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base fork: kneath/nightfire
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  1. +11 −0 Attacks.md
  2. +28 −0 Buildings.md
  3. +63 −0 Covert Ops & Magic.md
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11 Attacks.md
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+# Attacks
+
+Attacking in NightFire usually requires transports because you are attacking on other planets. Some units in NightFire are capable of space flight, and therefore do not need a transport.
+
+**Transports can hold 200 [slots](slots.html) worth of units.** If a transport is not used up all of the way the entire transport leaves. For example, if you send 203 slots worth of units, 2 transports will leave, not just one.
+
+Offense and defense are calculated the most basic and fair way. First, your total raw offense/defense points are calculated. Then, all bonuses are added together, and multiplied by your raw offense/defense. **If the offense is greater than the defense, the attacker wins.**
+
+Land gains are simple, the bigger your target is, the more land you will gain. The percent of land gained on an attack is based on the ratio of your target's land and yours; the formula is exponential. **Attacking nations larger than your own is more profitable and suggested.**
+
+Casulaties are based on the amount of offense the attacker sends. If the attacker sends a lot more offense than needed to succeed on the attack, the attacker and defender loose more. **However, the most an attacker can loose is 20% of their attacking forces, while the defender can only loose 10% of the defending forces.** A well judged attack produces more favorable casualty rates.
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28 Buildings.md
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+# Buildings
+
+* **Barracks** - Provides a place for your infantry and lower level elites to live. Each barracks provides 80 slots.
+
+* **Factories** - Provides room for higher level elites' machinery. Each Factory provides 80 Slots
+
+* **Research Centers** - Needed for research.
+
+* **Constulates** - Builds up the national economy, +1% income per 1% buildings.
+
+* **Solar Panels** - Produces 60 million joules per hour.
+
+* **Atomic Plants** - Produces 180 million joules per hour.
+
+* **Antimatter Plants** - Produces 540 million joules per hour, Consumes 1miligram of antimatter per hour. *Certain amount of research required.*
+
+* **Element-X Mines** - Produces 50 tons per mine.
+
+* **Plutonium Mines** - Produces 5 kilograms of plutonium per hour.
+
+* **Antimatter Mines** - Produces 1 miligram of antimatter per hour. *Certain level of research required*
+
+* **Defense Stations** - Increases defensive military strength by (Percent of total land * 2.5)%.
+
+* **Temples** - Produces 10 mana per hour, holds 10 mages.
+
+* **Cities** - Cities are allocated for free but a city is not completely finished until the civillians build them. Cities have the capacity to hold 100 people per square kilometer.
+
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63 Covert Ops & Magic.md
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+# Covert Ops & Magic
+
+Like espionage in Dominion, Covert Ops is used for the underground operations. There are two covert units, the scanner probe and the secret agent. Scanner probes are used for basic spying and information gathering operations while secret agents are used for more advanced operations like technology stealing, assassinations, civilian terrorism, etc. I dislike Utopia and Dominion’s fail and success modules though. Instead, I’d make ops work this way:
+
+* not determined yet
+
+----
+
+## Magic
+
+Very self explanatory. Note that mages will both produce mana and cast spells. Again, success rates and damage power will work this way:<
+
+* not determined yet
+
+----
+
+## Operations
+
+* **Factory Spy:** Scanner probes return with the amount of military tech units at home and in production.
+
+* **Barrack Spy:** Scanner probes returns with amount of soldiers at home and in training.
+
+* **Civilian Terrorism:** Agents plant bombs destroying city areas and killing civilians.
+
+* **Spy on Research:** Since spying on a nation’s research status requires digging trough files and bribing traitorous citizens, agents will be required to carry this out. Will return the projects in progress and projects already completed.
+
+* **Steal Technology:** A very difficult task. By infiltrating enemy research facilities, agents return with information that will aid your current or future research projects. (basically, stolen technology will push you a few steps closer to completion on current project or give you a head start on the next project).
+
+* **Destroy Factories/Barracks:** An extremely difficult task since the agents will infiltrate a military structure. But loss of factories/barracks will slow down or hamper enemy military growth.
+
+* **Hack Civilian Security:** Each nation has a civilian security, which is basically the FBI. By hampering with the records of civilians, it will cause major disruptions to the civilian society. Income will be hampered until the confusion has been resolved.
+
+* **Nuke Detection:** Since atomic weapons emit radiation, detection of an atomic weapon is a rather easy task for the scanner probe.
+
+* **Set off Nuke:** Since nukes are extremely well guarded (also depends on how much the target paid for guards), only the best agents can complete this task—but completion will result in a free nuking against your enemy—not bad right? Hehe. Your target does have to have a nuke first of course.
+
+* **Drain Energy:** Agents sneak into energy plants and insert special sabotage tools to cause energy leakage, resulting in loss of energy of the opposing nation.
+
+----
+
+## Spells
+
+* **Vision Channeling:** Mages can see the amount of enemy military units at home and at war.
+
+* **Vision of Intelligence:** By looking into enemy researchers minds, mages can see what level of research a nation is at.
+
+* **Foresight:** Mages foresee the outcome of a battle before it actually ends.
+
+* **Aeolus’ Hate:** Violent weather will erupt on enemy lands causing great damage to buildings and civilians.
+
+* **Ares’ Guidance:** Caster of this spell will gain a military strength bonus for a period of time. Morale will immediately jump to 100% and stay that way as long as the spell is in effect.
+
+* **Dream of Morpheus:** Enemy units experience extreme fear, causing major loss of morale (can over come Ares’ Guidance).
+
+* **Mors’ Touch:** Will swiftly kill civilians and draftees.
+
+* **Hephaestus’ Shine:** Will produce massive amount of energy each time the spell is cast. High mana cost.
+
+* **Call to Hermes:** Boasts income greatly and keeps income will always be at 100% (except for the effects of disasters)
+
+* **Wrath of Nemesis:** Caster of this spell will get a very high offense bonus against anyone who attacked the caster within the last 12 hours.
+
+Note: if the names of the spells baffle you, check out http://www.geocities.com/Yosemite/7371/greekgods.html to see the names of the Greek gods.

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