Call for help
Posted: Fri Oct 19, 2007 9:29 am
I'm looking for good-sounding Texan names for the Lone Star Union. Its an IND-3 power that is based (loosely) on Texas. So, I'm looking for names that are well-known in Texan history.
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The RSA have an assualt Rifle called the Vektor.murtalianconfederacy wrote:
Vektor (need a more appropriate name than this)
Class: MF, Cost: 1/2, Maintenance: 1/12, DV: 2, AS: 1, AF: 2
Well, there are the standards:murtalianconfederacy wrote:I'm looking for good-sounding Texan names for the Lone Star Union. Its an IND-3 power that is based (loosely) on Texas. So, I'm looking for names that are well-known in Texan history.
Thanks for that. Some of the names look better than the place names I'd assigned to them.nimrodd wrote:Well, there are the standards:murtalianconfederacy wrote:I'm looking for good-sounding Texan names for the Lone Star Union. Its an IND-3 power that is based (loosely) on Texas. So, I'm looking for names that are well-known in Texan history.
Stephen F. Austin
Davie Crocket
Jim Bowie
Sam Houston
William B. Travis
Other lesser known people:
Erastus "Deaf" Smith (good name for a Scout)
Ed Burleson
José Navarro
James Fannin
Ben Milam
Juan Seguín
Mirabeau B. Lamar
Battlefields:
Alamo
San Jacinto
Bexar
Gonzales
Concepcion
Goliad
Texas Rangers:
John Coffee Hays
Samuel Walker
Benjamin McCulloch
William "Bigfoot" Wallace
John "Rip" Ford
Leander McNelly
Frank Hamer
Bill McDonald
Bob Crowder
Here is something to start with.
The Towrena is the heavy brawler of the Union Navy, designed with a 'no frills' approach to ship designTowrena-class BC
Cost: 16, Maintenance: 3/2, DV: 15, AS: 15, AF: 7, CR: 12, CC: 4. BP: 8
The Gotorfiel is the attack boat carrier of the Union Navy, dropping off six attack boats to aid the fleet, with the missile batteries also providing a little more crunch powerGotorfiel-class ETN
Cost: 15, Maintenance: 4/1, DV: 15, AS: 8, AF: 0, CR: 12, CC: 4, Notes: Scout (2), Tender (6), Ballistic. BP: 3
The Shlaher is almost like a smaller version of the Towrena. The Towrenans swap speed for protection, and nowhere is this more apparent than the Shlaher.Shlaher-class CL
Cost: 9, Maintenance: 2/4, DV: 8, AS: 8, AF: 5, CR: 7, CC: 3. BP: 5
An unarmed vessel, the Welofiel is the primary carrier, dropping twelve flights of arguably the best fighters discoveredWelofiel-class CVL
Cost: 6, Maintenance: 3/2, DV: 8, AS: 0, AF: 0, CR: 7, CC: 3, Basing: 12 (standard), Notes: Carrier. BP: 0
The Lhavheran is a small unit designed for two purposes--to land Union ground forces and to support the Gotorfiel with anti-fighter batteries, for which it is armed with the laser interceptor array instead of the particle interceptor array found on the Towrena and ShlaherLhavheran-class AL
Cost: 4, Maintenance: 1/3, DV: 3, AS: 0, AF: 3, CR: 3, CC: 1, Notes: Assault, Atmospheric, Gunship, Non-Jump Capable. BP: 2
The Thavheral is best described as a set of long-range sensors and a hyperdrive with crew quarters stuck on, but it is effective at its job.Thavheral-class EXL
Cost: 3, Maintenance: 2/4, DV: 3, AS: 0, AF: 4, CR: 3 CC: 1, Notes: Explorer (1), Gunship, Atmospheric. BP: 3
The Skavheran is an effective light unit, found supporting the explorer fleets and providing some measure of speed for the lumbering Towrena and ShlaherSkavheran-class FFL
Cost: 4, Maintenance: 1/3, DV: 3, AS: 5, AF: 1, CR: 3, CC: 1, Notes: Gunship, Atmospheric, Non-Jump Capable. BP: 3
