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Third War: A new Spring game

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Before After
1 My zeroK friends I have a treat for you. For eight months I’ve been making a new game off of an old version of zeroK. Third War (3W) is a World War 3 battle game. All unit’s ranges, speeds, and rates of fire are exactly equivalent to their real world values. So for example the speed difference of an M1 Abrams and an AH64 Apache is equal to the real world difference. Also damages were kept realistic so the actual number of bombs, missiles, or cannon hits to kill certain things like a tank or an aircraft carrier are real. The only factor I allowed to deviate from real life was cost, for the purpose of balance. Although I started with all units costing equivalent to their real world value, like an Abrams at 9 million (cost 900), and an F-16 at 20 million (cost 2000) I had to deviate for many reasons. First for game balance. Second because some units like naval units and nukes would be so absurdly high since they are in the billions they would never be seen in the game. So I toned down the power of the naval units but also reduced their cost. I also had to bend the rules for infantry units like the rifleman. Their effective range in reality is 500 meters, but in game units that would be 100 and it’s absurd to see them run up to only begin attacking at point blank ranges. Their game range was made 200 (so 1000 meters effectively). This doesn’t hinder gameplay and they still serve their purpose. Their speed should also be 0.5 but until the truck transport is fixed it’s at 1. 1 My zeroK friends I have a treat for you. For eight months I’ve been making a new game off of an old version of zeroK. Third War (3W) is a World War 3 battle game. All unit’s ranges, speeds, and rates of fire are exactly equivalent to their real world values. So for example the speed difference of an M1 Abrams and an AH64 Apache is equal to the real world difference. Also damages were kept realistic so the actual number of bombs, missiles, or cannon hits to kill certain things like a tank or an aircraft carrier are real. The only factor I allowed to deviate from real life was cost, for the purpose of balance. Although I started with all units costing equivalent to their real world value, like an Abrams at 9 million (cost 900), and an F-16 at 20 million (cost 2000) I had to deviate for many reasons. First for game balance. Second because some units like naval units and nukes would be so absurdly high since they are in the billions they would never be seen in the game. So I toned down the power of the naval units but also reduced their cost. I also had to bend the rules for infantry units like the rifleman. Their effective range in reality is 500 meters, but in game units that would be 100 and it’s absurd to see them run up to only begin attacking at point blank ranges. Their game range was made 200 (so 1000 meters effectively). This doesn’t hinder gameplay and they still serve their purpose. Their speed should also be 0.5 but until the truck transport is fixed it’s at 1.
2 \n 2 \n
3 Unit model scales are also kept to scale. The only deviation is naval units. Naval units are ½ their actual scale, lest an aircraft carrier block the view of the whole map. So an infantryman is the same scale to a tank is to a F16 is to a stealth bomber. 3 Unit model scales are also kept to scale. The only deviation is naval units. Naval units are ½ their actual scale, lest an aircraft carrier block the view of the whole map. So an infantryman is the same scale to a tank is to a F16 is to a stealth bomber.
4 \n 4 \n
5 Missiles aren’t 100% certain to hit anymore and each time they launch, depending on the target’s angle difference and chance determine the likelihood of a hit, as in reality. A player that micro’s his SAMs by controlling their fire until the right time could get better results, and conversely, an attacker can get better results based purely off their angle of attack with their air units. 5 Missiles aren’t 100% certain to hit anymore and each time they launch, depending on the target’s angle difference and chance determine the likelihood of a hit, as in reality. A player that micro’s his SAMs by controlling their fire until the right time could get better results, and conversely, an attacker can get better results based purely off their angle of attack with their air units.
6 \n 6 \n
7 Different forms of nuke and antinukes are available. Nukes can be launched from: Nuclear silo, Nuclear truck(Topol), nuclear missile sub, or loaded onto stealth bomber :) Anti nuke can be done from stationary silo, S400 truck, and later missile cruisers. 7 Different forms of nuke and antinukes are available. Nukes can be launched from: Nuclear silo, Nuclear truck(Topol), nuclear missile sub, or loaded onto stealth bomber :) Anti nuke can be done from stationary silo, S400 truck, and later missile cruisers.
8 \n 8 \n
9 A lot of research was done making this game and very little has deviated from real world stats. Even little details like how fast different tank turrets rotate in degrees per second was implemented. I am posting this here for a number of reasons. First, I stopped working on the project for a month now. I think mostly because I need to see if there’s enough interest in the community to justify finishing it. Second, I need help finishing it from the ZeroK dev team. 9 A lot of research was done making this game and very little has deviated from real world stats. Even little details like how fast different tank turrets rotate in degrees per second was implemented. I am posting this here for a number of reasons. First, I stopped working on the project for a month now. I think mostly because I need to see if there’s enough interest in the community to justify finishing it. Second, I need help finishing it from the ZeroK dev team.
10 I can’t get a version of the source code to compile and I need to do this to make changes so that the game can begin to truly longer be zeroK anymore. I need help in changing the auto update to no longer target zeroK files and target the latest 3W files instead. I need help getting multiplayer to work so people can browse games and play against each other. 10 I can’t get a version of the source code to compile and I need to do this to make changes so that the game can begin to truly longer be zeroK anymore. I need help in changing the auto update to no longer target zeroK files and target the latest 3W files instead. I need help getting multiplayer to work so people can browse games and play against each other.
11 \n 11 \n
12 \n 12 \n
13 \n 13 \n
14 Youtube playist is here (be aware this includes old videos): 14 Youtube playist is here (be aware this includes old videos):
15 https://www.youtube.com/playlist?list=PLjIcWBYCfnHTYlC4OdPaUi4qN_1ZZPuDA 15 https://www.youtube.com/playlist?list=PLjIcWBYCfnHTYlC4OdPaUi4qN_1ZZPuDA
16 Please skip the earlier videos and go to the newer ones first. 16 Please skip the earlier videos and go to the newer ones first.
17 \n 17 \n
18 \n 18 \n
19 This is the whole playable game:
20 https://drive.google.com/open?id=1iHEdkTfW0ZVbv6bSdCtEVOOO5BMbdMwL
21 \n
22 Unzip this to some directory like c:\3W or something. To play this you must tell windows to disable all of its incoming and outgoing communication for the 3w.exe in your firewall settings. If you do not do this the game will autoupdate and mess up the files and it wont work and you will have to delete 3w and recopy the files all over again. Because I don't know how to get this thing working with current spring engine and multiplayer, it's singleplayer only, so you all can try it out. You can play with CAI or circuitAI brutal. circuitAI plays better but is known to crash once it reaches underwhelming numbers. Also, CAI doesn't use air units well, it lands them in stupid places.
19 \n 23 \n
20 \n 24 \n
21 \n 25 \n
22 [size=8]Units Overview[/size] 26 [size=8]Units Overview[/size]
23 \n 27 \n
24 Rate of Fire (ROF) is measured in rounds per minute. 28 Rate of Fire (ROF) is measured in rounds per minute.
25 Range: Every 5 meters in real world units is equivalent to 1 game unit. So if the effective range is 2500 meters like an M1 Abrams cannon, the game range is 500. 29 Range: Every 5 meters in real world units is equivalent to 1 game unit. So if the effective range is 2500 meters like an M1 Abrams cannon, the game range is 500.
