Posts Tagged ‘battle’

Exclusive Footage: US Crew Reclaiming Ship from Somalian Pirates

Wednesday, April 8th, 2009

Earlier, a US Container Ship was seized by Somilian Pirates.  Reports have just come out this morning that the crew has retaken the ship back.  Here is a link :


http://www.breitbart.com/article.php?id=D97ED1BO0&show_article=1


While Breitbart has the story, we at Procrast-Nation are the only site on the internet to have video footage of the crew retaking the ship.  It was the daring actions of one captain who was just fed up and angry that led to the ships liberation from the Somalian pirates.


Here is the video:


Be sure to skip about about 2 minutes in to see the epic gun battle that liberated the hijacked ship.

Remember, stick with Procrast-Nation to get the news and videos that no other site or media source has available.

Single Player Campaign Creation in AE2: Campaign Crusader- Battle 1: Chapel Desolate

Wednesday, February 25th, 2009

So I have spent a significant portion of my life playing Real Time Strategy games and creating single player missions, maps, and campaigns for myself.  I’ve always been into imaginative play, and even as a small child I would set up my toys in complex scenarios.  I then evolved to drawing out maps on paper and different levels and games, and from there to role playing games and dungeons and dragons, and then finally I got a hold of Starcraft and later Age of Empires II and made use of their mapmaking software.  I figured since I spend so much time doing it, I might as well blog about it.

I recently got a copy of Age of Empires II with the conquerors expansion pack and the original game all for under ten bucks at Walmart.  I was going to buy Age of Empires III, but that was 30 and I figured it was more utils per dollar to go with the original and its sequel.  Anyway, I made myself a campaign to play through, finding the campaigns that they game comes with a tad bit lame.  Anyway, I figured I’d do a series of posts outlining each map I created for the scenario with its storyline and some screen shots of gameplay.  The Campaign I created was called “Crusader” and is made up of seven different battles total.  I will outline the background and the first mission in the remainder of this post.

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Who Would Win in a Fight? Volume I

Saturday, January 17th, 2009

This is a new feature I’m starting up on a blog. We have either come up with or heard someone else spout out hypothetical scenarios about who would win in a fight. I’ve decided to actually give some thought to these hypothetical scenarios and try to figure out who really would win these fictitious battles. While it is impossible to know for certain, I will try to approach a limit of 99.9% certainty. Each “Volume” will contain four hypothetical battles and hopefully images. I will determine the winner of each battle and explain why. I will also keep track of all the statistics of each battle and later, after many of these battles have occurred, have the winners return to battle other veterans and hopefully determine who the ultimate warrior is. If you have any battle suggestions, please comment!

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Stick Wars

Saturday, December 20th, 2008

I had been planning on doing a post displaying battles versus various stick creatures and the outcomes of the battles, but I have decided to make it a bit more interesting.  I challenge you, the reader, to determine how the power of stick creatures is calculated.  To make your task a bit easier, I will post several stick battles and their outcomes.  Also, I will tell you that all stick creatures are made up of essentially two components, circles and line segments.  So any stick creature may be broken down into line segments and circles, and if it seems otherwise that is just do to my crappy animation.  The task will still be challenging however, because I will never post the actual power level of a creature, just which side wins and which side loses.  If you have any guesses as to how it is determined, leave it in a comment.  If no one gets it right, I will make another post with images that prove wrong all of the guesses as well as others to help you figure it out.  I will include many battles so that hopefully you will be able to develop a reasonable theory based on the plethora of information.

Without further adieu, the battles!

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My God Is Better Than Yours

Sunday, October 26th, 2008

Here is a one panel web comic I made about the absurdity of religious wars and conflicts. I summed it up via a Mortal Kombat style battle between Jesus and Mohammed, the sacred prophets of the two largest religions who in their name so many acts of violence have been commited.

By the way, this is my second color webcomic and is 988680 pixels.

More screen shots, as promised.

Sunday, August 17th, 2008

That random map battle ended up being a long one.  Here are some screen-shots.

Here is another massive volley of warriors and undead I summoned against my tenacious opponent.

At one point I got frustrated and called upon a Tornado to help sweep the battlefield.

Here is an image of some of my warriors on the move to an auxiliary encampment of enemies.  They sprouted up fortified townships as fast as I was destroying them.

