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Commit 9054a929 authored by hexall90's avatar hexall90
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Some starting code

parent 948d8fba
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3 merge requests!1155Pregmod master,!1039Hexall90's security expansion mod,!871Security expansion
:: attackHandler [nobr] :: attackHandler [nobr]
Attack Imminent
<hr>
<br>
The ominous message dominates the screens of your office. <<print $assistantName>> quickly gathers all information available to prepare your arcology for battle.
<<if $attackType == "raiders">>
<<if $riskSim == 1 && $riskSimExpectedAttack == "raiders">>
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.
<<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>>
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>>
<<elseif $attackType == "free city">>
<<if $riskSim == 1 && $riskSimExpectedAttack == "free city">>
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.
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 menacing column of consumed mercenaries and slavers. Another free city is ready to use their best tools to bring down a dangerous competitor.
<<else>>
Some of your citizens saw the disorganized horde of raiders coming towards the city and quickly reported it. Another free city is ready to use their best tools to bring down a dangerous competitor.
<</if>>
<<elseif $attackType == "freedom fighters">>
<<if $riskSim == 1 && $riskSimExpectedAttack == "freedom fighters">>
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.
<<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>>
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>>
<<elseif $attackType == "old world">>
<<if $riskSim == 1 && $riskSimExpectedAttack == "old world">>
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.
<<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>>
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>>
<<elseif $attackType == "mercenary revolt">>
<<if $riskSim == 1 && $riskSimExpectedAttack == "mercenary revolt">>
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 revolt">>
<<if $riskSim == 1 && $riskSimExpectedAttack == "citizen revolt">>
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 revolt">>
<<if $riskSim == 1 && $riskSimExpectedAttack == "slave revolt">>
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>>
<br><br>
It seems your troops and your adversary will fight
<<if $battleTerrain == "urban">>
in the streets of the arcology.
<<elseif $battleTerrain == "rural">>
in the farms surrounding the free city.
<<elseif $battleTerrain == "hills">>
on the hills around the free city.
<<elseif $battleTerrain == "sea">>
in the sea surrounding the city.
<<elseif $battleTerrain == "coast">>
along the coast just outside the free city.
<<elseif $battleTerrain == "mountains">>
in the mountains overlooking the arcology.
<<elseif $battleTerrain == "wasteland">>
in the wastelands outside the free city territory.
<</if>>
<br>
Your army will be facing:
<br>
You quickly lay down a plan of action:
<br>
<<link "Let the assistant handle this attack">>
<<if $assistantPower == 0>>
<<elseif $assistantPower == 1>>
<<else>>
<</if>>
<</link>>
Troop deployment:
\ No newline at end of file
:: attackReport [nobr] :: attackReport [nobr]
\ No newline at end of file
/*Init*/
<<set $phase = 0>>
<<set $recon = 0>>
<<set $morale = 0>>
<<set $enemyMorale = 0>>
<<set $totalLosses = 0>>
<<set $militiaLosses = 0>>
<<set $slaveLosses = 0>>
<<set $mercLosses = 0>>
...@@ -1075,6 +1075,7 @@ FertilityAge($fertilityAge) ...@@ -1075,6 +1075,7 @@ FertilityAge($fertilityAge)
/* base vars */ /* base vars */
<<set $authority = 1000>> <<set $authority = 1000>>
<<set $security = 50>> <<set $security = 50>>
<<set $attackType = "none">>
/* attacks progress stats */ /* attacks progress stats */
<<set $raidersProgress = 0>> <<set $raidersProgress = 0>>
<<set $slaveRebellionProgress = 0>> <<set $slaveRebellionProgress = 0>>
...@@ -1089,6 +1090,10 @@ FertilityAge($fertilityAge) ...@@ -1089,6 +1090,10 @@ FertilityAge($fertilityAge)
<<set $militiaLoyalty = 0>> <<set $militiaLoyalty = 0>>
<<set $slaveArmyLoyalty = 0>> <<set $slaveArmyLoyalty = 0>>
<<set $mercLoyalty = 0>> <<set $mercLoyalty = 0>>
/* enhancements and improvements */
<<set $riskSim = 0>>
<<set $riskSimExpectedAttack = "none">>
<<set $perimeterDrones = 0>>
/% Begin mod section: toggle whether slaves lisp. %/ /% Begin mod section: toggle whether slaves lisp. %/
......
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