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Found 64 results

  1. Hey all, since there are no new mafia games announced yet and we have at least two relatively new players (@Brigitte and @Louis), I thought it might be a good time to have another Open Janitorial game. You may recall the first one hosted almost a year ago. Open Janitorial Mafia is an open setup, which means the possible roles are known from the start of the game. The setup itself is called Janitorial thanks to the pivotal mafia role, the Janitor. The setup only has one doctor and one cop, plus a few other basic roles that haven't been seen on this forum before. Scumhunting is a must, but it shouldn't be as "in the dark" as a true basics game. JANITORIAL MAFIA ROLES Villager (3) The most basic of town roles, the villager has no actions except their vote. Doctor (1) The doctor is a town power role with the ability to protect one player each night, including themselves if desired. Sane Cop (1) The cop is a town power role with the ability to investigate a player each night and discover their alignment. Miller (1) The miller is a basic town role that is essentially a villager, but they will appear as mafia on cop reports and flip vanilla mafia on death. Oracle (1) The oracle is a town power role with the ability to target a player each night to be mod-revealed if the oracle dies. The oracle will only reveal their previous night target. The ability does not stack. The oracle starts with a target at random in the event they die on D1. Vanilla Mafia (1) The mirror role of the town villager, the vanilla mafia has no actions except a nightkill and a vote during the day. Janitor (1) The janitor is a mafia power role with a one-time ability to hide the role of the nightkill. The killed player will not be revealed for the duration of the game. Lawyer (1) The lawyer is a mafia power role with the night ability to make their target mafia teammate appear innocent on cop reports. This game setup requires 10 players to play. If you are brand new or have only a few games of mafia under your belt, this is a great entry point! The game will start within 72 hours of the minimum player count being met. Official date and time will be announced within 24 hours of the minimum player count being met. *This game is estimated to last up to Night 5, which equates to 15 days (48 hour days and 24 hour nights). Depending on how the game plays out, the timeframe might be longer or shorter. *This game may be cancelled or delayed if another mafia game is announced, since I just hosted one. Co-Moderator (1 Needed) - I have a full-time job so I'll definitely need some help in meeting GM deadlines. A good entry game for players interested in hosting their own game at some point too! 1. Shade939 Signed Players (10 Needed) 1. Category 5 Hurricane 2. Killing_You 3. Nodlied 4. Retaliation 5. OrangeP47 6. Mojoman 7. Brigitte 8. TheIrishMan 9. Louis 10. ChopBam
  2. Open Janitorial Mafia is an open setup, which means the possible roles are known from the start of the game. The setup itself is called Janitorial thanks to the pivotal mafia role, the Janitor. The setup only has one doctor and one cop, plus a few other basic roles that haven't been seen on this forum before. Scumhunting is a must, but it shouldn't be as "in the dark" as a true basics game. JANITORIAL MAFIA ROLES Villager (3) The most basic of town roles, the villager has no actions except their vote. Doctor (1) The doctor is a town power role with the ability to protect one player each night, including themselves if desired. Sane Cop (1) The cop is a town power role with the ability to investigate a player each night and discover their alignment. Miller (1) The miller is a basic town role that is essentially a villager, but they will appear as mafia on cop reports and flip vanilla mafia on death. Oracle (1) The oracle is a town power role with the ability to target a player each night to be mod-revealed if the oracle dies. The oracle will only reveal their previous night target. The ability does not stack. Vanilla Mafia (1) The mirror role of the town villager, the vanilla mafia has no actions except a nightkill and a vote during the day. Janitor (1) The janitor is a mafia power role with a one-time ability to hide the role of the nightkill. The killed player will not be revealed for the duration of the game. Lawyer (1) The lawyer is a mafia power role with the night ability to make their target mafia teammate appear innocent on cop reports. This game setup requires 10 players to play. If you are brand new or have only a few games of mafia under your belt, this is a great entry point! The game will start within 72 hours of the minimum player count being met. Official date and time will be announced within 24 hours of the minimum player count being met. *This game is estimated to last up to Night 5, which equates to 15 days (48 hour days and 24 hour nights). Depending on how the game plays out, the timeframe might be longer or shorter. Co-Moderator (1 Needed) Killing You Signed Players (10 Needed) OrangeP47 Category 5 Hurricane Shade939 iLikeToSnipe Nodlied FRAYDO Inferno Mojoman ChopBam TheIrishMan
  3. I know some of you if not most of you are utterly HYPED for Endgame. Me, I grew up with this--like Harry Potter, it's sort of like the end of an era to me. To celebrate such an occasion, I'm going to host a mixture of CYOR and Marvel-themed mafia. Specialized game mechanics are still in the works, and because my workload might be picking up a ton IRL in the next month, I'm requesting a co-host. THE RULES You can choose any character you want from the first three phases of the Marvel Cinematic Universe (MCU). The movie must have been released, so no Endgame characters. Besides, you wouldn't know any new ones. When it comes to alignments, keep in mind that villain characters don't necessarily mean scum and vice versa. You can expect town, mafia, and third party and/or neutral depending on the number of players we get. You can use previous CYOR design templates to "create" your character. I know the MCU characters have multiple powers and skills, but each player will only have up to two abilities (not including the standard nightkill). This game will also not feature any player-generated items. Please submit at least two character options, you can't all be Thanos. For your abilities, choose two that your character has (either power-wise or skill-wise) and, if you like, request a role (cop, tracker, doctor, etc). My goal is to close the sign-up period on Saturday, March 30 and start the game on Friday, April 5th. Signups (7 minimum) Mojoman Killing_You OrangeP47 FRAYDO TheIrishMan Brigitte ChopBam Louis Shade939 iLikeToSnipe Category 5 Hurricane
  4. Hello and welcome to Pokemafia 2! This thread is a work in progress, so check back occasionally to see updates to the rules. That said, the rules will be fully posted and explained before the game actually starts, with changes made only if it can't be helped during the actual playing. First off, what's new in Pokemafia 2? 1) Actual Characters That's right, this game we will not be generic trainers, but you'll actually get to be someone from the world of Pokemon! With that, it means... 2) Character abilities! Every player will have something unique about them to spice up the game! Not just a select few like last time. 3) Johto pokemon! That's right, we're in Johto now, that means you can use pokemon from the first 251! 4) Gen 2 mechanics Gen 2 fixes a lot of the inherent bugs and imbalances found in gen 1! 5) Held items It's a mechanic from gen 2, obviously, but could possibly be a game changer and thus deserves special mention! 6) Expanded actions Last game you got two pokecoins to complete actions each night. This time, you get THREE! Why? Because there's a lot more actions from which to choose from, not even accounting for the fact that a lot of people have a unique character action. 7) Shopping As part of the expanded actions, worthy of specific mention, is now you will have SOME degree of control over which items you obtain. 8 ) Enhanced cooperation Passing items during the night is a free action, and if you don't have a specific target in mind, there's even the item raffle. Donate an item, receive an item, in a semi random fashion based on the input of all participating parties! 