reina roja info thread (screenshots - dialup beware)
reina roja info thread (screenshots - dialup beware)
reina roja: 3 team econ with weapons ("warcon") across an 18 mile long map.
check here for updates as they develop. the server's getting pretty close to being done, and rather than just releasing the whole thing and havin everybody run around like their head's chopped off, i wanna give some details slowly as they emerge so people can get get their feet wet before it's public.
figured i'd post a screenie of the finished bdat for starters (note that "future use" is now "glassworks", and it and rubberworks both have 35 armour)
note that the bdat ed reads bottom to top now, so might wanna read it starting at the bottom and workin up.
and a few economy details:
*farm buildings are all gov-owned items.
*players can build ornamentals as well as sysops/owner.
* most buildings require 2 to 5 employees for maximum efficiency.
* likewise, minimum employment time varies based on the importance of the building and product it produces.
* players will be able to own a maximum of 6 buildings: 5 of one type, 2 different types. basicly if you own a house, you have to choose one industry (production, industrial or retail)
*skills are learned in the fastest time logistically possible for the speed of day (approx 5 mins per gameday 1 gameyear per realtime day, and are nearly all dirt cheap (less than starting cash)
*the "owners bar" does not sell food and drink. it's reserved for special quest items and bargames.
* each town produces items unique to its team.
more in a few.
check here for updates as they develop. the server's getting pretty close to being done, and rather than just releasing the whole thing and havin everybody run around like their head's chopped off, i wanna give some details slowly as they emerge so people can get get their feet wet before it's public.
figured i'd post a screenie of the finished bdat for starters (note that "future use" is now "glassworks", and it and rubberworks both have 35 armour)
note that the bdat ed reads bottom to top now, so might wanna read it starting at the bottom and workin up.
and a few economy details:
*farm buildings are all gov-owned items.
*players can build ornamentals as well as sysops/owner.
* most buildings require 2 to 5 employees for maximum efficiency.
* likewise, minimum employment time varies based on the importance of the building and product it produces.
* players will be able to own a maximum of 6 buildings: 5 of one type, 2 different types. basicly if you own a house, you have to choose one industry (production, industrial or retail)
*skills are learned in the fastest time logistically possible for the speed of day (approx 5 mins per gameday 1 gameyear per realtime day, and are nearly all dirt cheap (less than starting cash)
*the "owners bar" does not sell food and drink. it's reserved for special quest items and bargames.
* each town produces items unique to its team.
more in a few.
Last edited by hedgehog on Thu Jan 20, 2005 3:34 pm, edited 2 times in total.
can i join
hi hedgehog how do i get the password to get in to reine blanche
after a number of personal setbacks, roja is back in production and expected to be released sometime this coming weekend.
so, a few new promo items. first a screenshot:
and a full listing of all the available vehicles {link} .
note the above is just a preview of the vehicle and weapon names. the page will be updated with the final fuel, capacity and speed values in the coming days.
note that roja is a three team econ island. each team has unique strengths that the other team is mediocre or even weak in. evening the balance of power in any industry or team ability will require extensive exploration, adventuring, sabateur missions, and all-out multiplayer war. you'll find hidden riches deep in the hilltops of this 18 mile wide cluster of islands. you'll capture buildings your team needs to be productive. you'll destroy key targets vital to enemy productivity. all while trying to make a decent buck against both the enemy and quite possibly, your own teammates.
here's a quick list of some of the more glaring strengths and weaknesses of each team: (note + indicates a strength, - a weakness, and ^ indicating a neutral ability, or no inherent advantage or disadvantage.)
--------------------------------
team one - eastern plains
--------------------------------
++ ground vehicles
++ food production
^ drink production
- fuel production
++ lumber production
^ steel production
- brick production
--------------------------------
team two - fire valley
--------------------------------
++ water vehicles
++ fuel production
^ food production
- drink production
++ steel production
^ brick production
- lumber production
--------------------------------
team three - polar cliffs
--------------------------------
++ air vehicles
++ drink production
^ fuel production
- food production
++ brick production
^ lumber production
- steel production
the vehicles are similarly balanced:
--------------------------------
3 attack vehicles (1 per team)
--------------------------------
attack vehicles carry heavy firepower capable of destroying buildings and players in relatively few hits. their heavy armour also makes them difficult for an enemy to take out. primary attacks can either carry out primary objectives (destroying a target or key player), or provide additional suppressing fire for scouts and defense droids when under attack. their low speed and aggressive fuel consumption makes them poor long-distance travelers without a supply vehicle. however the majority of their weapons have intense long-range capabilities.
specs:
++ firepower
+ armour
^ speed
- capacity
-- fuel
--------------------------------
3 scout vehicles (1 per team)
--------------------------------
the high speed of the scout is its benefit. an ideal candidate for front line assault, scouts clear the path for tanks, bombers and battleships to come in and finish the job. in defense they can be used to distract the enemy from a primary target. a multipurpose vehicle, scouts are also ideal for exploration when accompanied by a supply vehicle.
