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Pikmin wars version 2

#1herovenPosted 11/6/2012 12:10:09 PM
This starts tomorrow please do not post in it.

Resources. Includes gathering times

Iron:
This gray, dull metal makes a good wall or machine early on. If you just want to go with something basic, you want Iron. It'll armor your tanks, your buildings, make weapons and armor, Iron does what you need. While weak to extreme fire, it's just a good, standard metal. You may want to replace it with a stronger metal later.
Strength: 3
4 days=100 units

Water Pebbles:
These can be used as ammunition as well as for building. They look like light brown, brittle rocks. They are completely immune to all watery effects, and won't even move if gallons of it are dumped on them. As a projectile, they burst into a spray of water which splashes on the target.
Strength: 2
4 days=100 units

A. Dweevilite:
This shiny yellow metal is generally used as armor, as it is completely immune to all electrical attacks. It won't weigh the unit down too much since it's fairly light, but it protects the unit a good amount for the weight--And most of all makes stuff resistant to electrical attacks.
Strength: 2
4 days=100 units

Titanium:
This gray substance with a bright sheen is extremely strong. It is very light, so it could be made into armor if you had enough time. It takes awhile to whittle Titanium down enough to smash it, so it's best to take it apart piece by piece. Titanium immune to acid, decent on everything else, and is pretty much the best metal around. It's one of the few things that can make aircraft. Make no mistake, Titanium is not invulnerable; but if you're unprepared it sure might seem like that.
Strength: 7
4 days= 5 units

Blowhogium:
It weighs a lot more then you'd think for the strength of 3. It can take any amount of heat, but is broken apart by water and ice. It's bright red.
Strength: 3
4 days=75 units

Gold:
Gold is very heavy and valuable. It actually poses a bit of trouble for thieves because of its huge amount of weight, though it won't do much besides slow a thief down. Gold is one of the only resources the Special Store accepts, and thus makes a great trade item to other armies.
Strength: 1
20 days=20 units

Silver:
This shiny metal is resistant against corrosion in general, but trumps everything at conducting electricity. It looks nice too, but... not as nice as gold. Still, it's worth a lot. Silver is one of the only resources that the Special Store accepts. Fine trade item.
Strength: 2
10 days=20 units

Bulborbium:
This metal looks like a yellower, duller gold. It crumbles when faced with electricity, but is resistant against fire and blunt attacks.
Strength: 2
4 days=100 units

Platinum:
It looks a little like silver, except darker with a better shine. It conducts electricity. Really, though, it's best just for trading--It's extremely rare and valuable. One of the only resources the Special Store accepts.
Strength: 2
30 days=20 units

Clay:
Once made into armor or walls, the reddish substance will be wet for 12 days slowing down a unit using it and will have build strength 1. It will also be weak against water. Once the 10 days are up, it'll dry and harden, and become build strength 2. It then becomes resistant against electricity. Fire and heat only harden it more.
Strength: 1, then 2 after twelve days
4 days= 200 units

Wood:
Chopped down from trees, it's in plentiful supply. To be honest, it isn't even remotely strong. Use it for building that you really don't care about or rudimentary armor. It burns easily, so don't rely on it. Wood is, however, one of the few things that can make aircraft. Regardless, if you made a plane out of it, just pray that a pebble doesn't hit it.
Strength: 1
4 days = 300 units
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#2heroven(Topic Creator)Posted 11/6/2012 12:10:30 PM
Crawmadine:
Initially, this green metalloid is useless. It has a very low melting point, so just heating it up a little bit will melt it. However, You can refine it
Strength: 1
4 days=100 units

Refined Crawmadine:
A refined version of crawmadine. It has a much higher melting point, and it is corrosion resistant, making it much harder to destroy.
4 days=50 units

Crystal
This colorless crystalline is completely transparent, making it good for surprising enemies with defenses they couldn't see. It's a good all-rounder, no specific strengths, but no weaknesses. It's fairly light, so it can be made into just about anything. For a 10-day project, you can polish 50 units so it reflects light, good for lighting up tunnels or blinding enemies.
Strength: 2
4 days=75 units

Copper:
This orange metal conducts electricity well. It can be easily charged for electric fence purposes, and the electricity will remain present until discharged. Extra effective against water-based units.
Strength: 3
4 days=5 units

Pikmite:
This white material is completely fire immune. It's all-round good, except against large amounts of wind or air. A big gust of wind could knock it down, as it's not very heavy. Decent armor for a troop with enough weight to hold its own.
Strength: 4
4 day=75 units