26 \n 30 \n
27 [u][b]Infantry:[/b][/u] 31 [u][b]Infantry:[/b][/u]
28 Infantry units are invisible when they are stationary. They are also the cheapest and most cost efficient unit in the game. Be careful though because they can be crushed by moving vehicles and tanks C&C style. 32 Infantry units are invisible when they are stationary. They are also the cheapest and most cost efficient unit in the game. Be careful though because they can be crushed by moving vehicles and tanks C&C style.
29 \n 33 \n
30 Rifleman: 34 Rifleman:
31 [img]https://i.ibb.co/4ZZWdGh/cloakraid.png[/img] 35 [img]https://i.ibb.co/4ZZWdGh/cloakraid.png[/img]
32 Cost 25, HP 200, speed 1, range 200, dmg 3 x 10, ROF 60 36 Cost 25, HP 200, speed 1, range 200, dmg 3 x 10, ROF 60
33 Cheapest unit in the game that kills other infantry and captures enemy buildings. Takes only 33% damage when they are stationary. They fire a three round burst every second. 37 Cheapest unit in the game that kills other infantry and captures enemy buildings. Takes only 33% damage when they are stationary. They fire a three round burst every second.
34 \n 38 \n
35 Gunner: 39 Gunner:
36 [img]https://i.ibb.co/MB7MZ75/gunner.png[/img] 40 [img]https://i.ibb.co/MB7MZ75/gunner.png[/img]
37 Cost 50, HP 50, speed 1, range 200, dmg 14, ROF 750 41 Cost 50, HP 50, speed 1, range 200, dmg 14, ROF 750
38 Has ¼ the HP of a rifleman but 6x the firepower and 2x the cost. They are intended to be kept behind a line of riflemen to deal greater damage to enemy infantry. 42 Has ¼ the HP of a rifleman but 6x the firepower and 2x the cost. They are intended to be kept behind a line of riflemen to deal greater damage to enemy infantry.
39 \n 43 \n
40 Rocket Infantry: 44 Rocket Infantry:
41 [img]https://i.ibb.co/c2Z4850/rocketman.png[/img] 45 [img]https://i.ibb.co/c2Z4850/rocketman.png[/img]
42 Cost 125, HP 50, speed 1, range 950, dmg 500, ROF 4 46 Cost 125, HP 50, speed 1, range 950, dmg 500, ROF 4
43 Counters tanks. Each FGM 148 Javelin rocket costs 125. 47 Counters tanks. Each FGM 148 Javelin rocket costs 125.
44 \n 48 \n
45 AA Infantry: 49 AA Infantry:
46 [img]https://i.ibb.co/1LgnFKs/cloakaa.png[/img] 50 [img]https://i.ibb.co/1LgnFKs/cloakaa.png[/img]
47 Cost 150, HP 25, speed 1, range 1800, dmg 200, ROF 6 51 Cost 150, HP 25, speed 1, range 1800, dmg 200, ROF 6
48 FIM92 Stinger missile that fires at air units. Each missile costs 25. It’s more effective against gunships than against fixed wing jets due to its shorter range and slower projectile. Because infantry are invisible when stationary it can be placed on hilltops and hit enemy air units that didn’t know AA was in the area. 52 FIM92 Stinger missile that fires at air units. Each missile costs 25. It’s more effective against gunships than against fixed wing jets due to its shorter range and slower projectile. Because infantry are invisible when stationary it can be placed on hilltops and hit enemy air units that didn’t know AA was in the area.
49 \n 53 \n
50 Mortar: 54 Mortar:
51 [img]https://i.ibb.co/MCYXNN6/mortar.png[/img] 55 [img]https://i.ibb.co/MCYXNN6/mortar.png[/img]
52 Cost 75, HP 50, speed 1, range 700, dmg 75, ROF 20 56 Cost 75, HP 50, speed 1, range 700, dmg 75, ROF 20
53 Armed with an M224 mortar. They do 2x damage vs infantry. They counter clusters of infantry and light vehicles and its range allows it to take out guard towers somewhat well. 57 Armed with an M224 mortar. They do 2x damage vs infantry. They counter clusters of infantry and light vehicles and its range allows it to take out guard towers somewhat well.
54 \n 58 \n
55 Howitzer: 59 Howitzer:
56 [img]https://i.ibb.co/bsfm4xR/howitzer.png[/img] 60 [img]https://i.ibb.co/bsfm4xR/howitzer.png[/img]
57 Cost 200, HP 50, speed 0.5, range 4800, dmg 300, ROF 2 61 Cost 200, HP 50, speed 0.5, range 4800, dmg 300, ROF 2
58 Infantry based artillery unit. 155mm Cannon. Cheapest conventional artillery in the game. Prone to accidents right now (it’s a feature!) due to the stupid infantry controlling it. 62 Infantry based artillery unit. 155mm Cannon. Cheapest conventional artillery in the game. Prone to accidents right now (it’s a feature!) due to the stupid infantry controlling it.
59 \n 63 \n
60 Flamethrower: 64 Flamethrower:
61 [img]https://i.ibb.co/GVZLbrg/flamethrower.png[/img] 65 [img]https://i.ibb.co/GVZLbrg/flamethrower.png[/img]
62 Cost 25, HP 50, speed 1, range 128, dmg 50, ROF 375 66 Cost 25, HP 50, speed 1, range 128, dmg 50, ROF 375
63 Clears buildings quickly. Somewhat useful against chickens, otherwise pretty useless unless used against a large group of infantry that accidentally run up on it while it’s invisible. 67 Clears buildings quickly. Somewhat useful against chickens, otherwise pretty useless unless used against a large group of infantry that accidentally run up on it while it’s invisible.
64 \n 68 \n
65 Sniper: 69 Sniper:
66 [img]https://i.ibb.co/DksQgvx/sniper.png[/img] 70 [img]https://i.ibb.co/DksQgvx/sniper.png[/img]
67 Cost 50, HP 10, speed 1, range 400, dmg 100, ROF 6 71 Cost 50, HP 10, speed 1, range 400, dmg 100, ROF 6
68 Always invisible. Used best for scouting and to call in targets for other units. Their rifle can also take out special critical structures like radar dishes and anti missile systems. Does ½ damage vs infantry, allowing it to kill a special infantry unit in a single shot but still be countered by riflemen hordes. 72 Always invisible. Used best for scouting and to call in targets for other units. Their rifle can also take out special critical structures like radar dishes and anti missile systems. Does ½ damage vs infantry, allowing it to kill a special infantry unit in a single shot but still be countered by riflemen hordes.
69 \n 73 \n
70 Commando: 74 Commando:
71 [img]https://i.ibb.co/5YBc5tn/commando.png[/img] 75 [img]https://i.ibb.co/5YBc5tn/commando.png[/img]
72 Cost 200, HP 10, speed 1.2, range N/A, dmg N/A, ROF N/A 76 Cost 200, HP 10, speed 1.2, range N/A, dmg N/A, ROF N/A
73 Always invisible but becomes visible when it plants its demolition charges. Demolition charge kills most structures in one strike if close enough. Charges have a ten second timer. Also equipped with silenced submachinegun for lone pesky infantry guards. 77 Always invisible but becomes visible when it plants its demolition charges. Demolition charge kills most structures in one strike if close enough. Charges have a ten second timer. Also equipped with silenced submachinegun for lone pesky infantry guards.