stats:
++ speed
+ capacity
^ firepower
- fuel
-- armour
--------------------------------
3 supply vehicles (1 per team)
--------------------------------
supply vehicles have only one real function: to carry fuel and supplies for other vehicles. using the give fuel and give item features in the game, supply vehicles use their incredibly efficient fuel consumption and reasonably sized capacity to transfer items to battle-weary players. think of them as the game's "medics". though they're nearly as difficult to destroy as a primary attack vehicle, they have severely limited firepower. additionally the slow speed of the supply vessels generally causes them to stray behind the battle. one strategy might require the placement of a few scouts with the supply vehicles, or to have a greater number of scounts run a path between primary attack and supply lines, making sure the gap is clear of the enemy.
stats:
++ fuel
+ armour
^ capacity
- speed
-- firepower
--------------------------------
3 defense droids
--------------------------------
sluggish and fuel hungry, but packed with serious firepower, the mech droids can defend nearly any target that's close to home with brutal efficiency. the all-purpose heatseeking missiles are rapidfire, and ideal for both close and medium-range combat. a single defense droid with even just a few scouts can successfully defend an entire city with the proper strategy. similar to primary attack vehicles, the main distinction is the mechs tend to stay near home.
stats:
++ firepower
+ armour
^ speed
- capacity
-- fuel
--------------------------------
3 runner vehicles
--------------------------------
the everyday use, all purpose vehicle. high capacity, high speed, nearly no firepower. gets you around town in a jiffy.
stats:
++ capacity
+ speed
^ armour
- fuel
-- firepower
--------------------------------
3 infantry vehicles
--------------------------------
your first set of vehicles after the defaults. multipurpose humanoids that get around faster than the default. some firepower.
stats:
++ fuel
+ capacity
^ speed
- firepower
-- armour
so, a few new promo items. first a screenshot:
and a full listing of all the available vehicles {link} .
note the above is just a preview of the vehicle and weapon names. the page will be updated with the final fuel, capacity and speed values in the coming days.
note that roja is a three team econ island. each team has unique strengths that the other team is mediocre or even weak in. evening the balance of power in any industry or team ability will require extensive exploration, adventuring, sabateur missions, and all-out multiplayer war. you'll find hidden riches deep in the hilltops of this 18 mile wide cluster of islands. you'll capture buildings your team needs to be productive. you'll destroy key targets vital to enemy productivity. all while trying to make a decent buck against both the enemy and quite possibly, your own teammates.
here's a quick list of some of the more glaring strengths and weaknesses of each team: (note + indicates a strength, - a weakness, and ^ indicating a neutral ability, or no inherent advantage or disadvantage.)
--------------------------------
team one - eastern plains
--------------------------------
++ ground vehicles
++ food production
^ drink production
- fuel production
++ lumber production
^ steel production
- brick production
--------------------------------
team two - fire valley
--------------------------------
++ water vehicles
++ fuel production
^ food production
- drink production
++ steel production
^ brick production
- lumber production
--------------------------------
team three - polar cliffs
--------------------------------
++ air vehicles
++ drink production
^ fuel production
- food production
++ brick production
^ lumber production
- steel production
the vehicles are similarly balanced:
--------------------------------
3 attack vehicles (1 per team)
--------------------------------
attack vehicles carry heavy firepower capable of destroying buildings and players in relatively few hits. their heavy armour also makes them difficult for an enemy to take out. primary attacks can either carry out primary objectives (destroying a target or key player), or provide additional suppressing fire for scouts and defense droids when under attack. their low speed and aggressive fuel consumption makes them poor long-distance travelers without a supply vehicle. however the majority of their weapons have intense long-range capabilities.
specs:
++ firepower
+ armour
^ speed
- capacity
-- fuel
--------------------------------
3 scout vehicles (1 per team)
--------------------------------
the high speed of the scout is its benefit. an ideal candidate for front line assault, scouts clear the path for tanks, bombers and battleships to come in and finish the job. in defense they can be used to distract the enemy from a primary target. a multipurpose vehicle, scouts are also ideal for exploration when accompanied by a supply vehicle.
stats:
++ speed
+ capacity
^ firepower
- fuel
-- armour
--------------------------------
3 supply vehicles (1 per team)
--------------------------------
supply vehicles have only one real function: to carry fuel and supplies for other vehicles. using the give fuel and give item features in the game, supply vehicles use their incredibly efficient fuel consumption and reasonably sized capacity to transfer items to battle-weary players. think of them as the game's "medics". though they're nearly as difficult to destroy as a primary attack vehicle, they have severely limited firepower. additionally the slow speed of the supply vessels generally causes them to stray behind the battle. one strategy might require the placement of a few scouts with the supply vehicles, or to have a greater number of scounts run a path between primary attack and supply lines, making sure the gap is clear of the enemy.
