Crap Wars
From CustomWiki
"CHANGE"
—kiwi, mod lead
Crap Wars is a radical mod based upon the last major Custom Wars release. It seeks to make gameplay and strategy quicker and more dynamic, and it attempts to accomplish this goal by drastically revamping unit structure and re-orienting COs around a 100, 130, and 160 universal firepower guideline (day to day, power, and super, respectively). Many COs are intentionally set just above this standard. It is rather crude in implementation.
This page briefly lists changes in the mod from the normal game as of the latest version.
Contents |
Units
- Name (cost/ammo/fuel/vision/attack range) [N movement type] other information
- Infantry (1500 / 0 / 30 / 1 / 1 ) [4 infantry] - Mech (2500 / 3 / 60 / 2 / 1 ) [3 infantry] - Recon (4000 / 0 / 60 / 5 / 1 ) [8 tire] - APC (4500 / - / 60 / 1 / 0 ) [6 tread] carry 1 infantry unit - Tank (5000 / 3 / 30 / 3 / 1 ) [5 tread] - Artillery (5000 / 6 / 60 / 3 / 2~3) [5 tread] - Anti-Air (7500 / 9 / 60 / 2 / 1~2) [6 tread] - Missile (10000 / 3 / 30 / 5 / 3~5) [5 tire] - Battlecraft (8000 / 6 / 60 / 2 / 1 ) [5 hover] carry 1 ground unit - Artllrycraft (8000 / 6 / 60 / 2 / 3~4) [4 hover] carry 1 ground unit - Medium Tank (10000 / 6 / 60 / 1 / 1 ) [6 tread] - Rocket (14000 / 3 / 30 / 2 / 3~5) [5 tire] - Neotank (15000 / 3 / 90 / 3 / 1 ) [7 tread] - Megatank (20000 / 3 / 30 / 1 / 1~2) [4 mech]
All air units consume 5 fuel at the start of their turn.
- T Copter (5000 / - / 60 / 2 / 0 ) [6] carry 1 ground unit
- B Copter (7500 / 6 / 60 / 3 / 1 ) [6]
- Zeppelin (8000 / 3 / 60 / 1 / 3~4) [5]
- Fighter (12000 / 6 / 90 / 2 / 1 ) [9]
- Bomber (14000 / 3 / 90 / 2 / 1~2) [7]
- B. Bomb (16000 / - / 30 / 1 / 0 ) [9]
- Stealth (16000 / 3 / 60 / 4 / 1 ) [7] 10 fuel used at start of each turn hidden
- Spyplane (6000 / 3 / 60 / 3 / 1 ) [6] indicates hidden units on turn start
piercing vision on move
carry 1 infantry
All naval units consume 5 fuel at the start of their turn.
- Lander (6000 / - / 60 / 1 / 0 ) [6 trans] can capture - Blackboat (7500 / - / 60 / 1 / 0 ) [7 trans] can capture, repair 2 HP adjacent - Cruiser (12000 / 6 / 60 / 2 / 1~2) [6 ship] carry 2 copter units - Destroyer (10000 / 6 / 60 / 2 / 1~2) [6 ship] - Submarine (12000 / 6 / 60 / 5 / 1~2) [5 ship] - Carrier (16000 / 6 / 90 / 5 / 3~6) [5 ship] carry 2 air units - Battleship (16000 / 6 / 90 / 3 / 3~5) [5 ship]
Yes, units with range 1-2 may move and shoot at a target 2 spaces away.
These units still count as direct regardless as to whether they attack at 1 or 2 spaces.
Terrain
Unlisted terrain are unchanged.