9) Much more! This list is getting quite long, but I can assure you, there's much more to get excited about this game! ----- Key Rules Stat Calculator - http://www.psypokes.com/gsc/dv.php This game will introduce the concept of levels. All pokemon start at level 10, and each time they train or win a battle they increase in levels by 10. Levels are capped at 50. This is done to scale pokemon that don't evolve. To evolve, you must train twice or win a battle twice (or a combo thereof). To evolve a second time, you must do so a further 3 times. Note however, this does mean that you can be level 50 and not fully evolved, and require a further training that does not increase levels to get that last evolve. Also note, moves are NOT restricted by level. When possible, pokemon will always have a full slate of 4 moves, even if they're level 10. (More to come later) Battling/Investigating At the end of each day phase, there will be a pokemon battle. Some days (announced in advance) will feature a double battle, for a total of four participants. There are a variety of ways to decide who participates in a given battle. Every player will have access to the ##Nominate and ##Rocket commands. These commands vote for a player to be a standard trainer or team rocket participant in a battle, the highest number of votes "wins". In the event of a tie, RNG will decide between those that are tied. For fairness purposes, the standard trainer is considered to be the "challenger" and the rocket is to be considered the "challenged" party. This simply means that when it comes to scheduling or other out of game considerations, the challenged party will generally be favored as they were not the ones to choose to be placed in that situation. In other words, if you're the one being aggressive, you better be prepared to be around to back it up. Attempts to rig the vote in the opposite direction will be strongly discouraged at GM discretion, and advantage here may be flipped if shenanigans have occurred. This clause should not come into effect often, as there are several ways available to keep the battle flowing, even if one party is busy, discussed in a later section. In battle, each person uses one move per turn, or uses an item. Some "held" items, such as berries, can also be used as standard items. If you do not wish your opponent to know which move you are using, you may refer to your attack as "Move 1, Move 2, etc", and between battles (at night) you may randomize your move order so that its fresh for the next battle as a free action. Switching pokemon during a battle is not allowed, and the battle ends when one pokemon (or set of pokemon on a side) faints. Both the victor and the defeated will obtain a care package after the battle, though the victor's package will be larger. The victor's pokemon will also increase in level by 10 and gain a point towards evolution. The victor will also gain an extra pokecoin while the defeated will lose one pokecoin. Because scheduling is complicated for all parties involved, night phases may be extended. There are also several options for those that still can't find the time. First, you can submit an "autobattle document" to the GM. This is simply instructions for how to battle and the GM will carry out said instructions, to the letter. The upside of this is you technically retain control, but the downside of this is it's very inflexible. If you do not wish to do this, you can designate either the GM or someone not in the game as your proxy, and have them battle for you. This is more flexible, but depending on who you choose, they might not be that good at battling, or make a mistake, or something of that nature, and it's completely out of your control. They might eat through all your items in a futile struggle, or not use an item when they really should have, thinking you might want it later. It's in their hands now, not yours. Of course, the preferred battle is still the one where both parties are in control fully, so the GM will facilitate finding a time when both parties can be on "live", or facilitate multiple sessions if need be. As another alternative, a location can be investigated. The way to do this is very similar to how a normal battle nomination proceeds. A normal trainer must still be nominated. However, instead of nominating a rocket, a location is instead selected to be investigated by the nominated trainer. An investigation is not to be taken lightly, and the trainer engaging in one should be well prepared. Starting an investigation for the first time will reveal some details. If a trainer succeeds in the investigation, they will gain a benefit. If the trainer fails, the investigation may be attempted again in the future. Investigations may not occur on days designated as double battles. Other Battle Rules Stat change moves can only increase or decrease a stat by 2 "levels". All pokemon are considered to have max friendship. Player Elimination Players are eliminated when 3 of their 6 pokemon have fainted. Standard Action Descriptions Everyone has the same 6 "Free Actions", which do not cost a coin to do, and can be done infinite times per night. Everyone also has the same 7 "Standard Actions", which cost one pokecoin and can only be done once per night. Everyone gets 3 pokecoins per night which do not "roll over", unless you lose a battle, then you get 2. If you win a battle, you get 4. Free Actions Change Primary - Changes which pokemon is first in your party, ready for battle if selected. Randomize Pokemon Move Order - Randomizes the order of your pokemon's move, if you want to obscure that from others. Pass Item - Passes a selected item to a selected player. *Mutually exclusive with Item Lottery* Item Lottery - Enter an unwanted item into the item lottery. Selected items enter a collective pool, and at the end of the night, you get a random item back from the pool, different from the item you placed into the lottery, unless you were the only person to participate. *Mutually exclusive with Pass Item* Equip Item - Gives a held item to a pokemon Discard Item - Deletes an item from the game permanently (used to free up inventory space) Standard Actions (cost 1 pokecoin) Shop Item - Shops for an item from the standard item table Shop Held Item - Shops for an item from the held item table Shop Battle Item - Shops for an item from the battle item table Shop TM/HM - Pick a TM/HM to buy Use Item - Uses an item Use TM/HM - Uses a TM/HM Train - Raises a pokemon's level by 10, also grants a point towards evolution Shopping Process/Inventory size Each shopping action can be performed once per night, at the cost of 1 pokecoin. If you have the budget, you can select multiple DIFFERENT shop actions. Shop actions are done by category. There are four categories of items: Standard Items, Held Items, Battle Items, and TMs/HMs. You have a limit of 4 Standard Items/Battle Items (combined) and 4 Held Items. You may exceed this limit if you gain prizes from a battle, but you may not shop in ANY category until you are under this limit (destroying an item is a free action, and be undertaken before shopping). When you choose a category, a weighted loot table is rolled 3 times, and then those items are presented to you. Of those 3 items, you are allowed to keep 1. The contents of each category are as follows: Standard Items - Potions/Status healing items Held Items - Berries/Move Type Enhancers/Leftovers (Note: Berries can be used like standard items if you so choose) Battle Items - Stat Boosters/Stat Protectors Buying a TM/HM is simple. You simply look at the gen 2 list and select which one you want, no RNG. You may not apply a TM/HM the same night it is purchased. You may have an unlimited number of TMs. Lists: https://bulbapedia.bulbagarden.net/wiki/TM#List_of_TMs https://bulbapedia.bulbagarden.net/wiki/HM#Generation_II (Note: It may be more prudent to look at the gen 2 learnset for your individual pokemon when making a decision on what to buy) Teambuilding To build a team, select 6 pokemon. Pokemon must be first stage evolution (Note: If a pokemon has a baby form, you DO NOT have to pick the baby form, though you can if you really want to). You may pick from pokemon 1-251 on the following list, with these exceptions: Mew, Mewtwo, Raikou, Entei, Suicune, Lugia, Ho-oh, Celebi, Larvitar, Dratini, Moltres, Zapdos, Articuno (Note: It MAY be possible to obtain these pokemon during the course of the game) https://bulbapedia.bulbagarden.net/wiki/List_of_Pokémon_by_National_Pokédex_number Signups The following people have signed up. For optimal play, this game requires 9-12 players. This game will not start before January 1st pending discussion on what time works for everyone. 1. TheIrishman 2. Jeod 3. Retaliation 4. Shade939 5. Sunflower 6. Brigitte 7. Cat 5 Timestamps Day 1 Investigation 1 Night 1 Day 2 Battle 2 Night 2 Day 3 Investigation 3 Night 3 Day 4 Investigation 4 Night 4 Day 5 Investigation 5 Night 5 Day 6 Night 6 Day 7 Night 7 Day 8 Night 8 Day 9 Night 9 Day 10 Night 10 Day 11 Night 11 Day 12 Battle 12 Night 12 Day 13 Night 13 Day 14 Night 14 Day 15 Night 15 End Game