stats:
++ fuel
+ armour
^ capacity
- speed
-- firepower
--------------------------------
3 defense droids
--------------------------------
sluggish and fuel hungry, but packed with serious firepower, the mech droids can defend nearly any target that's close to home with brutal efficiency. the all-purpose heatseeking missiles are rapidfire, and ideal for both close and medium-range combat. a single defense droid with even just a few scouts can successfully defend an entire city with the proper strategy. similar to primary attack vehicles, the main distinction is the mechs tend to stay near home.
stats:
++ firepower
+ armour
^ speed
- capacity
-- fuel
--------------------------------
3 runner vehicles
--------------------------------
the everyday use, all purpose vehicle. high capacity, high speed, nearly no firepower. gets you around town in a jiffy.
stats:
++ capacity
+ speed
^ armour
- fuel
-- firepower
--------------------------------
3 infantry vehicles
--------------------------------
your first set of vehicles after the defaults. multipurpose humanoids that get around faster than the default. some firepower.
stats:
++ fuel
+ capacity
^ speed
- firepower
-- armour
Last edited by hedgehog on Wed Dec 08, 2004 6:35 pm, edited 2 times in total.
- Magicfinger
- Staff
- Posts: 1078
- Joined: Tue Sep 30, 2003 10:38 am
- Location: here,there and everywhere
quick progress update:
there's about five buildings left to be modeled / textured, the 64 building set will be complete. many thanks of course to fooli for dozens of new models that've yet to be seen by any other galactic eye.
due to the constant interest in new factory models for economic isles, roja also features something for world owners: a quasi-modular factory set consisting of over a dozen models and several dozen textures. each texture can be mixed and matched with any model, or simply use the same texture on each individual model (or vice versa) to make hundreds of possible factory combinations.
these are hedgehog models (with infinite thanks to fooli for advice and expertise), so they're not quite as qualitylicious as what you've come to expect from a number of the modelers (or any modeler for that matter, heh), but the flexibility of the set should make up for some of it.
additionally nearly all the buildings in the rojaverse say what they sell on a sign. no more having to mosey up to what you think is a fert farm, hit [ctrl], only to find out it's really a chem fac.
preview:
with buildings nearly done, the only remaining tasks for this massive, full-featured team battlcon is to write up the help manuals and mini-reference site.
you'll find an unlocked roja sometime before christmas.
there's about five buildings left to be modeled / textured, the 64 building set will be complete. many thanks of course to fooli for dozens of new models that've yet to be seen by any other galactic eye.
due to the constant interest in new factory models for economic isles, roja also features something for world owners: a quasi-modular factory set consisting of over a dozen models and several dozen textures. each texture can be mixed and matched with any model, or simply use the same texture on each individual model (or vice versa) to make hundreds of possible factory combinations.
these are hedgehog models (with infinite thanks to fooli for advice and expertise), so they're not quite as qualitylicious as what you've come to expect from a number of the modelers (or any modeler for that matter, heh), but the flexibility of the set should make up for some of it.
additionally nearly all the buildings in the rojaverse say what they sell on a sign. no more having to mosey up to what you think is a fert farm, hit [ctrl], only to find out it's really a chem fac.
preview:
with buildings nearly done, the only remaining tasks for this massive, full-featured team battlcon is to write up the help manuals and mini-reference site.
you'll find an unlocked roja sometime before christmas.
still a few more tweaks, but we're coming along. just finished sanity-checking all the prices.
a few more screenshots then, and i'll hope to get a chart made of what the reccomended bare minimum prices should be on all non-gov buildings later today. a good reference point when first starting out in the isle. at present, still writing the books.
just a few of the buildings....
and the map, for those who want to get familiar with it. see earlier in the thread for town info and teams.
a few more screenshots then, and i'll hope to get a chart made of what the reccomended bare minimum prices should be on all non-gov buildings later today. a good reference point when first starting out in the isle. at present, still writing the books.
just a few of the buildings....
and the map, for those who want to get familiar with it. see earlier in the thread for town info and teams.
-
- Posts: 12
- Joined: Sun Nov 28, 2004 3:07 pm
IT will be like Battle Zone... The other team will be bored and probably just fly/sail/drive or what ever about doing tricks and what not... Then log off...davemongoose wrote:It looks really cool... but if the game runs 24/7, what if there's no one online from a particular team? Won't it be too easy to just go destroy their city?
(Sorry if it's a stupid question, I haven't played a warcon planet before.)
Because most people have honor...zaroba wrote:you would actually fly around getting bored instead of attacking the unguarded city and getting a lead in the game? why?
There is a line...
People who don't know how to blow up buildings
The few people between this that are jack asses
The vets
The vets have honor, The jackasses will eventurally get bored of doing it alone and the noobishs folks are asking questions on how to play.