- City, Port allow pipe movement
Airport
- Com Towers no attack bonus
5 defense, 10 capture points, repair land
2 move cost all land
- Pipestation 10 capture points, building disabled,
allow all unit movement, 2 HP repair all units
- Rivers allow tread movement at 3 move cost
- Woods allow hover movement at 3 move cost
COs
Orange Star
- Andy 3/6 (CO Power bar) 100/100 all units (day to day) 130/110 all units, +2 HP (CO Power) 130/110 all units, +5 HP, +1 move (Super CO Power)
- Max 3/6 120/100 direct units, +1 minimum range indirects 140/110 directs 160/110 directs
- Sami 3/7 120/100 infantry and mech, x1.5 capture rates 160/110 infantry and mech, +1 move 160/110 infantry and mech, x3 capture rates
- Nell 3/6 100/100, 0~15 luck range 110/110, 0~40 luck range 110/110, 0~80 luck range
- Hachi 3/6 100/100, 95% costs 110/110, 75% costs 110/110, 95% costs, cities act as bases
- Jake 3/6 100/100, +20/0 when countering, +0/20 when attacking 130/110, 150/110 when countering, 130/150 when attacking, resupply all units 160/110, 200/110 when countering, 160/200 when attacking, resupply all units
- Rachel
3/6
100/100, +1 repairs
110/110, 0~30 luck range
110/110, x4 1 damage missiles sorted by:
highest number of enemy infantry units
highest monetary worth of enemy units
highest HP concentration of enemy units
highest number of enemy infantry units
- Sophie
2/6
100/100, 100/140 when attacking (reducing counter damage)
110/110, 110/200 when attacking (negating counter damage)
110/110, 110/150 when attacking,
units attack twice in a row but enemy counters both times
units are at 90/150 during this double attack
- Nana
3/6
100/100, explosive indirects: 1 damage to adjacent tiles
if an indirect deals 1 or more damage
can cause friendly fire
130/110, 1 damage to nearest, most expensive unit
if an attack uses ammo
cancels friendly fire effect
130/110, explosion radius +1, applies to directs
if an attack uses ammo
cencels friendly fire effect
- Artemis
3/5
100/100
130/110, causes rain at the end of the turn
130/110, causes rain at the end of the turn
enemy units take 0.25 damage per space moved
- Robo-Andy
3/6
110/100, 100/100 after 3 stars charged, 90/100 after 4 stars
120/110, +1 HP, cannot use after 4 stars charged
100/110, +1 HP after attack and counterattack
2 damage to enemy unit that destroys allied unit
Blue Moon
- Olaf 3/7 100/100, +20 offense in snow, immune to snow penalty 110/110, causes snow for 2 turns (overrides previous weather if any) 110/110, causes snow for 2 turns, 2 mass damage
- Grit 3/6 120/100 indirects, 100/100 160/110 indirects +1 max range, 110/110 190/110 indirects +1 max range, 110/110
- Colin 2/5 90/100, 90% costs 100/110, 80% costs 100/110, current funds divided by 500 = attack bonus
- Sasha 2/5 100/100, 105% income modifier 110/110, drains enemy CO Power bar by damage dealt 110/110, 50% refund on all damage received
- Alexander
2/6
100/100, x1.5 captures, conceals funding
110/110, cancels enemy captures in progress
110/110, steals half of enemy income, enemy funds halved next turn
enemy receives no income next turn
- Tempest
4/7
90/110, immune to all weather penalties
100/120, causes sandstorm for 2 turns, resupply all units
100/120, causes snow for 2 turns, resupply all units
reduces enemy move 1 per 1 terrain star
- Aira
2/6
100/100, hides HP from enemies
110/110, x5 enemy fuel use during moves, disable enemy refuel and repair
120/120, 2 damage enemy units under 10000 in cost
- Edge
3/6
100/100, non-infantry 130/100 when attacking more expensive units
130/110, 160/110 when attacking more expensive units
130/110, 160/110 when attacking more expensive units
first strike counters vs more expensive units
80% costs
Lazuria
- Tasha 3/7 120/100 air units, 90/100 tank units, 100/100 150/110 air units, 120/110 tank units, 130/110 230/110 air units, 150/110 tank units, 160/110
- Gage 3/6 110/110 navy and indirects, 100/100 130/120 navy and indirects, +1 indirect range, 110/110 150/120 navy and indirects, +2 indirect range, 110/110
- Forsythe 2/5 100/100 130/110 130/130, 150/130 during counters, 130/150 during attacks
Yellow Comet
- Kanbei 4/7 115/115, 120% costs 160/125 160/155, x2 counter strength
- Sonja 3/5 100/100, hides HP from enemies, -10~10 luck range, 150/100 during counters 110/110, summons fog of war, piercing vision, -2 enemy terrain stars 110/110, x1.0 counters but counters strike first, -3 enemy terrain
- Sensei
2/6
120/100 infantry and mech, 120/100 copters, 90/100 tanks
150/110 infantry and mech, 150/110 copters +1 move
150/110 infantry and mech, 180/110 copters,
spawns 5 HP infantry on non-occupied allied cities ready to move
- Grimm 3/6 100/80, +1 move 130/90 160/90, +2 move
- Rattigan 3/6 110/100 vs units adjacent to other enemy units 120/110 vs units adjacent to other enemy units, +1 move 140/120 vs units adjacent to other enemy units, 1 mass damage
- Minamoto
3/6
115/100 on plains or mountains
130/110 on plains or mountains
dealing damage over 60% knocks enemy unit 2 spaces away
if target cannot be pushed farther 5% additional damage is dealt