74 \n 78 \n
75 Engineer: 79 Engineer:
76 [img]https://i.ibb.co/ZTsxBcZ/engineer.png[/img] 80 [img]https://i.ibb.co/ZTsxBcZ/engineer.png[/img]
77 Cost 50, HP 50, speed 1, range N/A, dmg N/A, ROF N/A 81 Cost 50, HP 50, speed 1, range N/A, dmg N/A, ROF N/A
78 Infantry based construction worker. Can place anti-vehicle mines (cost 50) and anti-personnel mines (cost 1). 82 Infantry based construction worker. Can place anti-vehicle mines (cost 50) and anti-personnel mines (cost 1).
79 \n 83 \n
80 \n 84 \n
81 [u][b]Light Vehicles[/b][/u] 85 [u][b]Light Vehicles[/b][/u]
82 Light vehicles are less armored but faster, and usually deadlier than armored vehicles and each serve different purposes. 86 Light vehicles are less armored but faster, and usually deadlier than armored vehicles and each serve different purposes.
83 \n 87 \n
84 \n 88 \n
85 Humvee: 89 Humvee:
86 [img]https://i.ibb.co/BfcJzmx/humvee.png[/img] 90 [img]https://i.ibb.co/BfcJzmx/humvee.png[/img]
87 Cost 125, HP 400, speed 4, range 250, dmg 30, ROF 460 91 Cost 125, HP 400, speed 4, range 250, dmg 30, ROF 460
88 Light vehicle raider armed with a Browning 50 caliber machinegun. It kills infantry quickly. It’s ineffective against structures and harmless against armored units like tanks. 92 Light vehicle raider armed with a Browning 50 caliber machinegun. It kills infantry quickly. It’s ineffective against structures and harmless against armored units like tanks.
89 \n 93 \n
90 Truck 94 Truck
91 [img]https://i.ibb.co/8xFpKNJ/truck.png[/img] 95 [img]https://i.ibb.co/8xFpKNJ/truck.png[/img]
92 Cost 150, HP 400, speed 3.5, range N/A, dmg N/A, ROF N/A 96 Cost 150, HP 400, speed 3.5, range N/A, dmg N/A, ROF N/A
93 Transports infantry units quickly across the battlefield. Currently this unit needs fixing because it doesn't load... 97 Transports infantry units quickly across the battlefield. Currently this unit needs fixing because it doesn't load...
94 \n 98 \n
95 Rocket Artillery 99 Rocket Artillery
96 [img]https://i.ibb.co/vdf2Bbk/bm21.png[/img] 100 [img]https://i.ibb.co/vdf2Bbk/bm21.png[/img]
97 Cost 750, HP 300, speed 2.25, range 5,500, dmg 125, ROF 4 101 Cost 750, HP 300, speed 2.25, range 5,500, dmg 125, ROF 4
98 Based off the BM21. Fires dumbfire rockets at long range, either a single fire every 15 seconds, or a 40 count rocket salvo every 5 minutes. The full salvo costs 80 total. It’s effective at killing stationary targets without anti-missile support. It does 200 dmg vs infantry units. 102 Based off the BM21. Fires dumbfire rockets at long range, either a single fire every 15 seconds, or a 40 count rocket salvo every 5 minutes. The full salvo costs 80 total. It’s effective at killing stationary targets without anti-missile support. It does 200 dmg vs infantry units.
99 \n 103 \n
100 Guided Rocket Artillery 104 Guided Rocket Artillery
101 [img]https://i.ibb.co/mtrbsfd/m270.png[/img] 105 [img]https://i.ibb.co/mtrbsfd/m270.png[/img]
102 Cost 1000, HP 500, speed 2, range 14,000, dmg 800, ROF 18* 106 Cost 1000, HP 500, speed 2, range 14,000, dmg 800, ROF 18*
103 Based off the M270 MLRS. A very long range weapon platform that fires a guided rocket that costs 100 each. Effective at taking out expensive vehicles that lack anti-missile support. *Can fire at a rate of 1 every 3 seconds, but stockpile time per rocket is 20 seconds per rocket. 107 Based off the M270 MLRS. A very long range weapon platform that fires a guided rocket that costs 100 each. Effective at taking out expensive vehicles that lack anti-missile support. *Can fire at a rate of 1 every 3 seconds, but stockpile time per rocket is 20 seconds per rocket.
104 !Because this is a tracked armored unit I am debating on moving it to the armored unit category, but that category is already pretty full and it feels better keeping it here since it is the American equivalent of the BM21. 108 !Because this is a tracked armored unit I am debating on moving it to the armored unit category, but that category is already pretty full and it feels better keeping it here since it is the American equivalent of the BM21.
105 \n 109 \n
106 S400 “Triumph” 110 S400 “Triumph”
107 [img]https://i.ibb.co/RQgM3Wk/s300.png[/img] 111 [img]https://i.ibb.co/RQgM3Wk/s300.png[/img]
108 Cost 2000, HP 500, speed 2.5, range 80,000, dmg 1000, ROF 2 112 Cost 2000, HP 500, speed 2.5, range 80,000, dmg 1000, ROF 2
109 Unlimited range anti air missile launcher. Each 40N6E Missile costs 350. It’s missiles have a higher chance of hitting air units that are far away than units nearby. The S400 also serves as an anti nuclear missile system with a radius smaller than a stationary silo. It's anti-nuke radius is 420. 113 Unlimited range anti air missile launcher. Each 40N6E Missile costs 350. It’s missiles have a higher chance of hitting air units that are far away than units nearby. The S400 also serves as an anti nuclear missile system with a radius smaller than a stationary silo. It's anti-nuke radius is 420.
110 \n 114 \n
111 Topol 115 Topol
112 [img]https://i.ibb.co/8j0xkmH/topol.png[/img] 116 [img]https://i.ibb.co/8j0xkmH/topol.png[/img]
113 Cost 1000, HP 500, speed 2.5, range 2,200,000, dmg 13000, ROF 1/4 117 Cost 1000, HP 500, speed 2.5, range 2,200,000, dmg 13000, ROF 1/4
114 A mobile ICBM launcher based off the Russian Topol. Each nuke costs 7200 and takes 4 minutes to load. Because of its unlimited range on the battlefield it can be kept hidden or on the move, making them harder to scout than static nuclear silos, but easier to kill once spotted. The Topol launches the equivalent of a 800kt W88 Trident II Nuclear Missile. 118 A mobile ICBM launcher based off the Russian Topol. Each nuke costs 7200 and takes 4 minutes to load. Because of its unlimited range on the battlefield it can be kept hidden or on the move, making them harder to scout than static nuclear silos, but easier to kill once spotted. The Topol launches the equivalent of a 800kt W88 Trident II Nuclear Missile.
115 \n 119 \n
116 \n 120 \n
117 [u][b]Armored Vehicles[/b][/u] 121 [u][b]Armored Vehicles[/b][/u]
118 When a tank that has multiple turrets falls below certain health levels it's smaller turrets are considered "dead" and do not fire anymore until repaired. 122 When a tank that has multiple turrets falls below certain health levels it's smaller turrets are considered "dead" and do not fire anymore until repaired.