And always remember, a strong defense is a good offense.  Earlier in the battle I neglected my defenses and while I was slamming the Egyptian city a Norse attack force almost leveled my base.  I made sure that wouldn’t happen again with a plethora of watch towers.

And finally after countless waves of attackers and viscous combinations of spells the enemy surrenders.

And here is the final toll.  I killed over 1700 units and lost over 1500.  Suffice to say, that is a lot of clicking.

Conquest 3.0

Sunday, August 3rd, 2008

On this forum I was a part of I created a forum game known as conquest.  It is essentially a turn based strategy playable on a forum.  A good excuse for post whoring that was fun.  Here are the rules to the game, if you ever want to play it on a forum yourself.  Just please credit me, Apoth, with creation of the game.

The rules have been altered from the last version so that population growth is not exponential. That way, one player cannot get ridiculously ahead. Do not double post, pay attention to other players actions. Use of the NPC nations or fighting them is encouraged.

Here is how the game works. You start out with a nation that has a population of 300, an army of 100 and a wooden palisade. Each turn you may take an action, your ultimate goal being to wipe out all the enemy nations. To do this you must build armies. Each turn you may take one of the following actions, though later in the game you will be able to take multiple actions, which will be discussed later.

-Increase your population by 30
-Convert 15 members of your population to military. Soldiers do not count towards population
-Attack a neighboring country
-Build a castle
-Research Upgrades

To conquer another nation you must attack them with an army at least 1/10 the size of their population. If your neighbor had a population of 6000 you would need an army of at least 601 to conquer them, and 600 of the soldiers would die in the process. If the opposing nation also has an army of 300 on top of their 6000 population, you would need an army of 901 to conquer them.

Castles increase your defensive ability. A castle triples the power of your army when it is defending. It can only triple the power of a certain number of troops depending on the type of castle. For example, a wooden fort can garrison a total of 200 troops, so if the aforementioned nation had a wooden fort and 300 soldiers, 200 of those soldiers would have their power tripled giving the army an effective defense of 1500 (600 for the 200 in the fort, 100 for the additional soldiers and 600 from the population) It takes several turns to build a castle depending on the castle type.

Wooden Palisade Garrisons 100, you start with one.
Wooden Fort Garrisons 200, takes 5 turns to build.
Stone Keep Garrisons 500, takes 10 turns to build
Stone Castle Garrisons 2000, takes 20 turns to build.
A Grand Castle Garrisons 5000, takes 30 turns to build.
An Impenetrable Fortress Garrisons 10000, takes 50 turns to build.
An Infinite Palace Garrisons Unlimited Troops, takes 80 turns to build.

If you defeat another member’s nation you gain 50% of their population (the other 50% along with their army and castle are destroyed in battle)

Turns:

You may take 1 turn plus 1 turn per 500 citizens you have. So if your population is 475, then you make take 1 turn per post. If you have 1145 citizens, then you make take 3 turns per post.

And, without further adieu, the upgrades.

Upgrades:

Genetically Enhanced Grain- Raises amount of population gained when population is increased by 10, - Requires 30 turns per research. May be researched multiple times. Effects are cumulative.

Recruiters- Increases army recruitment maximum per turn by 5- 20 turns per research. May be researched multiple times. Effects are cumulative.

Hoarding- Doubles Capacity of All Castles- 10 turns to research

Boiling Oil- Castles Enhance troop by X5 instead of x3 - 10 turns to research

Reinforced Walls (require boiling oil before research)- Castles enhance troops by x8 instead of x5- 10 turns to research

Ballista (require reinforced walls before research)- Castles enhance troops by x10 instead of x8- 10 turns to research

Cannons (require Ballista and Gunpowder)- Castle enhances troops by x15 instead of x10- 15 turns to research

Cyanide Pills- Enemy does not gain any population if they conquer you, overrides non-lethal tactics - 20 turns to research

Gunpowder- Each of your soldier’s counts as 2 soldiers. - 40 turns

Non-lethal tactics- Gain 100% of defeated enemies population rather than 50- 20 turns

Nuclear Weapon- Destroy 90% of enemies population or military (your choice) - 50 turns one time use (You may stockpile nuclear weapons, each one taking 50 turns to build)

Bomb Shelters- Reduce Nuclear Weapon damage from 90% to 50% (does not apply to hydrogen bombs or antimatter bombs) - 10 turns

Proselytizing- 20% of the population of a target nation leaves and joins your nation - 30 turns per use.