per space not moved
130/110 on plains or mountains
dealing damage over 40% knocks enemy unit 4 spaces away
if target cannot be pushed farther 5% additional damage is dealt
per space not moved
Green Earth
- Eagle 3/8 120/100 air -2 daily fuel cost, 90/100 naval 130/110 air +1 move, +1 move units 7000 and under 80/90 air, 60/90 other, reanimate non-infantry
- Drake
4/7
120/100 naval, 90/100 air
130/110 naval, 1 mass damage, halves enemy ammo and fuel
130/110 naval, 2 mass damage, halves enemy ammo and fuel
causes rain at the end of the turn
- Jess 3/6 120/100 ground vehicles, 90/100 air and naval 140/110 ground vehicles +1 move, resupply all units 160/110 ground vehicles +2 move, resupply all units
- Javier 3/6 100/100, 100/120 vs indirect attacks 130/110, 130/130 vs indirect attacks 160/110, 160/160 vs indirect attacks
- Conrad 3/7 100/100, x1.5 counters 110/110, +1 HP before enemy attacks 110/110, first strike counters
- Smitan
4/7
100/100, +20 attack when target is in range of allied indirects
110/110, +1 max range indirects, indirects may move after firing
110/110, +2 max range indirects, indirects may move after firing,
indirects may fire twice
- Peter
2/6
100/100, +10 attack vs direct units, -5 attack per enemy terrain star
110/110, +30 attack vs direct units
110/110, +10 attack vs direct units,
2 damage to non-transport enemy ground units
that are not on urban tiles (cities, bases, ports, etc.)
- Jeanne
2/5
110/100 vs units that can't counter, 90/100 indirects
120/110 vs units that can't counter,
deploys 6 HP battle copter to unocuppied spot of choice
130/110 vs units that can't counter,
drops 3 HP megatank anywhere destroying enemy unit if present, choice
dropping megatank on terrain it can't be on destroys the megatank too
12th Battalion
- Brenner 3/6 100/100 110/120, +2 HP 110/130, +3 HP, 130/130 when countering
- Lin 3/5 100/100, views all HP to the decimal (10.0, 9.2, 5.5, etc.) 120/120, +1 vision 120/120, piercing vision, x1.5 counters
- Will 3/6 100/100, +1 move APCs, T Copters, and Landers 130/110, +1 move 160/110, +1 move
- Isabella 3/7 100/100, masks CO Power readout 110/110, +1 move, +1 indirect max range 120/120, +2 move, +2 indirect max range
Black Hole
- Flak 3/6 120/100, -20~10 luck range 160/110, -30~10 luck range 200/110, -40~10 luck range
- Lash 2/6 100/100, +5 attack per terrain star 110/110, 1 movement cost on all terrain 110/110, 1 movement cost on all terrain, double terrain stars
- Adder 2/5 100/100 110/110, +1 move 130/110, +2 move
- Hawke 5/9 110/100 120/110, +1 HP and 1 mass damage 120/110, +2 HP and 2 mass damage
- Sturm 4/8 80/120 110/130, 4 HP missile aims at highest concentration of enemy HP 140/130, 8 HP missile aims at highest concentration of enemy HP
- Jugger 3/7 90/100, 0~25 luck range 80/110, 0~50 luck range 80/110, 0~100 luck range
- Koal 3/6 100/100, +20 attack when on roads or bridges 110/110, +30 attack when on roads or bridges, +1 move 110/110, +50 attack when on roads or bridges, +2 move
- Kindle
3/6
100/100, +20 attack when on urban tiles
110/110, +30 attack when on urban tiles,
2 damage to enemy units on urban tiles
110/110, +30 attack when on urban tiles,
+3 attack per property owned
- Von Bolt
0/10
110/110, 30 capture points HQ, bases, airports, and ports
120/120, 3 damage paralyzing missile, randomly aims between:
highest monetary worth
highest HP concentration
- Ember 3/6 100/100, 110/100 vs units at 9 HP or less, delete allied waiting units 130/110, 160/110 vs units at 9 HP or less 130/110, 160/110 vs units at 9 HP or less, 1 mass damage
- Melanthe
4/7
100/100, -1 repairs, +1 terrain star on natural terrain
110/110, +2 HP and +1 terrain stars on natural terrain
110/110, +1 HP and 1 mass damage on natural terrain,
enemy movement on natural terrain is impaired
- Falcone 2/6 100/100, 120/100 at 9 HP or less 110/110, drains current enemy funds, drains enemy charge 110/110, prevents enemy production, prevents enemy income
- Napolean 3/6 100/100, 20% refund for damage received 110/110, +1 HP, units attack as if at 10 HP 130/110, +2 HP, units attack as if at 10 HP
Jade Cosmos
- Amy
3/8
130/100 hovercraft units
140/110 hovercraft units, 75% cost hovers
+1 move battlecrafts
+1 range artillerycraft
140/110 hovercraft units
reanimate hovercraft units
- Koshi
4/8
100/100, no luck range
110/110, 0~30 luck range, -15~+15 enemy luck range,
hides unit HP, disrupts damage display, randomizes unit display
110/110, summons fog of war, enemy vision set to 1, +2 vision
- Adam
3/8
100/100, +10 defense after destroying an enemy unit,
if an enemy unit can be destroyed with luck then it is destroyed,
-10 additional attack per 3 HP lost
110/110, every time an enemy unit is destroyed choose a unit
that unit gets +10 attack and +1 movement increase for the turn
110/110, every time an enemy unit is destroyed choose an enemy unit
that unit takes 2 damage,
allied units that destroy enemy units lose firepower
but may act again
- Walter
3/6
100/100, views all HP to the decimal (10.0, 9.2, 5.5, etc.)