119 \n 123 \n
120 Bradley 124 Bradley
121 [img]https://i.ibb.co/bvNPwjK/lightarmor.png[/img] 125 [img]https://i.ibb.co/bvNPwjK/lightarmor.png[/img]
122 Cost 500, HP 500, speed 2, range 950/600/200, dmg 500/100/14, ROF 2/40/750 126 Cost 500, HP 500, speed 2, range 950/600/200, dmg 500/100/14, ROF 2/40/750
123 Equipped with an array of different weapons that give it a multi-function skirmish ability. It’s anti tank missile launcher has a range twice that of a tank’s cannon but takes much more time to reload and costs 125 each missile. It is also armed with a 25mm M242 which is often fired in 3 round bursts, harmless to tanks but deadly to light vehicles. It also has a M240 machinegun for nearby infantry units. This unit requires more micromanagement and isn’t an attack area unit like tanks are. 127 Equipped with an array of different weapons that give it a multi-function skirmish ability. It’s anti tank missile launcher has a range twice that of a tank’s cannon but takes much more time to reload and costs 125 each missile. It is also armed with a 25mm M242 which is often fired in 3 round bursts, harmless to tanks but deadly to light vehicles. It also has a M240 machinegun for nearby infantry units. This unit requires more micromanagement and isn’t an attack area unit like tanks are.
124 \n 128 \n
125 \n 129 \n
126 Tank 130 Tank
127 [img]https://i.ibb.co/XkYbBcT/tank.png[/img] 131 [img]https://i.ibb.co/XkYbBcT/tank.png[/img]
128 Cost 300, HP 500, speed 1.75, range 500/300, dmg 530/40, ROF 7.5/460 132 Cost 300, HP 500, speed 1.75, range 500/300, dmg 530/40, ROF 7.5/460
129 Based on the Russian T72. There are more T72s in the world than any other type of tank. Though 8 years older than the M1 Abrams, it’s still a good tank and very cost efficient. Armed with a 125mm 2A46 cannon and a 50 caliber machinegun turret. The tank dominates vehicles, structures, and infantry. But it is vulnerable to rocket attacks and also air units like the A10 and the Apache. Tanks will also usually need anti missile systems nearby to protect them from larger missiles. 133 Based on the Russian T72. There are more T72s in the world than any other type of tank. Though 8 years older than the M1 Abrams, it’s still a good tank and very cost efficient. Armed with a 125mm 2A46 cannon and a 50 caliber machinegun turret. The tank dominates vehicles, structures, and infantry. But it is vulnerable to rocket attacks and also air units like the A10 and the Apache. Tanks will also usually need anti missile systems nearby to protect them from larger missiles.
130 \n 134 \n
131 \n 135 \n
132 Heavy Tank 136 Heavy Tank
133 [img]https://i.ibb.co/r0GgJjH/tankheavyassault.png[/img] 137 [img]https://i.ibb.co/r0GgJjH/tankheavyassault.png[/img]
134 Cost 900, HP 850, speed 2, range 500/300/200, dmg: 750/40/14, ROF 10/460/750 138 Cost 900, HP 850, speed 2, range 500/300/200, dmg: 750/40/14, ROF 10/460/750
135 Based off the American M1 Abrams. Compared to the T72 it is more expensive, more durable, has a faster rate of fire, moves a little faster, and has an extra machinegun turret. It is equipped with a 120mm M256 cannon, a Browning 50 machinegun turret, and a M240 machinegun turret. The Abrams is the king of the ground, fearing only rockets and the sky. (!) The damage should be in the 500s equivalent to the T72, but was bumped to 750 because of how impractical it would be for its 3x cost. There would be no point building them when you could just build regular tanks. 139 Based off the American M1 Abrams. Compared to the T72 it is more expensive, more durable, has a faster rate of fire, moves a little faster, and has an extra machinegun turret. It is equipped with a 120mm M256 cannon, a Browning 50 machinegun turret, and a M240 machinegun turret. The Abrams is the king of the ground, fearing only rockets and the sky. (!) The damage should be in the 500s equivalent to the T72, but was bumped to 750 because of how impractical it would be for its 3x cost. There would be no point building them when you could just build regular tanks.
136 \n 140 \n
137 M107 141 M107
138 [img]https://i.ibb.co/SvpyRwm/m107.png[/img] 142 [img]https://i.ibb.co/SvpyRwm/m107.png[/img]
139 Cost 500, HP 500, speed 2.15, range 6000, dmg 1000, ROF 1 143 Cost 500, HP 500, speed 2.15, range 6000, dmg 1000, ROF 1
140 Its 175mm Cannon has a 30 km range but takes 1 minute to reload with each shot. 144 Its 175mm Cannon has a 30 km range but takes 1 minute to reload with each shot.
141 \n 145 \n
142 SPG 146 SPG
143 [img]https://i.ibb.co/djQs0mp/spg.png[/img] 147 [img]https://i.ibb.co/djQs0mp/spg.png[/img]
144 Cost 1000, HP 500, speed 2, range 6000, dmg 300, ROF 6 148 Cost 1000, HP 500, speed 2, range 6000, dmg 300, ROF 6
145 Self-Propelled gun based off the M109. It’s 155mm Cannon has a 30 km range and a reload time of 10 seconds. It’s faster reload time compared to slower artillery make it useful at plucking defenses like guard towers in time for front line units to advance. 149 Self-Propelled gun based off the M109. It’s 155mm Cannon has a 30 km range and a reload time of 10 seconds. It’s faster reload time compared to slower artillery make it useful at plucking defenses like guard towers in time for front line units to advance.
146 \n 150 \n
147 ZSU-23 151 ZSU-23
148 [img]https://i.ibb.co/CmR7X2r/zsu23.png[/img] 152 [img]https://i.ibb.co/CmR7X2r/zsu23.png[/img]
149 Cost 500, HP 500, speed 1.75, range 500, dmg 50, ROF 750 153 Cost 500, HP 500, speed 1.75, range 500, dmg 50, ROF 750
150 Armored anti missile vehicle that destroys most expensive incoming rockets before it gets near it. It’s 23mm 2A7 autocannons can attack air units but isn’t very effective against fast fixed wing jets flying overhead and really only decent against nearby gunships. It can also attack infantry units and light vehicles well. It’s weapon is ineffective against tanks. Its anti-missile radius is 300. 154 Armored anti missile vehicle that destroys most expensive incoming rockets before it gets near it. It’s 23mm 2A7 autocannons can attack air units but isn’t very effective against fast fixed wing jets flying overhead and really only decent against nearby gunships. It can also attack infantry units and light vehicles well. It’s weapon is ineffective against tanks. Its anti-missile radius is 300.
151 \n 155 \n
152 SA6 "Gainful" 156 SA6 "Gainful"
153 [img]https://i.ibb.co/W3vKLk3/SA6.png[/img] 157 [img]https://i.ibb.co/W3vKLk3/SA6.png[/img]
154 Cost 1000, HP 500, speed 2, range 4000, dmg 500, ROF 4 158 Cost 1000, HP 500, speed 2, range 4000, dmg 500, ROF 4
155 Medium range anti air missile launcher. It’s 20 km range and 15 second reload time allow it to be one of the most effective ground to air systems in the game. It’s missile will take down most air units with a single impact. 159 Medium range anti air missile launcher. It’s 20 km range and 15 second reload time allow it to be one of the most effective ground to air systems in the game. It’s missile will take down most air units with a single impact.
156 \n 160 \n
157 \n 161 \n
158 \n 162 \n
159 [u][b]Air Units[/b][/u] 163 [u][b]Air Units[/b][/u]
160 Yes I know the turn rate of some of the aircraft is wacky (like the radar plane) and I will get around to improving that. 164 Yes I know the turn rate of some of the aircraft is wacky (like the radar plane) and I will get around to improving that.