  5. Since a lot of us have plenty of comments on the subject, and it was filling the other thread.
  6. Hi Boys and Girls, I will be in charge of this topic regarding EXIMIUS, long story short. Eximius is a RTS-FPS hybrid that was heavily inspired by the cancelled "Tiberium", CoH/DoW and SC. Gameplay features The game is similar to C&C Renegade " Protect and Destroy" another winning condition are Control Point which were inspired by Company of Heroes series. A match consist of 1 Commander and 4 Officers, the Commander are the one who will be deciding what to build and manage the units, he can even join in the firefight. The officers are the backbone of the army who will lead the squad into firefight. Resources are Cash, Energy, and Ammunition. These resources are important as some of them require for purchasing structures, upgrades, units and support abilities. Here are some of the videos, you may or may not notice that I have posted in CNCNZ but not here. Well is better late than never ? A new gameplay mode called "Challenge" Where you are alone and pitched your skills to withstand the test of time as endless wave after wave of enemy pouring in. ATTENTION!!! Officers and Commanders , thank you for those who signed up for closed beta. The official EXIMIUS launch will be roughly 8 hours from now. Indiedb https://www.indiedb.com/games/eximius Steam https://store.steampowered.com/app/505740/Eximius_Seize_the_Frontline/ CNCNZ https://forums.cncnz.com/topic/21270-eximius-at-game-development-conference-2018-march/?tab=comments#comment-235710 The game will be release on 28 September 2018
  7. As announced, the next RA: APB Mafia is here, after a fashion. This time, prepare to clean your torpedo tubes, as we are about to play with b0tes! If you are new to these games, check out the last APB themed mafia game. The point of the game is to eliminate the allied spies ships before they can eliminate and outrun the soviets (mafia scum vs town in general mafia terms). Basically I PM players what they are and what their role is, and when the game begins, players try to figure out who is who (or what), based on other players' actions during day (battle phase) and night (plan phase) and act accordingly (vote for players to lynch or try to attack them directly by themselves or use their special role actions). Let me know if you would like to participate - the game is pretty easy to understand, and most flavors, characters and game mechanics are described below. You would only need to be active on the forum at least twice a day when the game is run so you won't miss doing your actions (forum game phases last up to 48 hours for day phases and 24 hours for night phases where you need to decide your actions). I'll need at least 7-9 players to make the game last for at least a week, but the more players the better (up to 10-12 is ideal for a well balanced game). There won't be any penalties for inactivity, so if you miss one or two days there's no problem but if it's longer, please let me know in advance. Game UPDATE: The seventh RA: APB Mafia forum game version will start next Friday, 7th of December at 10 PM UTC/GMT (subject to change based on signing/feedback), provided we'll get enough signups (at least 7 bare minimum). Day (Battle) phases will last 48 hours max, while Night (Plan Phase) will last max 24 hours, meaning that if you want to participate, you should check and check each day at least once or twice to complete your actions. Though the more you participate the better, as the game becomes more active and fun. All roles and sides will be randomized before game starts, if you want to have a specific role or a custom made role, PM me in advance. there's a guide how to create a role below. Please note that since this will be mostly naval battle, so all the roles will be only allowed to be naval air or building, and the game setup will be closed. Allowing for a custom unit will depend on the number of sign ups. Signed Players (or who confirmed already): @Shade939 @ChopBam @Nodlied @Jeod @Killing_You @OrangeP47 @TheIrishman @Voe @Alstar @JackoDerp @FRAYDO @Category 5 Hurricane (minimum 7 players, max 12) Game Progress: NIGHT 0 - NAVAL MAP TUTORIAL DAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 NIGHT 3 DAY 4 Game Ending, Player Roles & Revealed Game Information If you're new to mafia forum gaming, or you want to know details how this is played, check the info below. How to Play RA: APB Mafia Forum Game The concept is pretty simple, similar to classic mafia, with few additions. All general mafia standard rules will apply. The game is about classic RA:APB Base infiltrated by spies. There are Allied Spies (mafia) and Soviet Soldiers (town). The Soviets greatly outnumber the Allies (>=25%). However, none of the Soviets know who the Allies are at first, while Allies start with their own google doc where they can discuss the game anytime they want. The game is broken up into two phases: Battle Phase (classic Day phase) and a Plan Phase (classic Night phase). In Forum Game version, these phases last from 24 up to 48 hours, (in chat game version, these phases last from 5 up to 10 minutes, but chat version is being played with all players at the same time, while forum version is played whenever players are active). *** During the Battle Phase (DAY), everyone talks and tries to build cases against each other directly in the forum chat. While the Soviets are arguing to try and find the Allies, the Allies are trying to throw everyone off their trail. The goal of the Battle Phase is to find somebody for a Lynch. People will vote for one person they want to be lynched and the person with the most votes will die at the end of the day. Your vote should be in this format: ##Vote PlayerName If you decide to change your vote, you must first ##unvote (player name not required but is helpful) or you can simply vote another player if you already know who. If a majority vote of over 50% is cast on one person, then they will be lynched right then and there, no need to wait for the end of the phase. When someone is lynched, everyone will find out their role and who they were aligned with. During the Battle Phase, players are also allowed to use their battle actions, such as ##shoot, etc. which will be resolved instantly. If the target players dies, he will be eliminated from the game and the game will continue (his vote will no longer be counted). All BP/day actions need to be acknowledged by the mod before they are counted (just simple line to acknowledge so you know it came through, Current Vote Counts (or CVC) will appear periodically to inform you about the time remaining as well as the current vote status). Remember, without the mod acknowledge line, your vote or action doesn't count, so please don't do actions before the previous one was resolved. If it was missed, please use ##TIMEOUT command to stop the game, but only if it's really required (otherwise just repeat your action). All players are required to participate in chat, if one player stays quiet whole phase he/she might get role blocked for the next plan phase. *** During the Plan Phase (NIGHT), Allies will have to decide to kill a Soviet player. They must also decide who will make the kill. However, certain people in both the Allies and Soviets have special roles they can use during the night to kill, protect, disrupt, or gather information. Some roles carry a certain risk while others give a little more freedom. When the new Battle Phase begins, everyone will see who has died during the night and find out what side they were on and what role they had. Plan/Night actions are done classic way by the Private Message, same as resolved action replies. If you have a night action and do not inform me by PM in advance before the next Battle phase begins (preferably asap, but not later than one hour before the game starts), otherwise you do nothing that night. Forum Posting during the Night/Plan Phase is limited - 2 posts per player max. Players who won't comply will either receive a gimmick or a force vote on themselves. *** The Soviets win when they have eliminated the Allied threat (all allied players must die). The Allies win when they have managed to dispose of enough Soviets to outnumber them (or equal before plan phase). If there are any Neutrals in game, they will win if they survive until the game ends with any of the factions winning. Any Third Party (TP) player wins if they meet a certain winning condition, or when they eliminate everyone else. There are also extra guidelines which are posted in the general thread, but let's recap the main ones for those who are new: Try to stick to the timetable Await your Role PM soon before the game starts, if you have any questions, let me know before we start, since after that I won't have time to check PMs The Chat system always displays time intervals for each 5 mins. That's a good way to see whether there is a hammer (end of Battle Phase after 10 mins from start) or new phase starts, since our phases will change in 5-10 min intervals as well... If I'm not present in the chat (crash/outage) when the battle phase starts or is on the way, please wait for me and we'll start over in next five mins (basically game is on hold when I'm not there) If resolving will take longer than expected (PM spam, etc), then I'll notify you and we'll start the next BP in the next 5 min interval Please be civil! No spamming or swearing. It's just a game. Let's have fun! If you are not in the game, please DO NOT post game related stuff in chat! DO NOT discuss the game outside of the thread unless you are specifically given permission by me. DO NOT quote private mod communications. DO NOT attempt to break the game. No trying to get people to make toxx clauses, encryption, or fake day actions. Basically, if you're about to post something you're a little too proud of as a way of breaking the game, think twice before posting. Good luck! Player Roles, Flavor & Factions Now as far as flavor and roles go, there's gonna be a little twist as announced. The flavor will be the Naval battle between Allied Ships and Soviet Submarines. There will be no infantry or ground vehicles in the game, air or buildings pending sign ups and setup. Few roles that might turn up in game will be revealed before the game starts, so you know what you're up against, but there might be also a mystery role and also, I'll let players themselves to design their roles using some available abilities and combinations, which will make it a bit more interesting. So you can end up picking a role that is already listed, or you can go for the mystery role, or, you can design or your own role. Infantry, vehicles, or even buildings, you name it. This time however, we'll focus on naval units