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Posted: Tue Jul 08, 2008 1:48 pm
Rules The rule here a prity simple 1. Follow the guild rules 2. Use the battle system to fight. 3. Your builders can build walls, and other definces structoreces. 4. You can fight in all disputed areas, and all enimy terorices, as well as your own. 5. You can fight people who are on your side. 6. Builders can repar buildings 7. Builders have only 2 aplitiece 8. Your basic unit get one power 9. One foot solder get one power, another two, and the last one 3. 10. The last rule also aplice to cavery, and range. 11. All ships, seige weapons, and air forces have two powers. 12. Wild cart can have 3 powers. 13. Wild cards are what ever you like (with in reson of cources) 14. Scouts get two powers 15. Heros, and Super units get 4 powers. 16. All formce of powers take a 5 post cool down rate. 17. The power list is aplitice you camand on the side. 18. Powers on the power list take 5 post to cool down. 19. YOur super power take a 10 poat cool down. 20. Solider are expendable, so the can die. 21. SOldier have no real name they just have unit name 22. Heros get real names. 23. Your heros don't die. 24. Your a general so you never fight you tell other to fight for you.
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Posted: Sat Jul 12, 2008 3:23 pm
Battle System 1. you can spelice in foot solder, cavery, range, seage weapon, ship, air, hero, super unit, ablities, numbers, anti, tanker, distorier, build, stelf, track, and balinces I. foot solder: add 10o the first and second number to all foot soilder attack points II. cavery: add 10o the first and second number to all cavery attack points III. range: add 10 the first and second number to all attack points IV. seage weapon: add 10 to the first and second number to all seage weapons attack points V. ship: add 10 to the first and second number to all ship attack points VI. air: add 10 to the first and second number to all air attack points VII. hero:add 10 to the first and second number to all hero attack points VII. super unit: add 12 to the first and second number to your super unit attack points VIII. ablities: cut the cool down time for speachel ablities IX. basic: 8 add frist and second number of your basic untites attack X. anti: double your army power agenst your anti specalty XI. tanker: add 8 to the first and second number of all units XII. armor: lower the damige your unit take by 6 points. XIII. build: add 3 to buider helf, and 3 to the first and second number also add 20 to the helf of your buildings, and 6 to the first and second number to your tower XIV. number: lower the point of each unit by 4 XV. track: add 4 to the first and second number scout unit attack points and 8 to there helf XVI. balince: add 2 to the first and second number to and 7 helf to a units
2. Each type of unit has it own helth I. builder: 20 II. basic soilder: 40 III. scout: 35 IV. foot solder 1: 68 V. foot solder 2: 65 VI. foot solder 3: 71 VII. cavery 1: 68 VIII. cavery 2: 65 IX. cavery 3: 71 X. range 1: 68 XI. range 2: 65 XII. range 3: 71 XIII. wild card 1: 68 XIV. wild card 2: 69 XV. ship 1: 135 XVI. ship 2: 138 XVII. ship 3: 142 XVIII. ship 4: 120 XIX. air 1: 132 XX. air 2: 123 XXI. air 3: 128 XXII. seage 1: 145 XXIII. seage 2: 136 XXIV. seage 3: 123 XXV. hero1: 150 XXVI. hero 2: 150 XXVII. hero 3: 150 XXVIII. super unit: 200
3. each unit has a range of attack points. I. builder: 1-15 II. basic soilder: 10-25 III. scout: 10-20 IV. foot solder 1: 30-45 V. foot solder 2: 20-50 VI. foot solder 3: 10-60 VII. cavery 1: 15-36 VIII. cavery 2: 20-40 IX. cavery 3: 13-45 X. range 1: 10-48 XI. range 2: 16-45 XII. range 3: 26-38 XIII. wild card 1: 5-42 XIV. wild card 2: 5-42 XV. ship 1: 30-45 XVI. ship 2: 28-55 XVII. ship 3: 32-39 XVIII. ship 4: 17-46 XIX. air 1: 23-32 XX. air 2: 12-43 XXI. air 3: 23-39 XXII. seage 1: 23-45 XXIII. seage 2: 24-42 XXIV. seage 3: 22-39 XXV. hero1: 34-55 XXVI. hero 2: 34-55 XXVII. hero 3: 34-55 XXVIII. super unit: 40-60
4. each unti is worth x points I. builder: 10 II. basic soilder: 20 III. scout: 25 IV. foot solder 1: 40 V. foot solder 2: 45 VI. foot solder 3: 50 VII. cavery 1: 40 VIII. cavery 2: 45 IX. cavery 3: 50 X. range 1: 40 XI. range 2: 45 XII. range 3: 50 XIII. wild card 1: 35 XIV. wild card 2: 35 XV. ship 1: 60 XVI. ship 2: 60 XVII. ship 3: 60 XVIII. ship 4: 60 XIX. air 1: 70 XX. air 2: 70 XXI. air 3: 70 XXII. seage 1: 55 XXIII. seage 2: 55 XXIV. seage 3: 55 XXV. hero1: 80 XXVI. hero 2: 80 XXVII. hero 3: 80 XXVIII. super unit: 120
5. each person has at the begging of a battle 2000 points
6. Every time your unit dies, or it beet you loose the point there wearth.
7. You loose a battle when you hit zero.
8. Your super power does 300 point of damige to you enimes scpore.
9. walls and towers have helth I. wall: 230 II. tower: 120
10. it takes x time to build them I. wall: 4 II. tower: 2
11. Towers dew damige I. tower: 25-50
12. Wall have rampart, for your soilder to fire of.
13. Your point for each unit is aslo is there werth it tells how mean unit you can but on the field.
14. to battle you put you attack numbers in the rangom number figer.
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