hides HP from enemies
110/120, enemies take 20% of the damage they deal
110/130, depletes all enemy ammo,
hides allied and enemy HP from enemy for 2 turns,
enemy HP is rounded down
- Jared
3/6
100/100, +1 repairs
110/110, halves enemy ammo and fuel, prevents CO Power usage
110/110, halves enemy ammo and fuel, prevents CO Power and Super usage
1 mass damage
Amber Corona
- Sabaki 3/7 100/100, minute repairs made by attacking 110/110, larger repairs made by attacking 130/110, repairs equal damage dealt
- Yukio
3/7
100/100, enemy repair costs are increased by 50%
delete allied waiting units
110/110, enemy units built this turn are at 8 HP,
enemy loses all funding at end of their turn
110/110, enemy must pay 50% per damage dealt
if enemy cannot pay, Yukio's units receive 50 defense
- Ozzy 3/5 80/100, no attack penalty through HP loss 80/120, +1 HP, resupply all units 80/120, reanimate APCs, T Copters, and Landers
- Edward
2/5
100/100, conceals funding, hides unit and property totals
110/110, drains 20% of enemy income on their next turn
adds 10% of enemy income on this turn
110/110, non-infantry units built are ready to move
- Eric 4/7 100/100, +10 attack at 10 HP 110/110, 3 damage missile aimed by choice 110/110, paralyzes units dealt 4 or more damage
- Carmen
3/6
100/100, 130/100 vs units on urban tiles
130/110, 160/110 vs units on urban tiles
130/110, 160/110 vs units on urban tiles
choose a city and that city becomes yours
- Mary
4/7
100/100, +5 capture to properties on which an enemy unit was destroyed,
units attacked cannot be repaired
reduces enemy terrain stars by 1
130/110, enemy repairs and deployment are disabled
130/110, enemy terrain benefits inverted
- Zandra
2/6
100/100
110/120, causes a sandstorm for 1 turn
110/130, causes a sandstorm for 2 turns
+30 defense if enemy unit must move to attack
New Rubinelle
- Waylon 3/6 100/115 air units, 100/100 115/130 air units, 110/120 130/160 air units, 115/130
- The Beast 3/6 130/80 160/90 190/90
- Greyfield
2/6
100/100, -1000 cost non-transport ships
110/115, 110/120 naval units, resupply
115/130, 120/140 naval units, resupply
BUG: build menu checks for regular prices to allow purchases
however it deducts the correct amount so build ships first
Parallel Galaxy
- Epoch 1/4 100/100 115/115, hides HP from enemy 115/115, +1 range indirects, +1 move directs
- Graves
4/7
100/100, enemy units brought down to 2 HP become paralyzed
110/110, enemy units brought down to 3 HP become paralyzed
1 mass damage
110/110, enemy units brought down to 4 HP become paralyzed
2 mass damage
- Varlot 2/5 100/100, 30 capture points on HQ and deployment properties 110/110, x1.5 captures, 90% costs 110/110, x1.5 captures, 80% costs, enemy receives no income
- Mina 4/7 100/100, +20 attack versus units at 10 HP 110/110, choose a unit, that unit is paralyzed 110/110, 20% of enemy units take 3 damage starting at most expensive
IDS
- Caulder 0/10 100/100, +2 HP at the start of the turn 120/120, +4 HP
- Tabitha
5/9
110/110 tank units, 100/100
120/120 tank units, 100/100
3 damage missile aims at highest concentration of enemy HP
120/120 tank units, 100/100
reanimates tank units
- Penny
3/5
90/100, masks CO Power readout
hides HP from enemy
delete allied waiting units
100/110, 1 mass damage
130/110, 1 mass damage