and perhaps a few buildings/air units to fill the void (see below unit roster). Mafia players will be only able to play as allied ships and will be able to communicate in google doc for the entire course of the game. Game Specifics: Allied task force fleet has infiltrated our seas, and are heading towards a secret Soviet Submarine Base. It's up to you find them and eliminate them before they can cause serious damage to our war efforts! Soviets are now able to mass produce submarine units, both types are able to attack enemy naval ships. While Attack submarines can "hide" for 1 phase and gaining BP (not against NK or lynch though), the experimental Missile Subs are able to launch extra missile at chosen coordinates. Check out all the units available now on the new RA:APB Mafia Role Sheet! (click for large) Please note that only classic roles are displayed on the current Role Sheet, Custom or Mystery roles are hidden and will be revealed after the game! Naval Battle Mechanics: For the first time, we will have a whole new Naval Battle Mechanics inspired by battleships board games. All units have a 100% chance of hitting their target during Battle/Day Phase, but this time you have to select coordinates on naval map instead of selecting a player. Similarly, some of the night actions also revolve around coordinates. Naval Map Naval map will be divided to squares where each square represents a land tile or a sea tile, which could be occupied by a naval unit or be empty. The exact dimensions of the naval map will depend on the number of signed players. For the sake of simplicity, each player can only occupy 1 square at a time, and will be assigned coordinates at the start of the game. Whether there will be bigger units or buildings occupying more squares requiring more shots to be killed is still in question pending sign ups and the setup, but you can expect this as well. I will announce the details of the Naval Map before game start (the above is not actual map just illustration). Once you learn your role you will be able to pick 3 coordinates. I will assign you one by random. Note that all players will play on one single Naval Map. Every phase the map will be updated for public to display the positions of eliminated or hit players. Lynching The Lynching mechanic will be a classic mafia lynch where one player is selected for a Mig Air Strike, which will reveal their position, alignment and role. Note that this time, buildings can also be destroyed by a lynch/airstrike, so you can't use the lynchproof to your advantage this time. Mafia mechanics Allied fleet will be able to utilize classic Nightkill called Depth Charge, which can sunk any soviet naval unit. There is also a possibility that the Allies will sneak in a powerful Cruiser, capable of performing devastating attacks, so try to find and destroy it first! Air Support Besides the Mig airstrike (Day Lynch), Air support will provide you intel or support fire. No specific mechanics available at this time, but should we get enough players for a bigger game, air support will help with player detection/elimination. You can pick one of the classic roles that are listed above, but you can also pick the mystery role not listed in this sheet (previous mystery roles won't be available, at least for some time). Only one mystery role is allowed per each game. This role won't be revealed until the actual game ends, and it can have any alignment. There might not be a mystery role in game however, depending on other roles. You can also create/design your own, custom role. Here are the guidelines: As you can see every role has one Battle Phase (BP - Day) Action and one Plan Phase (PP - Night) Action. Your designed role can't have more actions either. Scum players have the Standard Mafia Kill as extra PP action in addition to their own actions but they cannot combine it during one PP. Your designed role needs to be RA or APB flavor with appropriate actions to the flavor (vehicles, animals and structures are allowed). Vehicles are Bullet Proof during during the day except if other vehicle or Anti vehicle infantry shoot them. Buildings are immune to lynching. As you can notice, all BP actions have a "weapon stuck" chance and "kill success" rate (which are two dice rolls needed to execute that action), and PP actions have frequency and usage limits. Here's a formula which limits the unit's actions to have them balanced vs each other: KILL PERCENTAGE = Kill Success Chance - Weapon Stuck Chance (from -100 to 100 by 25% intervals only) -100% < KILL PERCENTAGE < -50% -> Unit is able to perform one unstoppable kill during Plan Phase or very Special rare Action. -50% < KILL PERCENTAGE < 0% -> Unit is able to become BP for a limited duration or perform multiple protect/support actions on others without frequency limits KILL PERCENTAGE = 25% -> Unit is able to perform a scouting/investigating ability without frequency limits KILL PERCENTAGE = 50% -> Unit is able to perform a scouting ability but with limited frequency KILL PERCENTAGE = 75% -> Unit is able to do only one limited PP action which doesn't involve kill, support, protect, scout or investigate actions KILL PERCENTAGE = 100% -> Unit doesn't have a PP action. Here's an example. Let's say you want to protect one player each night (protective action). According to the formula your kill percentage shouldn't be bigger than 0%, which means your stuck weapon chance and success chance should be same. Let's say 50-50. Now for the flavor.You could be a heavy tank, serving as Armored shelter. Now if you want to have one BP ability, your frequency will drop so you can only protect every second phase.
  8. INTRO Back due to popular demand! This game will start on Monday, November 12, at approximately 10PM GMT/UTC, which is the usual game start/hammer time. Game start date and time are subject to change based on signed player count and role PMs received. For those of you who are new to Choose Your Own Role style mafia games, here’s a short explanation: at its core, CYOR is a standard mafia game. Town attempts to eliminate all hostile elements (mafia and third party). Mafia attempts to eliminate players and outnumber the other factions. The third party has specific win conditions based on their role, and the neutral faction is similar; neutral faction players, however, are not considered hostile. If you sign up for this game, you will send me a PM with your role request. Please add Sunflower to your PM request as well. You can customize your role as much as you see fit, and I will do my best to honor your request. Here’s an example of a role request: The more information you include in your request, the more accurate your final role will be. Here’s a template to help guide your request, although it’s not necessary to use when sending me your PM: You can request a specific alignment, but I can’t guarantee it will be the alignment you receive. Also, if you weren’t present for CYOR III, I’ll mention it again: please do not request overpowered roles! Keep game balance in mind. It’s much easier on the GM—and yourself—if you keep your role realistic for a mafia game. RETURNING FEATURES CYOR III brought back the items mechanic from CYOR I and, in my opinion, it was a large success. Items made for a fantastic dynamic that continued into other mafia games hosted by other GMs because of the added risk/reward factor. For example, the Death Note, an item capable of making extra kills for mafia, could end up in a town player's hands and then be used against scum. The reverse is also true. Items will be making a comeback for CYOR IV as well. As with roles, if you choose to request an item in the game, please try to keep it realistic and relatively balanced. Requests for “magic potions that instantly discover mafia” will not be honored! Remember, requesting an item is optional! Depending on the roles chosen, you may see a variant of the synergy mechanic from TheIrishMan's CYOR Supernatural Edition. SUGGESTED CHANGES If you have a suggestion for a game-wide mechanic that might add some pizazz to the game, then please share! CO-MODERATOR Unfortunately my work schedule for my current position and upcoming position (Nov. 19) goes into hammer times. Therefore, @Sunflower will be assisting me with running this game. It's her first time seeing things from the Host perspective, so please be nice! Signed Players – 8 Minimum - CLOSE ON NOVEMBER 10 OrangeP47 iLiketoSnipe Nodlied TheIrishMan Chopbam Shade939 Killing_You Category 5 Hurricane FRAYDO Previous CYOR Data CYOR I CYOR II CYOR III
  9. I've been investing most of my time building up a creative project and team for the past couple of infinities, and I'm very happy and grateful to be able to share some of that if anyone is curious! I've combined my love of games and deep interest in personal development into an active project. This is Skorvion Games, where everything is focused on creativity, play and game development in connection with personal growth, health and awareness. So if someone here finds that interesting or is just curious about it, feel free to check things out for yourself! It's not for everyone, but if you find yourself enjoying this type of content then I hope what you see enriches your life in some way. There are currently three more-or-less introductory videos uploaded, and considering I'm the project lead, you can guess who's presenting the content! I'm very new to being in front of a camera at this stage (which is evident) and I'm thankfully just getting better and better with each experience! It's pretty cool, actually. There are certain more impactful (and larger in scale) things being worked on, but I can't reveal anything beyond the current assortment of videos and other similar content that is already on the way. So just expect more video content via YouTube for the time being if you're interested in following our work. Here's the currently most relevant video for this community: https://youtu.be/FOULGvAy58I The topic of the above linked video is C&C Tiberian Sun mapping in a certain sense, more aimed at enthusiasts who aren't as experienced with it than a lot of you here might be - so watch that first, it could be the most relatable entry-point for you. Just as a starting suggestion. SITE LINKS: WEBSITE: https://www.skorvion.com/ FACEBOOK: https://www.facebook.com/SkorvionGames YOUTUBE: https://www.youtube.com/channel/UC-j5DOoMIdrl60EZIXNjrlw Let me know your thoughts and I hope this type of thing resonates well with some of you. You can like the Facebook page, or subscribe to the YouTube channel if you'd like to be notified of any new stuff (don't count on forum thread updates, it's secondary)! I truly appreciate your support, so have a sincere thanks and invisible cookie! Enjoy!