161 \n 165 \n
162 \n 166 \n
163 Apache 167 Apache
164 [img]https://i.ibb.co/7z1p5Ts/gunship.png[/img] 168 [img]https://i.ibb.co/7z1p5Ts/gunship.png[/img]
165 Cost 1800, HP 500, speed 9, range 1600/500, dmg 500/50, ROF 12/640 169 Cost 1800, HP 500, speed 9, range 1600/500, dmg 500/50, ROF 12/640
166 Based off the AH64. It has good speed and mobility with a lot of sustained firepower, but is very vulnerable to anti air. It is equipped Hellfire rockets, Hydra rockets, and a M230 chaingun. The Hydra rocket salvo will kill most clusters in a single volley. The Apache is a tank and infantry destroyer that is vulnerable to air and ground to air weapons. Its rockets do 2x damage vs tanks. 170 Based off the AH64. It has good speed and mobility with a lot of sustained firepower, but is very vulnerable to anti air. It is equipped Hellfire rockets, Hydra rockets, and a M230 chaingun. The Hydra rocket salvo will kill most clusters in a single volley. The Apache is a tank and infantry destroyer that is vulnerable to air and ground to air weapons. Its rockets do 2x damage vs tanks.
167 \n 171 \n
168 Transport 172 Transport
169 [img]https://i.ibb.co/YTnV8LB/heavytransport.png[/img] 173 [img]https://i.ibb.co/YTnV8LB/heavytransport.png[/img]
170 Cost 2000, HP 1000, speed 10, range 300/200, dmg 40/15, ROF 640/750 174 Cost 2000, HP 1000, speed 10, range 300/200, dmg 40/15, ROF 640/750
171 Based off the CH-47D Chinhook. It can carry a platoon of infantry, or some light vehicles, or a tank(!). Right now because the truck is broken and there is no naval hovercraft yet, this is the only transport unit in the game. It can be used to get infantry from one spot to another quickly. Considering how infantry capture buildings it can be used to capture an undefended enemy base behind lines quickly. It can also drop sniper and commando units into key areas where they can then get the rest of the way on foot. Armed with a 50 cal machinegun on one side and a M240 on the other it can also harass land units. 175 Based off the CH-47D Chinhook. It can carry a platoon of infantry, or some light vehicles, or a tank(!). Right now because the truck is broken and there is no naval hovercraft yet, this is the only transport unit in the game. It can be used to get infantry from one spot to another quickly. Considering how infantry capture buildings it can be used to capture an undefended enemy base behind lines quickly. It can also drop sniper and commando units into key areas where they can then get the rest of the way on foot. Armed with a 50 cal machinegun on one side and a M240 on the other it can also harass land units.
172 \n 176 \n
173 \n 177 \n
174 Bomber 178 Bomber
175 [img]https://i.ibb.co/bdYghgg/bombera10.png[/img] 179 [img]https://i.ibb.co/bdYghgg/bombera10.png[/img]
176 Cost 2000, HP 500, speed 22, range 6600/500/1000, dmg 500/800/50, ROF 12/12/3600 180 Cost 2000, HP 500, speed 22, range 6600/500/1000, dmg 500/800/50, ROF 12/12/3600
177 The A10 Thunderbolt, a close air support unit that dominates land units. Armed with AGM-65 Mavericks, Mk82 bombs, and a 30mm GAU. Mavericks allow it to hit land targets from afar, and its bombs and guns will kill any tank in a single strafing run. 181 The A10 Thunderbolt, a close air support unit that dominates land units. Armed with AGM-65 Mavericks, Mk82 bombs, and a 30mm GAU. Mavericks allow it to hit land targets from afar, and its bombs and guns will kill any tank in a single strafing run.
178 Early A10s can be deadly to newbs. If one team is able to get enough A10s up early enough, and the other team is ill prepared it can mean their defeat simply by not being able to get any type of AA up. The A10s can constantly sweep for SAMs or air to air jets being built. Scout for early A10s! 182 Early A10s can be deadly to newbs. If one team is able to get enough A10s up early enough, and the other team is ill prepared it can mean their defeat simply by not being able to get any type of AA up. The A10s can constantly sweep for SAMs or air to air jets being built. Scout for early A10s!
179 \n 183 \n
180 Heavy Bomber 184 Heavy Bomber
181 [img]https://i.ibb.co/VwX8gMZ/bomberriot.png[/img] 185 [img]https://i.ibb.co/VwX8gMZ/bomberriot.png[/img]
182 Cost 4000, HP 1000, speed 40, range N/A, dmg 18x1000, ROF 1 186 Cost 4000, HP 1000, speed 40, range N/A, dmg 18x1000, ROF 1
183 Based off the B1 Lancer. The Lancer carpet bombs an entire line of an area. So angling where it’s coming from and what it will hit can massively control its effectiveness. It has to land and reload after each bombing run. 187 Based off the B1 Lancer. The Lancer carpet bombs an entire line of an area. So angling where it’s coming from and what it will hit can massively control its effectiveness. It has to land and reload after each bombing run.
184 \n 188 \n
185 Fighter (Falcon) 189 Fighter (Falcon)
186 [img]https://i.ibb.co/BV2S0jG/f16.png[/img] 190 [img]https://i.ibb.co/BV2S0jG/f16.png[/img]
187 Cost 2000, HP 350, speed 60, range 7000/600, dmg 500/45, ROF 12/3000 191 Cost 2000, HP 350, speed 60, range 7000/600, dmg 500/45, ROF 12/3000
188 F16 Air Superiority Fighter. Armed with only air to air weapons it scans the skies for targets. It uses AIM9 sidewinders and an M61 Vulcan minigun. It is very maneuverable and fast. One of the best solutions to all your bomber problem needs. Because of its speed and maneuverability it can be used in a tactic to fly into land SAM sites first before the bombers do, causing them to fire first at the cheaper and harder to hit falcon, sparing your bombers to fly in and take out the SAM sites. 192 F16 Air Superiority Fighter. Armed with only air to air weapons it scans the skies for targets. It uses AIM9 sidewinders and an M61 Vulcan minigun. It is very maneuverable and fast. One of the best solutions to all your bomber problem needs. Because of its speed and maneuverability it can be used in a tactic to fly into land SAM sites first before the bombers do, causing them to fire first at the cheaper and harder to hit falcon, sparing your bombers to fly in and take out the SAM sites.
189 \n 193 \n
190 Heavy Fighter (Eagle) 194 Heavy Fighter (Eagle)
191 [img]https://i.ibb.co/qFYPRk3/f15.png[/img] 195 [img]https://i.ibb.co/qFYPRk3/f15.png[/img]
192 Cost 3000, HP 400, speed 60, range 7000/600, dmg 500/45, ROF 12/3000 196 Cost 3000, HP 400, speed 60, range 7000/600, dmg 500/45, ROF 12/3000
193 Multipurpose fighter based off the F15. Though costing 50% more than a fighter, it can attacks air and land units with its guns and missiles. If you're not sure what you want to put in the air, only that you want to put something in the air, this is the way to go since it can do both. 197 Multipurpose fighter based off the F15. Though costing 50% more than a fighter, it can attacks air and land units with its guns and missiles. If you're not sure what you want to put in the air, only that you want to put something in the air, this is the way to go since it can do both.
194 \n 198 \n
195 Heavy Fighter 2 (Hornet) (carrier only) 199 Heavy Fighter 2 (Hornet) (carrier only)
196 [img]https://i.ibb.co/cbbZzrz/f18.png[/img] 200 [img]https://i.ibb.co/cbbZzrz/f18.png[/img]
197 Cost 500*, HP 400, speed 60, range 7000/600, dmg 500/45, ROF 12/3000 201 Cost 500*, HP 400, speed 60, range 7000/600, dmg 500/45, ROF 12/3000
198 The same stats as a heavy fighter but is exclusive to carriers. It attacks land and air units. *The F18 costs the carrier only 500 each, allowing the carrier to flood air units into a map aggressively. 202 The same stats as a heavy fighter but is exclusive to carriers. It attacks land and air units. *The F18 costs the carrier only 500 each, allowing the carrier to flood air units into a map aggressively.