Atheism- Your nation is unaffected by Proselytizing - 25 turns

Recycling- When you build a more powerful castle, the number of turns required is the turns required minus the turns required to construct your previous castle (If you have a stone castle, a grand castle takes only 6 turns) - 15 turns

Field Medics- If you win a battle, the number of troops you lose is cut in half. - 20 turns

Nuclear Arms Facility- Nuclear Weapons only take 30 turns to make instead of 50- 40 turns

Hydrogen Atom Fusion- Nuclear Weapons may now affect both a population AND the army of the nation- 100 turns

Antimatter- Your nuclear weapons reduce the enemies population and army to 1% and destroy their castle, requires Hydrogen Atom Fusion- 100 turns

Starwars- Your nation is immune to Nuclear Weapons because it can shoot them from the sky- 200 turns

Civilian Crushers- Your soldiers become adept at fighting civilians, and they only can kill 1 per 20 civilians rather than 1 per 10- 20 turns

Infertility- Lower every players population growth 1- 40 turns

Hippies- Lower Army Recruitment Maximum by 1 for every player- 25 turns

Iron Curtain- 70 turns - You may take turns and “charge up” and then spend all your turns at once, maximum of 100 turns charged up.

Land mines- Cut down an invading force by 10% before it even begins to do battle with your troops- 20 turns

Cold Fusion- Your population now increases by 100 more than before per increase (stacks with genetically enhanced grain) - 200 turns

Space Exploration- Allows for all other “space research” - 100 turns (may only be researched if you have a population of at least 5000)

<space> Extra-Planetary Settlement- Your population increases by 50 more each time you increase it, this is cumulative and may be researched multiple times- 80 turns per research

<space> War Satellites- May use a turn to activate, may only be activated once per post, activation allows you to kill 50 soldiers or 100 civilians with pinpoint lasers- 60 turns

<space> Teleportation- Enemy Castle’s do not provide them with any advantage- 100 turns

<space> Cyborg Soldiers- When you recruit soldiers they are constructed as cyborgs and this does not deduct from your population- 75 turns

<space> Plasma Weapons- (Requires Cyborg Soldiers and Gunpowder), your soldiers are now 5x as powerful rather than 2x. – 115 turns

<space> Chrono-maniuplation: Your maximum turns per post is increased by 50% (round down)- 150 turns

Alliances and Treaties:

You may form alliances and treaties with other nations if you wish. Alliances may include agreeing not to attack each other, ganging up on another nation and splitting the causalities and spoils. A treaty could forbid nuclear weapons from being created or the black plague from being used or no military action for x number of turns. Remember, you are under no special compunction to follow a treaty or alliance, but it may be mutually beneficial. One may backstab an ally if they wish or form a secret alliance with someone else. Whatever you want, have fun with it.

Trade: Players may give each other or trade civilians, soldiers or nuclear weapons. This may be done as a friendly gift, or one nation may demand tribute or wipe out another. A nation may not give another technology. For example, if a nation has 3 hydrogen bombs, and it gives 2 to another nation, that nation has 2 hydrogen bombs, but any additional bombs it creates are nuclear unless it researches and develops hydrogen bombs itself.

Non-Player Nations: It has come to my attention that some players are not interested in this game because it is to time consuming. That is why I have offered the Non-Player nations. Any member not participating in this game may take a turn with any non-player nation. Restrictions apply to these nations, but multiple users could play as them. They may not trade or pay/receive tribute from other nations. Other restrictions are noted below. Hopefully this will attract other users who do not want the responsibility of a nation of their own. They may only fight player nations and not other non player nations. They cannot use nuclear weapons except for the Soviet Union.

Barbarian Hoards: Population 2000, Army 1000- May not research technologies, may not construct a castle (May not invade another nation until 400 turns have been taken aka the thread has reached 400 posts)

Buddhists: Population 1000, Population Increases by 50, grain already genetically engineered 4 times. May not build an army. Prostelyzation only takes 15 turns per use. Grain enhancement only takes 10 turns per research.

Isolationists: Population 1000, Army 1000, Infinite Palace already constructed. May not attack other nations or harm them in any way. Only plays defensively.

Soviet Union: Population 1000, Army 500, Iron Curtain and Nuclear Arms Facility already researched.