  10. Alright everyone, so begins the CYOR - Supernatural Edition. HOW IT WORKS (shamelessly stolen from Jeod ↓) For the new faces, 'Choose Your Own Role' mafia is literally that. When you sign up, you send me a PM with a character name (any universe, any character within reason). If you like, you can even give some background on the character and suggest/request a role mechanic or item for the character. When I get the PM, I take your character and your ideas, and create a custom role based on it. I would prefer you send at least 2 characters. But for this game, your character must have a supernatural theme (horror is NOT required this time around). For example, you could pick Boo from Mario, Haunter from Pokemon, Crowley from Supernatural, or even Blair from Soul Eater. Whatever you can think of as long as it's either Supernatural or hunts the Supernatural. To clarify further, although something in the spirit of Halloween is preferred, beings with supernatural powers, gifts, etc... all are acceptable. I do draw a line though, so won't accept things like Gods or most aliens, like Superman. If you're unsure if your character is okay, you can just ask. This time alignments aren't guaranteed based on your character, so pick whoever you want. I will make an announcement when I receive all character PMs. If you want to change your character, you must do so within 48 hours of the previous request. Sign-ups will close on October 11th. Game is set to start October 15th 6:00PM EST. *This is not a mafia game for the faint of heart. You could be beheaded, maimed, stuffed inside an anus, or all of the above. This game will have some wacky shit going on. You've been warned. Sign-Ups - Minimum 10 Jeod OrangeP47 iLikeToSnipe Killing You Shade939 Category 5 Hurricane Retaliation - Maybe Nodlied ChopBam Sunflower Game Phases: Day One Night One Day Two Night Two Day Three Night Three Day Four Night Four Day Five Night Five
  11. Alright people, as promised, here's the sign-up thread for the Hearts of Iron IV multiplayer game. There's been talk about a multiplayer game long before the Ausgleich game, but we pretty much decided to have one after it was over. So without further ado, let's discuss what the proposed rules are and how to sign up. Disclaimer: This is not a forum game. It's the actual HOI IV game. I just put it here as it's this forum population that has been expecting it. The first game will take place on the 22nd of September, we'll start around 20:00-21:00 GMT. Time and where Obviously, we want to figure out when we're going to play and on which voice chat we'll link up. As for when: I suggest Saturday the 1st of September (also the historical start date of WWII by pure coincidence) at around 20:00-21:00 GMT. This is so that everyone can play. Games take a lot of time, especially if game speed is limited to 3 due to slow connections. This allows us to get somewhere in the game before ending or saving it. As per where we'll meet up, the usual place would be Teamspeak, but I've heard voices to meet up on Discord as well. Let us hear where you'd like to meet up. Rules Victory is achieved by controlling (not owning) two of the capitals of the enemy major players + controlling Warsaw. For the Axis this means two of Washinton, London, Paris, Moscow + Warsaw. (The Japanese faction is counted towards the Axis,) For the Allies, two of Berlin, Rome, Tokyo, Moscow + Warsaw. For the Committern, two of Washinton, London, Paris, Berlin, Rome, Tokyo + Warsaw. This ensures that the game can be ''won'' by all sides. I prevents the necessity for the Axis to spend too much time to take down the massive Allied navy while, at the same time, it also prevents an Allied D-Day sweep considering that they won't be able to grab Warsaw that quickly. This means that the game can end while the war isn't technically over yet. Obviously, enemy capitals must be connected to your won via land connection or ports. Major nations and those specified in the faction sign-up list are not allowed to switch ideologies or leave their historical faction. This means, for example, that France can't join the Axis or that Germany and the Soviet Union can form the Berlin-Moscow Axis. Stay with your historical faction and historical ideology. Boosting ideologies or staging coups in other majors (and other nations mentioned in the faction bound sign-up list) is not allowed. This is due to the fact that this mechanic is horribly broken. Boosting ideologies in other nations via national spirits through your focus tree (example: the Soviet ''comitern'' focus provides a temporary, national spirit for France and the UK, increasing their Communist popularity.) is, of course, allowed. Keep in mind that the faction and ideology bound nations are not allowed to change ideology. Declaring war is not allowed until at least two major factions are at war unless: 1. You have claims or cores on enemy territory (example: Soviet cores on Finland after the Molotov-Ribbentrop pact), 2. You have a national focus to go to war. 3. You've gone to war by issuing a guarantee on another nation (example: this is usually the way the Allies get involved after Danzig or War). This is to prevent silly early wars in wich, for example, Germany rushes the Netherlands for Oil, or where the Soviets rush China. Puppets listen and follow their ''owner's'' orders. Generally this means that the Commonwealth follow the UK. I mean, you can opt to not do so, but then the UK might not grand you free stuff. Sign-ups So, how do you sign up? Well, that's easy! Below is a list of factions with their relevant majors and minors. There are also some unaligned minors that are allowed to switch ideologies and pick a side as they choose. However, as a rule of the thumb, we want to have the majors of all factions filled before we include playable minors. That said though, if you are inexperienced at the game, you can always pick a minor and have one AI major instead. However, let me specify that the most experienced players have priority when it comes to majors. This so that the game is as balanced as possible. Just let me know if you want to play and what nation you want to play in this thread. Allies The Allies will fight for the free world and for the good of all. The question is, will they prevail this time and achieve a victory before either the Axis or Soviets become too powerful? Majors The United Kingdom - Category 5 Hurricane France - Fraydo AMERICA, FUCK YE The USA - Retaliation Minors Canada The British Raj Australia Netherlands Belgium South Africa New-Zealand Denmark Norway Portugal Axis The Axis (and East Asian Co-Prosperity Sphere) believe that they can establish a new world order and do a bunch of other terrible stuff. Will they succeed or will they get their arses kicked? Majors Germany - Nodlied Italy - Voe Japan (As East Asian Co-Prosperity Sphere) Minors Hungary - Liten Romania - Pluk Manchuko (As East Asian Co-Prosperity Sphere) Bulgaria Committern The Comitern, or Third International, isn't off to a good start with internal troubles as well as the dreadful purge. However, can they establish the giant Soviet sphere they so desire or will they suffer a horrendous defeat against their two mortal enemies? Majors The Soviet Union (Can be played by two players if needed) - TheIrishman Minors Mongolia Non-aligned These nations have the option of picking a side. See too it that you choose wisely. Minors Spain Yugoslavia Siam Communist China - TheIrishman's friend Sweden Finland Chinese warlords Mexico - iLikeToSnipe Greece Specific cases There are some specific cases which either cannot be chosen or have another role. Majors China. HAS to go United Front and cannot change faction or ideology. A hard challenge. Pick if you dare. Minors Austria (Cannot be chosen) Czechoslovakia (Cannot be chosen) Albania (Cannot be chosen) Ethiopia (Cannot be chosen) Poland (Pick if you dare) Can only join Allies or Miedzymorze if up for a true challenge. Not recommended though. Switserland (Can't join factions or wars unless it has been declared on by another faction. Has to join the Allies if declared on. Tends to be a boring game.) Now go sign-up and let's have a game. That said, all rules and such are open for debate and this thread should act as a framework for potential future games.
