif $securityForceAircraftPower == 7>> + The aerial fleet has upgraded its attack VTOLs for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOLs, ensuring that the airfleet of the $securityForceName is amongst the most capable still in operation in the area. + <</if>> + Equipment (SpacePlane): + <<if $securityForceSpacePlanePower == 1>> + 'Borrow' an old world SpacePlane. + <<elseif $securityForceSpacePlanePower == 2>> + A basic two engine SpacePlane 'borrowed' from the old world. + <<elseif $securityForceSpacePlanePower == 3>> + Upgraded the shielding, reducing both potential heat damage and radar signature. + <<elseif $securityForceSpacePlanePower == 4>> + Mounted another engine on top of the tail. + <<elseif $securityForceSpacePlanePower == 5>> + Modernised the elecontrics. + <<elseif $securityForceSpacePlanePower == 6>> + Modernised the fuel lines to increase efficency. + <<elseif $securityForceSpacePlanePower == 7>> + Modernised the engines to allow for more efficent fuel. + <<elseif $securityForceSpacePlanePower == 8>> + Reduced weight and reworked the body to reduce drag. + <<elseif $securityForceSpacePlanePower == 9>> + Increase crew comfort and life support systems to increase operational time. + <</if>> + Equipment (Satalite): + <<if $securityForceSatalitePower == 1>> + 'Borrow' an old world satalite. + <<elseif $securityForceSatalitePower == 2>> + A basic satalite 'borrowed' from the old world. + <<elseif $securityForceSatalitePower == 3>> + Modernised the elecontrics. + <<elseif $securityForceSatalitePower == 4>> + Added a basic localised communications jammer (that excludes your own frequencies with little to no leway) but will "slightly" anger locals untill it is deactivated. + <<elseif $securityForceSatalitePower == 5>> + Advanced communications jammer installed, increasing the localisation of the AO reducing the number of effected equipement. + <<elseif $securityForceSatalitePower == 6>> + Boosted the jammer's power by 25% (now can damage effected equipment). + <<elseif $securityForceSatalitePower == 7>> + Boosted the jammer's power by 50% (now can destroy effected equipment). + <<elseif $securityForceSatalitePower == 8>> + Basic EMP generator (advanced EMP hardering was applied before install and activation) will "slightly" anger locals untill it is deactivated. + <<elseif $securityForceSatalitePower == 9>> + Advanced EMP generator installed, increasing the localisation of the AO reducing the number of effected equipement. + <<elseif $securityForceSatalitePower == 10>> + Boosted the generator's output by 25% (now can damage effected equipment). + <<elseif $securityForceSatalitePower == 11>> + Boosted the generator's output by 50% (now can destroy effected equipment). + <</if>> + Equipment (Drone - Unmaned Airial Vehicles): + <<if $securityForceDronePower == 0>> + Basic security Drones 'salvaged' from the arcology security contingent. + <<elseif $securityForceDronePower == 1>> + Basic armoured combat Drones with ballistic weaponry. + <<elseif $securityForceDronePower == 2>> + Advanced armoured combat Drones with ballistic weaponry and basic heavy Drones with ballistic support weaponry. + <<elseif $securityForceDronePower == 3>> + Advanced armoured combat Drones with ballistic weaponry and advanced heavy Drones with ballistic support weaponry. + <<elseif $securityForceDronePower == 4>> + Advanced armoured combat Drones with electromagnetic weaponry and advanced heavy Drones with electromagnetic support weaponry. + <<elseif $securityForceDronePower == 5>> + Advanced armoured combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry, and specialized Drones for reconnaissance, capture, and swarm tactics + <<elseif $securityForceDronePower == 6>> + The drone bay has acquired even lighter advanced armoured combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry, and specialized Drones for reconnaissance, capture, and swarm tactics. + <</if>> + Arcology (Upgrades): + <<if $securityForceArcologyUpgrades == 0>> + The barracks is currently quite basic, consisting of little more than a dormitory, armoury, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion. + <<elseif $securityForceArcologyUpgrades == 1>> + The barracks has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay. + <<elseif $securityForceArcologyUpgrades == 2>> + The barracks has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in. + <<elseif $securityForceArcologyUpgrades == 3>> + The barracks has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armour, fighting vehicles, and combat drones. + <<elseif $securityForceArcologyUpgrades == 4>> + The barracks has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and spartan quarters for live-in slaves, both menial and service, have been installed. + <<elseif $securityForceArcologyUpgrades == 5>> + The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower. + <<elseif $securityForceArcologyUpgrades == 6>> + The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower. + <<elseif $securityForceArcologyUpgrades == 7>> + The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads, giving the $securityForceName an immense superiority in local firepower. + <<elseif $securityForceArcologyUpgrades == 8>> + The barracks has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. + <</if>> + Equipment (GiantRobot): + <<if $securityForceGiantRobot == 1>> + 'Borrow' an old world GiantRobot. + <<elseif $securityForceGiantRobot == 1>> + Upgrade the GiantRobot's wiring and circuitry. + <<elseif $securityForceGiantRobot == 2>> + Upgrade the GiantRobot's power efficency. + <<elseif $securityForceGiantRobot == 3>> + Reduce the GiantRobot's weight. + <<elseif $securityForceGiantRobot == 4>> + Upgrade the GiantRobot's battery capacity. + <<elseif $securityForceGiantRobot == 5>> + Upgrade the GiantRobot's armour. + <<elseif $securityForceGiantRobot == 6>> + Upgrade the GiantRobot's weapons to include; a battery of heat seeking missiles, a massive long sword and quad 140 inch electromagnetic cannons. + <<elseif $securityForceGiantRobot == 7>> + Upgrade the GiantRobot to support two pilot's via a synced neural link. + <</if>> + */ diff --git a/src/uncategorized/slaveGenerationWidgets.tw b/src/uncategorized/slaveGenerationWidgets.tw index 212b96d6a6a138d868dbe649cd065095bd9836eb..bbb1dc83e5606713c094871ff2a7ff47757eed2c 100644 --- a/src/uncategorized/slaveGenerationWidgets.tw +++ b/src/uncategorized/slaveGenerationWidgets.tw @@ -480,9 +480,9 @@ <<set $args[0].accent = _naturalAccent>> <</if>> <<case "Montenegrin")>> - <<set $args[0].accent = $seed>> + <<set $args[0].accent = _naturalAccent>> <<case "Cambodian")>> - <<set $args[0].accent = $seed>> + <<set $args[0].accent = _naturalAccent>> <<case "Cameroonian">> <<if $language == "French">> <<set $args[0].accent = 1>> @@ -502,9 +502,9 @@ <<set $args[0].accent = _naturalAccent>> <</if>> <<case "Greenlandic")>> - <<set $args[0].accent = $seed>> + <<set $args[0].accent = _naturalAccent>> <<case "Tuvaluan")>> - <<set $args[0].accent = $seed>> + <<set $args[0].accent = _naturalAccent>> <<case "Zambian">> <<if $language == "English">> <<set $args[0].accent = 1>> @@ -512,9 +512,9 @@ <<set $args[0].accent = _naturalAccent>> <</if>> <<case "Albanian")>> - <<set $args[0].accent = $seed>> + <<set $args[0].accent = _naturalAccent>> <<case "Bruneian")>> - <<set $args[0].accent = $seed>> + <<set $args[0].accent = _naturalAccent>> <<case "Singaporean")>> <<if $language == "English">> <<set $args[0].accent = 1>>