199 \n 203 \n
200 Stealth Fighter 204 Stealth Fighter
201 [img]https://i.ibb.co/rGZWnwS/stealthfighter.png[/img] 205 [img]https://i.ibb.co/rGZWnwS/stealthfighter.png[/img]
202 Cost 8000, HP 350, speed 60, range 7000/600, dmg 500/45, ROF 12/3000 206 Cost 8000, HP 350, speed 60, range 7000/600, dmg 500/45, ROF 12/3000
203 Based off the F35 Lightning. An “invisible” air unit that’s armed with air to air weapons only. It is the king of the sky. Very expensive, but the only way to detect it is by having air units near it, making catching it very hard since it kills enemy air units. Keeping enough air units nearby long enough to take it down can be difficult. Coupled with a stealth bomber it can be a difficult combo to counter. 207 Based off the F35 Lightning. An “invisible” air unit that’s armed with air to air weapons only. It is the king of the sky. Very expensive, but the only way to detect it is by having air units near it, making catching it very hard since it kills enemy air units. Keeping enough air units nearby long enough to take it down can be difficult. Coupled with a stealth bomber it can be a difficult combo to counter.
204 \n 208 \n
205 Stealth Bomber 209 Stealth Bomber
206 [img]https://i.ibb.co/4jjxwJt/stealthbomber.png[/img] 210 [img]https://i.ibb.co/4jjxwJt/stealthbomber.png[/img]
207 Cost 20,000, HP 300*, speed 60, range 7000/600, dmg 500/45, ROF 12/3000 211 Cost 20,000, HP 300*, speed 60, range 7000/600, dmg 500/45, ROF 12/3000
208 The B2 is an invisible air to ground bomber. It can only be detected if air units are close enough to it. The stealth bomber can drop heavy bombs on targets once every 10 seconds without reloading. The bomb will kill most targets in a single hit. It can also stockpile a 400 kt nuclear bomb that costs 4800. The B2 is one of the two most expensive units in the game. It is debatably the most powerful unit in the game, with the Carrier as its competitor for the title. The B2 is the detriment of the sky. 212 The B2 is an invisible air to ground bomber. It can only be detected if air units are close enough to it. The stealth bomber can drop heavy bombs on targets once every 10 seconds without reloading. The bomb will kill most targets in a single hit. It can also stockpile a 400 kt nuclear bomb that costs 4800. The B2 is one of the two most expensive units in the game. It is debatably the most powerful unit in the game, with the Carrier as its competitor for the title. The B2 is the detriment of the sky.
209 \n 213 \n
210 *When comparing a B2 to say an F16 on a 1:1 basis it should be able to take more damage than an F16, but because a B2 costs 2 billion dollars and an F16 costs only $20 million, you should have 100 F16s for every one B2. So the HP was reduced to somewhat reflect this fragility, also because catching a stealth bomber is hard enough as it is, making it possible. 214 *When comparing a B2 to say an F16 on a 1:1 basis it should be able to take more damage than an F16, but because a B2 costs 2 billion dollars and an F16 costs only $20 million, you should have 100 F16s for every one B2. So the HP was reduced to somewhat reflect this fragility, also because catching a stealth bomber is hard enough as it is, making it possible.
211 \n 215 \n
212 Radar Plane 216 Radar Plane
213 [img]https://i.ibb.co/858jDky/radarplane.png[/img] 217 [img]https://i.ibb.co/858jDky/radarplane.png[/img]
214 Based off the E3. Cost 4,000. The radar plane is expensive but provides radar coverage from the sky of the entire map on most maps. Because it is vulnerable to air to air or long range SAMS and so costly it sometimes is better to go with a land radar solution. 218 Based off the E3. Cost 4,000. The radar plane is expensive but provides radar coverage from the sky of the entire map on most maps. Because it is vulnerable to air to air or long range SAMS and so costly it sometimes is better to go with a land radar solution.
215 \n 219 \n
216 \n 220 \n
217 [u][b]Naval Units[/b][/u] 221 [u][b]Naval Units[/b][/u]
218 \n 222 \n
219 \n 223 \n
220 Submarine 224 Submarine
221 [img]https://i.ibb.co/qmLDwhk/submarine.png[/img] 225 [img]https://i.ibb.co/qmLDwhk/submarine.png[/img]
222 Cost 7000, HP 1000, speed 2, range 7600, dmg 2000, ROF 12 226 Cost 7000, HP 1000, speed 2, range 7600, dmg 2000, ROF 12
223 The submarine is intended for naval superiority. Real world torpedoes cost about 4 million dollars each and have long ranges. So each torpedo costs 400. The torpedo moves slowly but still faster than any ship can. Due to the turn rate of the torpedo, it is possible if you manage your targeted ship properly to turn and evade the torpedo depending on the angle it was launched. This is very useful in sub to sub or sub to ship fighting. 227 The submarine is intended for naval superiority. Real world torpedoes cost about 4 million dollars each and have long ranges. So each torpedo costs 400. The torpedo moves slowly but still faster than any ship can. Due to the turn rate of the torpedo, it is possible if you manage your targeted ship properly to turn and evade the torpedo depending on the angle it was launched. This is very useful in sub to sub or sub to ship fighting.
224 \n 228 \n
225 Nuclear Missile Submarine 229 Nuclear Missile Submarine
226 [img]https://i.ibb.co/D8pzHFR/submarine2.png[/img] 230 [img]https://i.ibb.co/D8pzHFR/submarine2.png[/img]
227 Cost 10000, HP 1000, speed 2, range 14,400, dmg 10,000, ROF 12 231 Cost 10000, HP 1000, speed 2, range 14,400, dmg 10,000, ROF 12
228 The nuclear missile submarine surfaces to launch it’s 450kt W88 Trident II Nuclear Missile. Each missile costs 7200. The sub takes ten seconds to surface where it is visible and vulnerable, then it can launch one missile every 5 seconds. 232 The nuclear missile submarine surfaces to launch it’s 450kt W88 Trident II Nuclear Missile. Each missile costs 7200. The sub takes ten seconds to surface where it is visible and vulnerable, then it can launch one missile every 5 seconds.
229 \n 233 \n
230 In later version the nuclear submarine will also be able fight and use torpedoes, but right now it’s not possible since the stockpile system is tied to it building nukes. 234 In later version the nuclear submarine will also be able fight and use torpedoes, but right now it’s not possible since the stockpile system is tied to it building nukes.
231 \n 235 \n
232 \n 236 \n
233 Destroyer 237 Destroyer
234 [img]https://i.ibb.co/VBSdtyH/destroyer.png[/img] 238 [img]https://i.ibb.co/VBSdtyH/destroyer.png[/img]
235 Cost 6500, HP 2000, speed 1.75, range 4800, dmg 900, ROF 18 239 Cost 6500, HP 2000, speed 1.75, range 4800, dmg 900, ROF 18
236 Uses Two 5"/54 caliber Mark 45 guns putting a lot of firepower onto key surface locations. 240 Uses Two 5"/54 caliber Mark 45 guns putting a lot of firepower onto key surface locations.