Groinkium:
Groinkium, a blue metal with sort of an orange shine, has very special properties. It attracts other kinds of metal since it's magnetic, so if a machine made of metal (Not wood or stone) came close enough, it would start to pull towards it. If the machine goes in the opposite direction, it'll be slowed a little bit, and it'll go a little bit faster if moving towards it. If Groinkium makes contact, it'll stick to the metal object and enough could completely weigh it down. After the battle these things could be looted if they're still intact. Could be used for a variety of purposes. It corrodes very easily, but otherwise holds up its structure well.
Strength: 3
4 days=25 units
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#3heroven(Topic Creator)Posted 11/6/2012 12:11:40 PM
[This message was deleted at the request of the original poster]
#4heroven(Topic Creator)Posted 11/7/2012 11:21:39 AM
[This message was deleted at the request of the original poster]
#5heroven(Topic Creator)Posted 11/7/2012 11:25:00 AM
Dumplium:
With a good build strength, Dumplium is best in cold environments. Water, ice, and any kind of frostbite-inducing temperature won't phase it. Unfortunately, sustained fire will slowly melt it. It's average against other things.
Strength: 4
4 days= 75 units

Steel:
Just a completely normal metal. Looks sort of like Iron, but a lot more shiny. No real weaknesses or strengths.
Strength: 4
4 days=50 units

Stainless Steel:
This metal is very special. It takes eight days to upgrade 50 units of Steel to Stainless Steel, which then have a build strength of 6. Things such as electricity and fire seem to "Wash" off of it, so you pretty much need straight ballistic or energy-based attacks to damage it. This is also one of the few materials that can be used to make aircraft.
Strength: 6
4 day=20 units

Aluminum:
A special metal, though not very strong. It could be made into armor, but it isn't recommended. You could also make it a wall for backup or something, but again, not recommended. Its main purpose is to be made into flying machines, as Aluminum is one of the only resources that can do so.
Strength: 2
4 days=75 units

H.F. Rocket Metal:
H.F. stands for Hocotate Freight, the company that Olimar and Louie work for. This is a special black metal coated with a special paint that protects it from fire and corrosion. This can only be gained from a random event or some kind of special appearance--For example, the Special Store might have some pieces. It's one of the few things that can make aircraft; in direct comparison, it's a little weaker than Titanium, but still epic. A machine's engine made out of H.F. Rocket Metal moves 15% faster!
Strength: 6

Tar:
Not really a resource, but tar is still a special substance. Tar sticks to units and won't come off easily, which can suffocate them or at least slow them down. Tar also catches on fire easily, so effective use of it could pretty much render light vehicles useless or even coat large areas of the ground in fire.
Strength: N/A
4 days=75 units

Chromium:
A tough metal that can be mixed with metals to give them more effects.
Strength: 5
4 days=25 units

Coal:
A soft powdery material, can be used to make tar.
Strength: 1
4 days=200 units

Uranium:
A strong radioactive metal that can do damage over time, as well as a good power source for machines made out of it. Machines move 5% faster as well as 5% more damage.
Strength: 4
4 days=10 units

Just to let you guys know, there is no more universal store. I want to encourage trade between players.
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#6Pendragon71037Posted 11/7/2012 11:32:34 AM
Waiting for the rules to be posted, but I claim the all-pikmin army.
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Official Torterra of the W2 board.
#7heroven(Topic Creator)Posted 11/7/2012 11:55:47 AM
Newbie Rules:

1) Give all of your information in a basic log. It doesn’t matter exactly how you organize it, just that you follow the rules and get all the basic information in it.

2) You don’t need to post detailed descriptions of stuff in the log, just concise stuff.

3) To begin, make your general’s name and species. Include your army’s name and location. The general may not be a boss creature, or one that is obscenely powerful.

4) Your general is somewhat more powerful than a special troop, but not invincible.

5) You may begin with 550 troops of your choice. 50 of them may be “Special”. Every in-game “Day,” you may add 100 ordinary troops or 10 special soldiers to your army.

6) The troop caps are 5,000 for special troops and 50,000 for ordinary soldiers.

7) Ordinary troops are weak things such as Pikmin, Dwarf Bulborbs, and Shearwigs. Special troops are anything as large as a grown Bulborb or a powerful animal, like a Careening Dirigibug.

8) Making up your own species of creature is absolutely allowed, as long as it is reasonable.

9) Leave a small description by every creature or project you have in your army. .

10) It takes a 50+ Day project to get a boss creature in your army. Bosses and similar creatures are identified as "Super" creatures. No more than 5 Super creatures in your army!

11) Six external hours constitute a “Day” in the game. One external day is four internal days.

12) Breadbugs are Special units. Each Breadbug you have gets you one resource (Item) every four days.

13) You cannot have more than 50 Breadbugs in your army at once.

14) To get resources faster, you can make a 4-Day (Minimum) project to get more. Breadbugs don't get you these, but are automatically added to your army when you finish a project.