  12. INTRODUCTIONWelcome everyone, to yet another Mafia game! This time, we're going back to basics... with Marvel's Netflix line of shows! This game will feature some classic roles we've all come to love, like cops, doctors, and mafiosos... but these won't be merely named as such. Instead, you could be someone as simple as Foggy Nelson, to someone as powerful as Frank Castle, or as charismatic as Wilson Fisk. Will you fight to save New York... or overtake it? THE PHASESDay phases are the usual affair. Vote up any player that you believe is associated with the Mafia, and the one with the majority vote at the end will be detained and removed from play. Some players may have extra actions that they may use, if they so choose. You may notice that I used the word "detained." Mechanically, this is identical to lynching. The player's name, role, and alignment will be revealed, and then they will be removed from play and added to the game over doc. So don't worry about anything special due to the name change; it's purely flavor. Night phases are also the usual affair. Most players will simply wait for the next phase, while the Mafia plans their nightkill, and anyone with night actions also plans accordingly. SIGN UPS ( Minimum 8 ) - Jeod -OrangeP47 -Nodlied -Shade939 -TheIrishMan -Category 5 Hurricane -iLikeToSnipe -Sunflower BOOKMARKSDAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3 GAME OVER The game is set to start Friday, September 28th, at the usual time. (23:00 GMT)
  13. PokeMafia Game Rules This initial ruleset is designed around Generation I. Therefore, Generation I battle rules and damage calculations are used. Pokemon may be selected from #1-151, minus legendaries and mythicals. In this case, players may not select Articuno, Zapdos, Moltres, Mewtwo, or Mew. Pregame Players will be assigned their role of either Trainer or Team Rocket. They will be asked to choose six Pokemon from the list of Base Forms. Movesets will be randomly assigned based on which moves their Pokemon can learn, but all players will start the game with two TMs from a list of TMs compatible with their roster. Of the Team Rocket members, one may be a Boss and if there are more than two, another may be an Admin. Boss Rocket and Admin Rocket may select one Evolved Pokemon to make up their party of six. *Note on evolution: Base Tier Pokemon all need 2 Victory Points (VP) to evolve, and Tier 1 Pokemon all need 3 VP to evolve. Discussion Phase Trainers and Rockets will discuss and vote on who they think is a Trainer and who they think is Team Rocket. At the end of the discussion phase, the selected players move to the Battle Phase. Double battles will take place on even cycles. The top two players from each vote category will be selected for the battle phase in this case. Battle Phase - Rules During the battle phase, players will use their primary Pokémon to battle (at the start of the game, the first Pokémon on your roster is primary). In double battles, the top two players on each voted side will battle (but, a player voted top on one side cannot battle for the other side, in which case the next ranked player will battle). Players will submit their turns in the game thread in the form of moves. To retain the element of surprise, players can submit their moves as the numbers from their roster. Of course, using the move name itself is just as valid. In double battles, submit a target along with your move. After all players have submitted their turns, the GM will calculate damage (damage calculation info is in the OP). In some cases, items can be used instead of moves. To use an item, simply post it instead of a move when you make your turn post. There are a variety of items; all are found in “prize boxes” won at the end of a battle. Each participating player will get a prize box, but the victor(s) of a battle will receive a bonus prize as well. Winning a battle guarantees 1 victory point for your primary Pokémon, 1 Pokecoin from your opponent, a prize box, and a bonus prize. If you lose a battle, your primary Pokémon will faint! A fainted Pokémon cannot be used in battle, and if half of your roster faints, you will be eliminated from the game and your role will be revealed in the thread! Battle Phase – Stats Pokemon have the following stats: HP, Attack, Defense, Speed, and Special. All participants during the battle phase can post their turn, there is no need to wait for the opponent to move first. To remove the chance of exploiting priority moves like Quick Attack and Counter, players are asked to post Move 1-4 instead of the name of their move. After both players have posted, the GM will calculate damage. Speed stat will tell us which Pokemon makes the first move. Damage will always be rounded down. The damage formula is as follows: (((2.4 * Power * Atk or Spec/Def) / 50) + 2) * Modifier · Where Power is a move-specific stat (see Attackdex) · Where Modifier is = (Crit(0,1) + STAB) * Type o STAB is Same-Type-Attack-Bonus (1.5 if true, 1 otherwise) o Type follows the type chart (see Type Chart) Note: Ghost type moves are fixed to be 2x effective against Psychic types Note: Bug type moves are fixed to be 1/2x effective against Poison types Note: Poison type moves are fixed to be 1x effective against Bug types Note: Ice type moves are fixed to be 1/2x effective against Fire types Stat modifying moves like Agility function differently from the core series. They all retain their use limit (example: Agility can be used 3 times), but they all multiply the respective stat by Base / 2 each time rather than the traditional ‘stages’. For example, if Speed is initially 20, using Agility will raise the Speed stat to 30, 40, and 50 (20/2 = 10). Stats reset to Base after each battle. Battle Phase – Progress Blocks There may be instances where players can’t win. For example, a Ghost-type Pokemon with only ghost-type moves will be unable to damage a Normal-type Pokemon. The GM will try to prevent this with proper move distribution, but players can still back themselves into a corner via TMs. In the event one Pokemon can’t hurt another, the move Struggle will be used. Evolution Phase The winning Pokemon will gain a victory point. If the Pokemon has enough victory points at this phase to evolve, then it will and a mod-announced evolution will occur. Rest Phase - *Rocket players may have other rest actions available to them! All players will begin each Rest Phase with 2 Pokecoins unless they won or lost a battle. Each action during this phase will have a Pokecoin cost. Primary <Pokemon> (0 Pokecoins) – Select a primary Pokemon from your roster to battle with in the next battle phase should you be selected. Train <Pokemon> (1 Pokecoin) – Train with your Pokemon, granting it the equivalent of 1 victory point. If this Training action should help the Pokemon meet the evolution requirements, it will evolve without a mod-announced evolution. TMXX <Pokemon> <Forget Move> (1 Pokecoin) – Teach your Pokemon a new move, forgetting an old one. (i.e. TM06 Bulbasaur Absorb will replace Bulbasaur’s Absorb with Toxic) Shuffle <Pokemon> (1 Pokecoin) – Shuffle your Pokemon’s moves around. Useful if you have a priority move that you want to keep hidden. Scout <player> (1 Pokecoin) – Scout a player while they rest. See one of their Pokemon. Reference Guides TMs/HMs List – Generation I Attackdex – Generation I Pokedex – Generation I (find your Pokemon to see possible moves it can learn) Type Chart (use Generation I) Available Starting Pokemon Signed Players [Minimum 8] OrangeP47 Killing_You Shade939 FRAYDO Sunflower TheIrishMan Category 5 Hurricane *If you sign up, please send me a PM with your choice of six Pokemon, and a choice of one evolved Pokemon in case you're assigned a Boss or Admin Team Rocket role. *I'm still tweaking things to ensure a successful game. I'll be taking feedback and may change rules based on feedback or other potential problems I notice in the time before the game starts. I will post updates to rules any time something changes and will note why. *If the game is successful, I'll release a GM-Pack for this type of game so it can be run by other GMs. This includes a calculator I made to make battle phases easier: *The game is projected to start sometime between August 19 and September 8. I may request a co-GM if real-life situation demands it. Battle 1: Sunflower vs. FRAYDO Battle 2: Sunflower & Shade939 vs. Category 5 & TheIrishMan Battle 3: OrangeP47 vs. Killing_You Battle 4: Category 5 vs. Sunflower: Battle 5: OrangeP47 & Sunflower vs. Shade939 & Killing_You: Battle 6: TheIrishMan & Sunflower vs. Shade939 & OrangeP47: Battle 7: Killing_You vs. OrangeP47 Battle 8: TheIrishMan & Category 5 vs. Killing_You & OrangeP47 Documents: Rocket Doc Game Data PokeMafia Calculator Gen1 Endgame Post
  14. Einstein

    Save Me 2.0

    Welcome forum game junkies! Here's another quick fun touch-and-go game! (Great for me since I usually don't have time for more in-depth things such as Mafia.) This game works similarly to Corrupt A Wish, but somewhat backwards. How does that work? Well its simple! Someone posts a description of a situation in which they are in peril and will most certainly lose their life if there is no intervention. The next poster must then engineer a creative way (McGyver, Superheroes, The A-Team, whatever floats your boat) in which the previous poster will be saved from their peril, but then they (either by the events leading to the salvation of the previous poster, or by a non-related event) also end up in an equally perilous predicament. Return to step 2. The rules are these: Remain civil and follow all forum rules at all times. Some discussion is allowed, but do not derail this thread. Do not attempt to break the game. (not sure how you would anyway) Have fun. I'll begin: While on a deep-sea drug deal fishing expedition, my glorious Soviet Flak bote is caught in a terribad Mother-Russian hurricane. Halp!
