Crap Wars

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"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
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