237 \n 241 \n
238 \n 242 \n
239 Carrier 243 Carrier
240 [img]https://i.ibb.co/ckKQMdr/carrier.png[/img] 244 [img]https://i.ibb.co/ckKQMdr/carrier.png[/img]
241 Cost 24000, HP 8000, speed 1.5, range unlimited, dmg N/A, ROF: N/A 245 Cost 24000, HP 8000, speed 1.5, range unlimited, dmg N/A, ROF: N/A
242 The most expensive and debatably the most powerful unit in the game. An aircraft carrier presence in the map usually signals the end of the enemy team if they don’t kill it as soon as possible. It builds up to eight F-18 Hornets and a couple gunships at a highly reduced cost. It is equipped with an anti missile system. It can also stockpile guided cruise missiles that it can launch on its targets. It’s range is unlimited on the map. 246 The most expensive and debatably the most powerful unit in the game. An aircraft carrier presence in the map usually signals the end of the enemy team if they don’t kill it as soon as possible. It builds up to eight F-18 Hornets and a couple gunships at a highly reduced cost. It is equipped with an anti missile system. It can also stockpile guided cruise missiles that it can launch on its targets. It’s range is unlimited on the map.
243 \n 247 \n
244 Costing as much as 80 T72 tanks in the game, and being so hard to conceal while building, it should have never been allowed to have been built, or, easily countered once out of dock. You could for example build a 7,000 sub, post it just outside the range of the carrier that's building, and once it's finished torpedo it. 248 Costing as much as 80 T72 tanks in the game, and being so hard to conceal while building, it should have never been allowed to have been built, or, easily countered once out of dock. You could for example build a 7,000 sub, post it just outside the range of the carrier that's building, and once it's finished torpedo it.
245 \n 249 \n
246 \n 250 \n
247 \n 251 \n
248 [u][b]Defensive Structures[/b][/u] 252 [u][b]Defensive Structures[/b][/u]
249 \n 253 \n
250 \n 254 \n
251 Concrete Wall 255 Concrete Wall
252 [img]https://i.ibb.co/YPcdQXG/wall.png[/img] 256 [img]https://i.ibb.co/YPcdQXG/wall.png[/img]
253 Cost 10, HP 1000 257 Cost 10, HP 1000
254 Do not underestimate the power of concrete, especially against chickens. 258 Do not underestimate the power of concrete, especially against chickens.
255 \n 259 \n
256 \n 260 \n
257 Guard Tower 261 Guard Tower
258 (no picture yet) 262 (no picture yet)
259 Cost 100, HP 200, range 400/950, dmg 15/500, ROF 1714/4 263 Cost 100, HP 200, range 400/950, dmg 15/500, ROF 1714/4
260 A guard tower with a M134 minigunner and a rocket launcher. Once the hp of the tower falls to 66% the minigunner is ‘dead’, and if the tower is under 33% the rocket launcher is also ‘dead’. This means you can use snipers to “snipe” a tower to kill the gunner in the first hit and the rocket launcher in a second hit before ordering infantry or tanks to advance in. Debating on switch the death order of the two ? 264 A guard tower with a M134 minigunner and a rocket launcher. Once the hp of the tower falls to 66% the minigunner is ‘dead’, and if the tower is under 33% the rocket launcher is also ‘dead’. This means you can use snipers to “snipe” a tower to kill the gunner in the first hit and the rocket launcher in a second hit before ordering infantry or tanks to advance in. Debating on switch the death order of the two ?
261 \n 265 \n
262 Phalanx AMS 266 Phalanx AMS
263 [img]https://i.ibb.co/Q69TCFM/phalanx.png[/img] 267 [img]https://i.ibb.co/Q69TCFM/phalanx.png[/img]
264 Cost 400, HP 100, range 500, dmg 30, ROF 2571 268 Cost 400, HP 100, range 500, dmg 30, ROF 2571
265 Anti-Missile system. It eats up incoming missiles and also shoots at enemy aircraft that fly overhead. It is usually best countered by conventional artillery, or land units if artillery isn't possible due to being behind a hill or building. It can also effectively attack light vehicles and infantry units. The Phalanx is a life saver if your enemy has a lot of rocket artillery, especially near your power plants. The anti missile radius is 400. 269 Anti-Missile system. It eats up incoming missiles and also shoots at enemy aircraft that fly overhead. It is usually best countered by conventional artillery, or land units if artillery isn't possible due to being behind a hill or building. It can also effectively attack light vehicles and infantry units. The Phalanx is a life saver if your enemy has a lot of rocket artillery, especially near your power plants. The anti missile radius is 400.
266 \n 270 \n
267 SAM 271 SAM
268 [img]https://i.ibb.co/4gsnDJV/SAM.png[/img] 272 [img]https://i.ibb.co/4gsnDJV/SAM.png[/img]
269 Cost 500, HP 100, range 4000, dmg 500, ROF 6 273 Cost 500, HP 100, range 4000, dmg 500, ROF 6
270 Medium range anti air missile launcher. It’s 20 km range and 10 second reload time make it more cost efficient than the mobile SA6 but with the downside of being stationary. 274 Medium range anti air missile launcher. It’s 20 km range and 10 second reload time make it more cost efficient than the mobile SA6 but with the downside of being stationary.
271 \n 275 \n
272 \n 276 \n
273 LRSAM 277 LRSAM
274 [img]https://i.ibb.co/P9JzxrR/LRSAM.png[/img] 278 [img]https://i.ibb.co/P9JzxrR/LRSAM.png[/img]
275 Cost 1500, HP 750, range 80000, dmg 1000, ROF 4 279 Cost 1500, HP 750, range 80000, dmg 1000, ROF 4
276 Unlimited range missile system like that of the S400. Each missile costs 300 and takes 20 seconds to load. More cost efficient than the S400 but it can’t move (ignore the wheels, they are just for show). 280 Unlimited range missile system like that of the S400. Each missile costs 300 and takes 20 seconds to load. More cost efficient than the S400 but it can’t move (ignore the wheels, they are just for show).
277 \n 281 \n
278 \n 282 \n
279 Tac Missile Silo (no picture yet) 283 Tac Missile Silo (no picture yet)
280 Launches either cruise missiles that do 3000 damage or chemical missiles. Chemical missiles do little damage vs buildings but a lot vs infantry. The initial surprise impact of the chemical missile alone will catch most infantry offguard and kill them instantly. It leaves a green cloud of death in the area long enough to serve as an infantry barrier for some time. Both forms of missiles are guided. 284 Launches either cruise missiles that do 3000 damage or chemical missiles. Chemical missiles do little damage vs buildings but a lot vs infantry. The initial surprise impact of the chemical missile alone will catch most infantry offguard and kill them instantly. It leaves a green cloud of death in the area long enough to serve as an infantry barrier for some time. Both forms of missiles are guided.
281 \n 285 \n
282 Anti-Nuke (no pic yet) 286 Anti-Nuke (no pic yet)
283 A hardened anti nuclear missile silo that intercepts nuclear missiles. 287 A hardened anti nuclear missile silo that intercepts nuclear missiles.
284 \n 288 \n
285 Nuclear Missile Silo (no pic yet) 289 Nuclear Missile Silo (no pic yet)
286 A hardened Silo that launches nuclear missiles. You know the drill. 290 A hardened Silo that launches nuclear missiles. You know the drill.