  15. https://rebellion.com/games/battlezone-combat-commander available on Steam and GOG yeah its.... its a thing now...... the entire series has now officially been remastered thanks to the sexy boys at Rebellion..... its 10% off ($17.99 USD) for the next day or so, so uh... yeah.. pick it up and have a nostalgia boner the likes of which you've never seen before.....
  16. Welcome to Vienna! You have all been invited by the Kaiser to see to it that we can revamp the declining Empire into something new. Despite our victory in the Weltkrieg, we find ourselves in an Empire out of time. The decline has turned into a crisis after the German Empire's Berlin stock market crashed a year ago, throwing the free world into the most horrific economic disaster in history: Black Monday. Germany, our Ally, has been dangerously weakened and overstreched, making it a prime target for the revanchist Syndicalist states in the West. The clock is ticking. This Augleich, after the failure of the one in 1927 where Hungary straight out left, might be our only remaining chance. However, the Kaiser has faith in all of you. Let's make the Empire great again! Some additional background information in video format. I have to commend OrangeP47 for immediately noticing the Kaiserreich setting, good job on that one lad. Like the previous game, Voe will be acting as a co-host in case I'm not able to be around for a night or whenever we feel like we need to post a cvc. I'll drill him a bit more this time to prevent any gun-like shenanigans from arising again. I wish you all a lot of fun palying this game. Known Objectives Your objective is linked to your role’s vision of the Empire. There are three different possibilities, each of them linked with a secondary one. 1. Primary Goal: This is your role’s vision of the Empire. Achieving this goal will win you the game. - Pluralism: The idea to reform the Empire into a Danubian Monarchy in which the different states are all equal. - Status Quo: The idea to retain the Dual Monarchy of Austria-Hungary in which the Austrians and Hungarians are equal above all others. - Abolishment: The idea to abolish the Empire and divide it into multiple independent sovereign states. 2. Secondary Goal: This is your role’s idea on how to best achieve their goal. Achieving your goal this way will add a +1 to your victory score. - Reform: Your role intends to achieve their vision through reform. - War: Your role intends to achieve their vision a bit quicker by winning a civil war. - By any means necessary: Congrats, you have it a bit easier. Stability The stability meter shows how stable the Empire is at any given time. Actions and reforms can affect stability both positively and negatively. Should the Stability go below a certain amount, the Empire will descend into civil war. Keep an eye on the stability meter and see to it that the Empire stays stable during the Ausgleich… or not, depending on your objectives. Political power Political power (now known as PP) is a new mechanic that will provide a limit as to how many actions a player can undertake during a phase. This to compensate for the many different actions in the game, the lazy moderators, and to prevent another instance of an overpowered utility belt. The standard limit per day and night phase is 2 PP and the standard action tax is 1 PP. This means that you can use up to 2 PP during both the day and night. Each phase, you will regain 2 PP, although you won't be able to gather more than your personal limit. There are different ways as to how a person can gain additional political power. Which ones? You will have to find out for yourself. Passing reforms Passing reforms is part of the order of the day and night. During the day, you will all vote on a category of reforms. These are: Economic, Political and Military. At the end of the day phase, the category with the most votes will produce a new reform on which a variant can be voted on during the night. Because we are nice and follow the rules of democracy, voting on the reform variants will happen anonymously during the night. Voting on a category will cost 1 PP. Voting on a reform variant will also cost 1 PP. You vote on a category by using ##Reform <Political/Economic/Military> The vault and evidence base As with the previous game, we have an item vault as well as a modified evidence base. During the day, a player can be voted on to be allowed into the vault with ##VoteNominate <Player Name> (1PP). The vault holds the items, which can be taken and in which players can deposit their items if they so wish it. The evidence base is off limits to anyone that doesn’t have a key. Players can check up on a player’s actions and can use examples of unlawful activity to build a case on a player. Should a player have a case on him, he will be able to be jailed during investigation. Additional actions may be available though. It appears that we're pretty sure that Voe is scum. Investigations and lynching There is no lynching in this game. We’re beyond such a barbaric concept now. Instead we use the ##VoteInvestigate (0PP) action to take a look at a player. Investigating will uncover a player’s name, nationality, current status as either innocent, suspicious or hostile, and other relevant and irrelevant information. Innocent players will be freed immediately and will only provide some of their personal information. Suspicious players will spend one night in solitary, meaning that they're blocked during the night. All items of interests will be placed in the vault and will not be returned the following day. A hostile result means that the player will spend the rest of his days in prison, being blocked from actions and will lose all items, which are then placed in the vault. All information about the player will be revealed. (He’ll be eliminated from the game.) Civil war Should stability get below a certain threshold, the nation will descend into civil war. The teams are, as of yet, undecided and anything can affect the starting positions and the stability threshold of the civil war. How does it work? That’s something we’ll hopefully never need to explain. Signups Beyond all the game specific rules, standard mafia rules will apply. So only two posts at night, hammers can happen. You know the drill! Please note that the game set-up is, once again, experimental and I cannot guarantee flawless balance. But I do hope that you will all have as much fun playing the game as I had creating it! Sign-up's will end on the 22nd of July. The game is optimised for 10 players, but more are possible. 01. OrangeP47 02. Shade939 03. iLikeToSnipe 04. Jeod 05. Retaliation 06. TheIrishMan 07. Killing_You 08. Category 5 Hurricane 09. Sunflower 10. Fraydo Day and Night phases Day 1 Night 1 Day 2 Night 2 Day 3 Night 3 Day 4 Night 4 Day 5 Night 5 Day 6 Night 6 Day 7 Night 7 Day 8 Night 8 Day 9 Night 9 Day 10 Night 10 Day 11 The final battle and game end Post game discussion, awards and thoughts
  17. Hey there :). Returning RA:APB fan here. Recently, I had to reinstall my computer, and as such, my APB installation went away. So I tried downloading the launcher, and my problems are 2fold: It says there's an update available right away. If I try to install it, I get this error, admin rights or not: Failed to install update. Error: Failed to extract updage package. Error: 1 is not a supported code page. Parameter name: codepage Then it opens the launcher like nothing happened. Afterwards, I try downloading A Path beyond (Also tried this with TS: REborn) But for some reason, it messes up every time with the MVSC-2015 file. And I get the "installation failed" message. I also tried uninstalling the Launcher folder as per this guide: To no use. I see this fella here had the same problem with installing as I had, but he had a working APB installation on another computer. I do not, but I will try installing on my laptop (Currently on stationary). For now, I'm pretty lost and sad that I can't play my beloved APB :(. I try reinstalling Visual Studio packages and update. Do you have any suggestions? errors.log
  18. It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die. Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods. Welcome to Warhammer 40k mafia, Indomitus Edition! The last one was a mess only a GM could wish for, this time we'll hopefully see some more traditional mafia action. Balancing is the main thing left for me to do, so a second pair of eyes might be appreciated. Ideally we can get to 12 players, but we should be fine with 10. Mechanics that will probably show up include Scum Choice: Scum begins the game selecting their roles from a predefined list. Items: Certain roles can distribute or start with items. Items are distributed at the end of night. If a character can distribute multiple items, all are distributed. Every item by default has a ##pass action. If you would like to know more you want to sign up you should include a regiment/chapter/forge world/order/household/whatever to MAXIMIZE FLAVOR POTENTIAL. Games workshop has a good overview of imperial and chaos factions if you're unfamiliar with the setting. Signups: Nodlied - Cadian Shock Troops Jeod - <Classified> Shade - Lamenters Killing You - No subfaction Irishman - Blood Angels Cat5 - Sisters of Silence iLikeToSnipe - No subfaction FRAYDO - <Classified> Blujet - Death Korps PHASE START LINKSDay 1 Night 1 Day 2 Night 2 Day 3