15) A resource mission can get you one to five hundred resources, based on the value and rarity of them.

16) In your log, write down the projects you have going and how many days it will take to complete them. You may have six active projects going at once. You may not have any more, but you can have fewer than six running at a time if you wish.

17) In your projects section, state how many resources you'll spend building something. An ordinary building would be about 100 Steel or Iron pieces. A typical tank, maybe 50. Based on the strength of the materials and how many you use to build them, your buildings, machines, and so forth may be stronger or weaker than others. Please be honest with the number you use, and look at other peoples' logs to get proportion.

18) Begin with 150 Iron.

19) To start off, you may only have one or two base defenses. More, such as walls and traps, must be built by themselves with individual projects. One project slot for one gate. One project slot for one bomb-rock cannon. You could, if you wanted, fill all of your slots with the same projects if you want multiple copies of them. This usually applies to base defense.
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#8heroven(Topic Creator)Posted 11/7/2012 11:56:12 AM
20) Because you must build them individually, base defenses have quite a lot of defense, meaning that they aren't easily destroyed--If you attack someone, remember this! Building a factory to automatically make something every certain number of days is allowed.

21) Making a project to upgrade a defense or species of creature is perfectly allowed. Example: “Upgrade Careening Dirigibugs to Zooming Dirigibugs.” With this in mind, you cannot start with Zooming Dirigibugs, but must undergo an upgrade project to get them.

22) Start with a Weapons Storage, Resource Storage, Ammunition Storage, and Barracks. These are fairly generic buildings that just give you the ability to hold the appropriate thing without having it cluttered around on the floor. You can rebuild a destroyed one in a 4-Day project.

23) Currency is Petals. Depending on natural resources and what projects you have going, you can sell items and such for Petals. With this, you can establish trade with people and actually get something else from the natural resources.

24) To start a project, you must spend two petals to pay the workers every day the project will run. Example: 15 day project costs 30 petals. Subtract the Petals when you start the project.

25) Start with 300 Petals.

26) With three Petal Gathering Centers, you can get up to 25 Petals every day. Originally you get 10 per day. For each Petal Gathering Center you build (20 day project each) your max will go up by 5. You can't have more than three, however, and once you reach 3,000 Petals, you can only gain 5 a day no matter how many PGCs you have. This is to prevent inflation.

27) Based on your natural surroundings, you can get various plants and resources as Items. Make a project to get a number of them at a time. These can be sold/traded to fellow armies for Petals, other items, war machines, you name it.

28) It takes six Days to walk from one end of an above-ground area to the other, to give you a size estimate. Sublevels depend on the size of it, but usually they aren't too large.

29) If your base is underground, there is a ramp between sublevels. You could use this to your advantage in building defenses.

Veteran Rules: This is what you’ll be looking at after you have played for a bit, and are more complex.

30) Once you reach a total of 5,000 troops total, you cannot grab them randomly as before. To get a specific kind of troop, you must build a Recruitment Center for at least 12 Days. Once it is finished, you can get that kind of troop in your daily 100/10. If you have no RCs, once you hit 5,000 troops, you can’t get any more until you build some.

31) Once you reach 5,000 troops total, you may recruit a Captain. This is another Special-grade creature that can help manage your army. It is almost as powerful as your General, but not quite. Your Captain can do logs for you, lead attacks so your General can stay home and hold down your base, and replace a fallen General. Once you get 15,000 troops total, you may recruit a second Captain. When you get 30,000 troops, you may gain a third. The last Captain you may get requires 55,000 troops--Max Ordinary and max Special. If a Captain dies, you must wait 30 Days to recruit another and must remain above the required troop total.

32) Recruitment Centers should be general for small families (Snitchbugs, Wollywogs, etc) and specific for large families, like Bulborbs. This means that a Shearwig Recruitment Center could get Shearwigs and Sheargrubs, but an Orange Bulborb RC could only get Orange and Dwarf Orange Bulborbs. This is because there are more Bulborbs than Shearwig-like animals
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#9heroven(Topic Creator)Posted 11/7/2012 11:58:25 AM
33) RCs for Pikmin can cover three colors.

34) You can have one ally and one peace treaty. Send letters to establish these.

35) Letters to each other are automatically received--It is extremely hard to intercept them, unless you've got an enemy surrounded. Everyone can read the letter and see your plans, of course, but in the game they can’t magically know what you sent someone.

36) Special weapons may be designed for your army with projects. They can be unique to specific creatures. (Bulborb holds sword in its, mouth, etc)

37) Weapons are not individually made--Flame Swords, for a random example, could be made in a project, and then theoretically you have an endless supply. If a supply/base was destroyed, then you would lose them, but otherwise you basically can't run out.

