Author Topic: The Industrial Jungle  (Read 2421 times)

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:
ItemMinorFunctionalMajor
Nations X
>Expansion X
>Reclaiming X
TurnsX
ResourcesX
>TransportX
>MovementX
ArmiesX
>ConstructionX
>MovementX
>CombatX
Buildings
>Construction
DiplomacyX
>WarX
>Alliances
Technology
Advanced 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++;
« Last Edit: January 18, 2011, 10:52:49 AM by rkynick »

You sure like board games. Sounds fun though

You sure like board games. Sounds fun though
It's more akin to, say, civilization than a boardgame, but the brown townogy feels appropriately relevant.

Is there a server for this?

Is there a server for this?
Yes, RKy's Serber [Industrial Jungle]



This is really fun once you get all the controls down.

Last night went well, I'm going to be updating the post here shortly.

Here's today's plan:
-Make GUI have text-tree-tabs. You'll see what I mean when it's implemented.
-Add exotic resources that are extremely rare
--> Elephants, which let you make elephant warriors
--> Camels, which let you make camel riders
--> Diamonds, which do something I don't know yet
--> others
-Add a method for ending wars. One player will ask to end the war and the other must accept for it to stop.
-Create some useful tools
--> The army move-all hammer, which automatically ! move all's when you hit a brick with it
--> The resource move-all hammer, which automatically moves all resources when you hit a brick with it.
-Take a look at gathering data and generating some stats, i.e. how large your nation is, who has the largest nation, army size, resources, etc.

The server will go up in 20 minutes or so.

Also: if you take a nice screenshot and post it in here, I'll grant a bonus upon your nation in-game.
Perhaps a special army or something.

Your server doesn't like me.


-lovey snip-
NONONO DONT SHOW ME loveY PICS OF THE SERVER! D= I can't connect! D=

I remember seeing you work on this.