287 \n 291 \n
288 \n 292 \n
289 \n 293 \n
290 [u][b]Economy[/b][/u] 294 [u][b]Economy[/b][/u]
291 • Reclaim is disabled for most dead units except oil pumps. If you want something out of the way you have to blow it up or push it out of the way with a tank. A side bonus of no reclaim is camping is rewarded less. 295 • Reclaim is disabled for most dead units except oil pumps. If you want something out of the way you have to blow it up or push it out of the way with a tank. A side bonus of no reclaim is camping is rewarded less.
292 • It’s not “metal” anymore, it’s “money.” Metal isn't extracted, oil is. 296 • It’s not “metal” anymore, it’s “money.” Metal isn't extracted, oil is.
293 • The power grid has been reworked a bit. There is wind, power, and nuclear power for the power plant options. The power plants provide coverage over a much larger area now but to connect bases its more cost efficient to run power lines that cost 10 each. Allowing you to keep your power plants better guarded/hidden and not having to string them across the map to save resources. 297 • The power grid has been reworked a bit. There is wind, power, and nuclear power for the power plant options. The power plants provide coverage over a much larger area now but to connect bases its more cost efficient to run power lines that cost 10 each. Allowing you to keep your power plants better guarded/hidden and not having to string them across the map to save resources.
294 \n 298 \n
295 \n 299 \n
296 \n 300 \n
297 \n 301 \n
298 \n 302 \n
299 \n 303 \n
300 [u]Game Dev Todo:[/u] 304 [u]Game Dev Todo:[/u]
301 • Create a set of urban maps that have city structures everywhere 305 • Create a set of urban maps that have city structures everywhere
302 • Create a critter system that allows for unarmed civilian units to move all over the map and run for their sad lives. 306 • Create a critter system that allows for unarmed civilian units to move all over the map and run for their sad lives.
303 • Faction based play. In a teams game team 1 is always US-NATO and have units limited to that faction, and team 2 is Russia-China-Arab. Hence the WW3 theme. So the US team would have the M1 Abrams for its tank and the Russia-China team would have T72s for its tank. FFA would allow players to choose their faction at start. 307 • Faction based play. In a teams game team 1 is always US-NATO and have units limited to that faction, and team 2 is Russia-China-Arab. Hence the WW3 theme. So the US team would have the M1 Abrams for its tank and the Russia-China team would have T72s for its tank. FFA would allow players to choose their faction at start.
304 • Transporting needs adjustment to allow for land and navy units to transport. Right now the truck unit can’t load units unless it is designated as an air unit and I’m not sure why. But a flying truck is pretty stupid... I think anyway. 308 • Transporting needs adjustment to allow for land and navy units to transport. Right now the truck unit can’t load units unless it is designated as an air unit and I’m not sure why. But a flying truck is pretty stupid... I think anyway.
305 • Finish unit icons for like guard tower and whatnot. Finish the radar unit icons. 309 • Finish unit icons for like guard tower and whatnot. Finish the radar unit icons.
306 • Finish replacing zeroK building models 310 • Finish replacing zeroK building models
307 • Replace the gui and menu appearances to something more modern ww3ish 311 • Replace the gui and menu appearances to something more modern ww3ish
308 • Unit’s need a “stockpile_count” and a “stockpile_max” to set their default stockpile amount and the most it can reach. So like a nuclear sub can only carry 4 nukes if stockpile_max is 4. 312 • Unit’s need a “stockpile_count” and a “stockpile_max” to set their default stockpile amount and the most it can reach. So like a nuclear sub can only carry 4 nukes if stockpile_max is 4.
309 • Stockpile needs to be fixed. When the units shoot it reduces the max count I don't know why. 313 • Stockpile needs to be fixed. When the units shoot it reduces the max count I don't know why.
310 • Air units need to be always fly by default instead of land when idle. 314 • Air units need to be always fly by default instead of land when idle.
311 • AI needs improving. A modified CAI works for it but it’s not that challenging. Skirmish AI was challenging but always crashes at the end once one team is underwhelming. 315 • AI needs improving. A modified CAI works for it but it’s not that challenging. Skirmish AI was challenging but always crashes at the end once one team is underwhelming.
312 • It would be cool to have a mode like chicken mode where players could play with modern 3W units against AI controlled futuristic units from zero-K. 316 • It would be cool to have a mode like chicken mode where players could play with modern 3W units against AI controlled futuristic units from zero-K.
313 \n 317 \n
314 \n 318 \n
315 [u][b]Next set of units on the todo list:[/b][/u] 319 [u][b]Next set of units on the todo list:[/b][/u]
316 \n 320 \n
317 A buggy that has a grenade launcher on it. 321 A buggy that has a grenade launcher on it.
318 \n 322 \n
319 A Russian AA tank based off the SA19 that has both anti missile guns and 8x stinger missile tubes. 323 A Russian AA tank based off the SA19 that has both anti missile guns and 8x stinger missile tubes.
320 [img]https://i.ibb.co/DkDNbWg/SA19.png[/img] 324 [img]https://i.ibb.co/DkDNbWg/SA19.png[/img]
321 \n 325 \n
322 Crusier (missile based) 326 Crusier (missile based)
323 [img]https://i.ibb.co/RpJr7SC/cruiser.png[/img] 327 [img]https://i.ibb.co/RpJr7SC/cruiser.png[/img]
324 \n 328 \n
325 Sea Transport (possibly a hovercraft instead) 329 Sea Transport (possibly a hovercraft instead)
326 [img]https://i.ibb.co/z7SvdW0/transportsea2.png[/img] 330 [img]https://i.ibb.co/z7SvdW0/transportsea2.png[/img]
327 \n 331 \n
328 Anti-Air Frigate 332 Anti-Air Frigate
329 (no picture yet) 333 (no picture yet)
330 It has phalanx anti air and missile systems on it. 334 It has phalanx anti air and missile systems on it.
331 \n 335 \n
332 Patrol Boat 336 Patrol Boat
333 [img]https://i.ibb.co/mbJmxmY/pbr.png[/img] 337 [img]https://i.ibb.co/mbJmxmY/pbr.png[/img]
334 \n 338 \n
335 \n 339 \n
336 A B52-like unit that only drops nuclear bombs 340 A B52-like unit that only drops nuclear bombs
337 [img]https://i.ibb.co/4sZcys1/B52.png[/img] 341 [img]https://i.ibb.co/4sZcys1/B52.png[/img]
338 \n 342 \n
339 AC130 gunship (will paradrop infantry) and shoots its gun out its side from afar 343 AC130 gunship (will paradrop infantry) and shoots its gun out its side from afar
340 [img]https://i.ibb.co/D8vgVN3/ac130.png[/img] 344 [img]https://i.ibb.co/D8vgVN3/ac130.png[/img]
341 \n 345 \n
342 Radar Truck 346 Radar Truck
343 For whatever reason the game won’t let me make new units that use radar and it’s because I think it needs to be enabled in some lua somewhere but I don’t know where. 347 For whatever reason the game won’t let me make new units that use radar and it’s because I think it needs to be enabled in some lua somewhere but I don’t know where.
344 \n 348 \n
345 \n 349 \n
346 I would like to be able to start playing this with people. I need help finishing it or at least getting multiplayer to work. If you've seen the things that need to get done and think you can help please email me at daniellong888@yahoo.com 350 I would like to be able to start playing this with people. I need help finishing it or at least getting multiplayer to work. If you've seen the things that need to get done and think you can help please email me at daniellong888@yahoo.com
347 \n 351 \n
348 \n 352 \n
349 \n 353 \n