  19. EA has announced a new C&C mobile game based in the Tiberium Universe. Here's the trailer. and here's gameplay.
  20. Looks like there's a Chinese Mobile game based off of RA2 coming out sometime in the future. Made by Tencent (in conjunction with EA supposedly) it's sounds like a Clash of Titans clone with an RA2 theme. Links: http://hongjing.qq.com/ http://shouyou.3dmgame.com/news/24485.html https://forums.cncnz.com/topic/21315-tencent-announces-a-red-alert-mobile-game-seems-legitimate/ Gameplay video: https://www.bilibili.com/video/av21963446
  21. Vanilla-Chocolate Twist MafiaGame InfoThis will be a mostly vanilla game of mafia; I do have a couple of minor twists though. So, if you want a mostly vanilla game go ahead and signup! I'd prefer to run this game with at least 10 players but 8 might be doable. Players and Game StartStart time is April 25th 6:00 PM EST. Signups close April 23rd 6:00 PM EST. Please PM me your preferred email for Google Docs if you sign up. Current Players: (10/10) Jeod TheIrishman Category 5 Hurricane ChopBam OrangeP47 FRAYDO Nodlied Mojoman Shade939 Sunflower
  22. Sometime ago there was a semi-active forum game known as OverEdit. Today it is revived, but as something different. Today marks the start of the community drawing pad project. Credit to Moonsense715 fir the idea/ telling me to do it. To play download the canvas image add something and upload it here.
  23. Welcome one, welcome all, to the newest edition of W3D Hub Mafia! This time... Marvel Secret Invasion Mafia! How It Works (shamelessly stolen from Jeod ↓) For the new faces, 'Choose Your Own Role' mafia is literally that. When you sign up, you send me a PM with a character name (any universe, any character within reason). If you like, you can even give some background on the character and suggest/request a role mechanic for the character. When I get the PM, I take your character and your ideas, and create a custom role based on it. For this game, however, not only will you be restricted to certain Marvel characters, but you will also be unable to request alignments. You see, since this game is based on the comic storyline of the same name, it will revolve around Earth being invaded by a shapeshifting alien race known as Skrulls. Therefore, the Mafia team will be selected at random rather than based on character/role requests. This means there will be no neutral or third party team in this game. In addition, due to the nature of the storyline, your character must either be from Earth or spend a large chunk of time there due to association with Earth or Earth based factions. Other than that, anyone is fair game. Examples of acceptable character requests Iron Man Magneto Thor Daredevil Dr Doom Examples of unacceptable character requests Star-Lord Galactus Korg Also, I should mention: The only changes your characters will receive should they be picked as Skrulls is access to the nightkill and Mafia doc. Finally, I would like each player to submit at least 2 role requests. This should allow some wiggle room for balance purposes, as well as to ensure everyone gets to play a character that they're happy with (since trying to sift through 5 people requesting Iron Man would be a pain ) Sign-Ups and Start DateThe game is set to start on April 7th, at 6:00 PM EST. I may also require a co-moderator on Mondays and Tuesdays, as I will be at work during normal hammer time. Sign-Ups- 10/8 Minimum Jeod OrangeP47 iLikeToSnipe TheIrishMan Mojoman Category 5 Hurricane FRAYDO Shade939 Sunflower ChopBam BookmarksDAY 1 NIGHT 1 DAY 2 NIGHT 2 DAY 3
  24. First of all, that just my thoughs about a mod, not that i plan something in that way. And forgive me, when my grammar or english skills overall sucks as hell. Maybe somebody know at a few times a tiberium dawn mod was in the discussion and never became reality. "BUT YOU HAVE RENEGADE AS A FPS GAME THAT TRANSFERS TD INTO 3D!!!" - thats true but not in that way what i imagine. Renegades placement in the timeline is first more like at the end of the first tiberium war and have more developed units, weapons and structures and seems like more a futuristic skin for tiberium dawn. and also most of the time its happen in america so thats why maybe many things looks so different in the game (maybe for european and african missions, the battalions of gdi and Nod use slight other versions of their tech) so imagine a westwood Tiberium dawn like 1995 in 3D. we have serveral things we could use it for. first the ground would be "A Path Beyond and renegade. these games (or more called that one "game") have everything to use all units and mechanics from TD. Nothing complex like chronosphere tech or mind control our sub-terrain units. most of the units are quite similiar in apb = light tanks allies = LT Nod, Mid Tank Allies = MT GDI, Mammoth Soviets = Mam GDI, APC is quite the same too from the model perspective and destroyer boats also like the gdi gunboat. also we have serveral inspirations what we can use. ages ago in the early renegade mod era, sole survivor released and was a mod to capture the "sole survivor" feeling into renegade. if you want a short look https://www.nexusmods.com/commandandconquerrenegade/mods/43 every unit and structure in that game looks way more TD like. also the Virtual Westwood Museum had a few units that looks way more like TD http://www.moddb.com/mods/the-virtual-westwood-museum-mod also a guy that try to make another TD mod has a few nice models https://web.archive.org/web/20150205011258/http://3dholmes.com/images/project/ccnz/ and nyerguds had a sweet collection of renders from TD http://nyerguds.arsaneus-design.com/cncimg/img_archive/ we could even have a special map where you must defend the prototype of the gdi powersuit, since in TSR walkers are a thing. so the problem right here is not that much the coding, it's more the artist stuff and mapping. we know W3D Hub lacks of 3D Modelers, Mappers and Texture Artists. Thats why we don't have cruisers and migs in APB or a faster progress on the models in RA2AR :/ for the maps you "could" use a lot of Renegade, APB and TSR Maps but first i don't know if the groups of W3D share stuff and second the game wouldn't have unique maps to play. Also we would need alot of free people since all teams have enough to do with their own projects. i'm not a proffessional 3D artist, i've just started with a little bit 3D modding in dragonball xenoverse 2 and can't even make textures :/ i only dream about if would be nice to have a real TD Mod for renegade. it's sad that many mods like scud storm for generals or the 2-3 tiberium wars mods are just fast builded mods with the 3D models of the rts games and are mostly dead in development (despite it also exists tiberium twilight maps, i think a real mod about that would be interesting to play) and RA3 got only one or two Renegade mods that died realy quickly so only W3D hub had fucking great renegade mods and even a Dune Mod!. You guys are just awesome.
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