The Ghalefor provides even more firepower for the Union NavyGhalefor-class AB
Cost: 2, Maintenance: 1/6, DV: 1, AS: 4, AF: 1, CR: 2, CC: 1/6, Notes: Gunship, Atmospheric, Attack Boat, Non-Jump Capable. BP: 3
The Mohetharl is used to support Towrenan units should they find themselves in a defensive war.Mohetharl-class defence station
Cost: 5, Maintenance: 1/4, DV: 3, AS: 6, AF: 3
The Houston is the slowest warship in known space, alongside the Austin and Dallas, but what it lacks in speed it makes up for with short-ranged firepowerHouston-class BC
Cost: 17, Maintenance: 3/2, DV: 15, AS: 14, AF: 9, CR: 12, CC: 4, Notes: Assault. BP: 8
The Austin is the only ballistic ship in the fleet and supports the fleet by tremendous salvoes of deadly rocketsAustin-class CG
Cost: 13, Maintenance: 3/2, DV: 12, AS: 12, AF: 4, CR: 9, CC: 4, Notes: Ballistic. BP: 6
Dallas-class CVS
Cost: 12, Maintenance: 3/2, DV: 11, AS: 10, AF: 7, CR: 9, CC: 4, Basing: 6 (Heavy), Notes: Carrier. BP: 6
Rayburn-class DD
Cost: 7, Maintenance: 2/4, DV: 5, AS: 7, AF: 4, CR: 5, CC: 2, Notes: Gunship. BP: 5
Amarillo-class EDD
Cost: 7, Maintenance: 2/4, DV: 5, AS: 0, AF: 7, CR: 5, CC: 2, Notes: Scout (1). BP: 2
FIGHTERSSan Antonio-class base
Cost: 28, Maintenance: 4/1, DV: 27, AS: 22, AF: 15, Basing: 12 (Heavy), Notes: Scout (1), Passengers (1), Carrier
Wow, seven powers in 11 turns!? Where you using the default NPE activation rules in the CMC, or one of the alternatives I've seen posted? Anyway, I don't blame you for saying it's a wrap, that would a huge pile of turn orders to fill out.After eleven turns, the introduction of seven new powers
After eleven turns, the introduction of seven new powers
Man that is impressive! I think I am going to state the number of NPE empires that I want to deal with and assign their homeworld numbers ahead of time. If my exploration makes it to one of those 'magical' numbers, I'll start an NPE.murtalianconfederacy wrote:After eleven turns, the introduction of seven new powers and a splinter colony means its taking a lot of paperwork to go through one turn...
Yep, the standard CMC activation. I was rolling 5s all the time for NPE activation...wminsing wrote:Wow, seven powers in 11 turns!? Where you using the default NPE activation rules in the CMC, or one of the alternatives I've seen posted? Anyway, I don't blame you for saying it's a wrap, that would a huge pile of turn orders to fill out.After eleven turns, the introduction of seven new powers
-Will
That's not a bad idea either. I was going to make it so that at the best possible rolls, the first NPE was going to be ~4 jumps away, but the modifiers to the chance based on distance might be the way I go for my solo project...Tyrel Lohr wrote:Lately I have been playing with a modification to the NPE activations so that systems within 1 jump of a homeworld are at a -15% penalty, 2 jumps at -10% penalty, and 3 jumps at -5% penalty. This helps to curbe the appearance of empires on another's door step and give you a little bit of room to maneuver before you run into someone else.
Hmm, an idea to consider...Tyrel Lohr wrote:Lately I have been playing with a modification to the NPE activations so that systems within 1 jump of a homeworld are at a -15% penalty, 2 jumps at -10% penalty, and 3 jumps at -5% penalty. This helps to curbe the appearance of empires on another's door step and give you a little bit of room to maneuver before you run into someone else.