38) If you want to use a war machine that uses ammunition, such as a Mini Missile Car or a Bomb Rock Tank, you must have the ammunition to be able to use the machine. To get an infinite supply of it, you may build a factory for a 10+ Day project. You will have unlimited ammo until the factory is destroyed.

39) War Machines and Base Defenses can be made in a normal project, but there are some restrictions for factories. First off, only 3 War Machine Factories and 2 Base Defense Factories can be running at any one time. Each factory can only have one work line, meaning each factory can only work on one project at a time. The time to build a factory that produces either land, air, or water machines (not any combination) OR base defenses is 40 days. A factory that can build all types of war machines (land, sea, and air) takes 60 days to build, 120 for half-resources, and 180 days for no resources. No machine or base defense factory can produce anything over 40 days in length.

40) Much like a factory, You can build research centers, these allow you to research different things, but you may only have 3 at once, and they take a 40 day project to build.

41) Aircraft can only be built using the following resources: wood, aluminum, titanium, and Hocotate Freight Rocket Metal. Also, due to their speed and terrain-crossing capabilities, a 20 day aircraft has significantly less defense than a 20 day tank.

42) When you attack someone or are attacked, you must formulate your strategies before the battle. You will then send your plans into a player that has agreed to moderate, or write the battle.

43) You may not attack someone with more than a force of twice the size of his. This is to prevent experienced players from easily wiping out new armies.

44) When an army is destroyed, the attacker receives 1/3 of the defender’s petals, as well as any resources not destroyed and blueprints for war machines, base defenses, etc. In a battle, all of these things can be stolen without the army being destroyed, but the attacker will receive less.

45) There are three kinds of attacks: "Raids" are the smallest. These are usually small hits at the enemy to take down defenses, steal things, prod key points, and that sort of thing. "Attacks" are pretty generic attempts to paste your foe and cause damage, and "Assaults" are full-scale hits meaning to cripple or even wipe out your enemy.

46) There will be the occasional random event. This could be a treasure hunt, or earthquake. They will not do anything unreasonable to your army.

47) You cannot have more than one base. For a 50-day project, you can move yours to somewhere else. This, however, shuts off all of your other project slots since you can't work while you move.

48) You may build mines. You may only have one per resource. Mines do not have a set cost and build time, just make sure you make it reasonable.
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#10heroven(Topic Creator)Posted 11/7/2012 12:02:30 PM
==========

A) These are the number of days it takes for certain specific productions.

10+ Days: Ammunition factory
40+ days Factory-Automatically builds something every certain number of days or builds a certain number of something every day. Once it is built, it does not take a project slot to run.
40+ days research center-automatically researches things and troop upgrades.
12+ Days: Recruitment Center-Lets you gain a certain type of creature with your daily breed.
50+ Days: Boss Breed-Gives you a Super creature for your army.
20 Days: Petal Gathering Center-Lets you get five more Petals every day, up to twenty-five.

B) This is what a beginner’s first log would resemble. You don't have to organize it this way, though--This is just one way of doing it.

==========

Army: Sneaking Snitchers
General: Snatch (Bumbling Snitchbug)
Location: Distant Spring, the lake

Army

Ordinary
100 Blue Pikmin (Water-resistant, drown-proof)
200 Mini Snitchers (Tiny Snitchbugs that make good thieves)
150 Water Dumples (Small, chomping ground units, water-resistant)
Subtotal: 450

Special
20 Swooping Snitchbugs (Can lift up and drop small enemies)
20 Bumbling Snitchbugs (Can lift up and drop single large enemies)
10 Yellow Wollywogs (Hopping frog-like crushers)
Subtotal: 50
Total: 500

Petals: 88

Resources

100 Iron (Basic building material, strength=3)

Buildings

Barracks (Troops sleep here)
Ammunition Storage (Ammo is kept safe here)
Resource Storage (Resources go here)
Weapon Storage (Troop equipment is stored here)

Base Defense

2 Whirlpool Generators (Suck enemies in and drown them)

Projects

1. Get 75 Aluminum (4/4 Days)
2. Build a Floodgate: 50 Iron (Manages water levels in the lake) (25/25 Days)
3. Mine 100 Iron (4/4 Days)
4. Mine 100 Iron (4/4 Days)
5. Mine 100 Iron (4/4 Days)
6. Breed an Imperial Jellyfloat (Super: Huge Jellyfloat with advanced suction powers) (65/65 Days)

Log

Snatch: Made the army today. We’re setting up base defenses and organizations for now. We’ll hold back on attacking or making allies until we’re more organized. Just focusing on defense, although I am getting the materials for a flying war machine just in case.

==========
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