Blockland Forums > Modification Help
The Industrial Jungle
(1/6) > >>
rkynick:
The Most Misleading Name
It's actually about medieval times!

IJ is, basically, a large, multiplayer board game where players fight for economic, political, and military dominance. Nations rise, fall, ragequit, and eventually rise again (because you aren't getting out of this addictive pit that easily you dirty whore)

You control any number of 'tiles'. Each tile produces certain amounts of 'resources'. Armies and buildings may be constructed with these resources. You must build an economic and military empire to stand the test of time.

Gameplay takes place in turns, each turn, your armies get their move points restored and your tiles gain additional resource income. It is a turn based strategy game where all moves are simultaneous and the turn ends automatically.

Progress Chart:
ItemMinorFunctionalMajorNations X>Expansion X>Reclaiming XTurnsXResourcesX>TransportX>MovementXArmiesX>ConstructionX>MovementX>CombatXBuildings>ConstructionDiplomacyX>WarX>AlliancesTechnologyAdvanced Map GenerationX>ElevationX>8x8 modeX>TreesX>WaterX>Mountains
GUI (V1):
http://mediafire.com/file/54tk1e0tbga70ql/Client_IJ.zip

Credits:
Truce- absolute life saver whenever I need to ask a question and realize the answer myself about halfway through typing it in steam chat

Drakorp- suggesting that the sheep should have more love and providing the proper name for THE RARE AND ELUSIVE CAMEL



Data Dump!

Unit Data (Jan 17)

--- Quote ---$IJ_A_COUNT=1;

$IJ_A_name[$IJ_A_COUNT]="militia";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=5;
$IJ_A_sdam[$IJ_A_COUNT]=2;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=10;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=10;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=20;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=0;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="spearman";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=6;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=3;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=10;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=20;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=20;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="hussar";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=6;
$IJ_A_sdam[$IJ_A_COUNT]=1;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=2;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=2;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=50;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=20;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="bowman";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=5;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=1;   //off damage = damage bonus when attacking
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_offarmor[$IJ_A_COUNT]=2;   //OFF ARMOR / amount resisted when attacking
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=100;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=10;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=30;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="merchant"; //5
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=4;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=0;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=4;
$IJ_A_cantclaim[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=250;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=125;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="trader"; // 6
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=2;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=0;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=3;
$IJ_A_cantclaim[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=100;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=50;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="menatarms";//7
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=10;
$IJ_A_sdam[$IJ_A_COUNT]=4;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=50;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=50;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=75;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="pikeman";//8
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=8;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=5;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=-2;
$IJ_A_sarmor[$IJ_A_COUNT]=-1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=10;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=80;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=80;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=50;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="lancer";//9
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=8;
$IJ_A_sdam[$IJ_A_COUNT]=1;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=3;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=100;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=100;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=50;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="knight";//10
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=3;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=2;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=2;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=150;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=50;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=75;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="crossbowman";//11
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=7;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=3;   //off damage = damage bonus when attacking
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_offarmor[$IJ_A_COUNT]=2;   //OFF ARMOR / amount resisted when attacking
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=200;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=10;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=70;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="warelephant";//12
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=15;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=2;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=2;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=200;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=20;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"elephants"]=50;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="camelrider";//13
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=12;
$IJ_A_sdam[$IJ_A_COUNT]=2;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=2;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=-1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=150;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=25;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=30;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="mameluke";//14
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=15;
$IJ_A_sdam[$IJ_A_COUNT]=2;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=200;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=25;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=60;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="warsheep";//15
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=1;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=1;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=0;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=100;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=0;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=0;
$IJ_A_COUNT++;


$IJ_A_name[$IJ_A_COUNT]="huskarl";//16
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=12;
$IJ_A_sdam[$IJ_A_COUNT]=5;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=2;   //off damage = damage bonus when attacking
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=-2;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=100;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=100;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=75;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=75;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="mercenary";//17
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=4;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=25;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=25;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=75;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="horsearcher";//18
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_offarmor[$IJ_A_COUNT]=2;   //OFF ARMOR / amount resisted when attacking
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=150;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=75;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=20;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="brute";//19
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=4;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=125;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=125;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

--- End quote ---
NickTheSushi:
You sure like board games. Sounds fun though
rkynick:

--- Quote from: NickTheSushi on January 14, 2011, 10:07:40 PM ---You sure like board games. Sounds fun though

--- End quote ---
It's more akin to, say, civilization than a boardgame, but the brown townogy feels appropriately relevant.
Uxie:
Is there a server for this?
rkynick:

--- Quote from: Uxie on January 14, 2011, 10:34:49 PM ---Is there a server for this?

--- End quote ---
Yes, RKy's Serber [Industrial Jungle]
Navigation
Message Index
Next page

Go to full version