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huh

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Total Members Voted: 19

Author Topic: NationStates Map/Roleplay  (Read 490700 times)

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1350 on: January 05, 2014, 07:59:48 AM »

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« Last Edit: March 22, 2021, 01:12:34 AM by FiahOwl »

matty406

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Re: NationStates Map/Roleplay
« Reply #1351 on: January 05, 2014, 11:00:40 AM »
I've red up on that thing. It's hilariously ghetto.
Retreating Iraqi forces set alight every oil well as they retreated during the Gulf War, and they were very hard to extinguish. so a Hungarian company strapped two MiG jet engines to an old soviet tank to blow the fires out.

http://www.caranddriver.com/features/stilling-the-fires-of-war
https://en.wikipedia.org/wiki/Kuwaiti_oil_fires

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1352 on: January 05, 2014, 05:32:39 PM »

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« Last Edit: March 22, 2021, 01:12:21 AM by FiahOwl »

Darvince

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Re: NationStates Map/Roleplay
« Reply #1353 on: January 05, 2014, 08:33:35 PM »
*Aiýoti

matty406

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Re: NationStates Map/Roleplay
« Reply #1354 on: January 06, 2014, 05:15:49 PM »
Quote
Dragon Sector

Dragon Sector is a section of the Ethanthova/TND border, and one of the only sectors with a road. Because of this feature, it is also one of the more strongly guarded.
Ethanthova's military is mostly defensive and consists mainly of reservists and territorial battalions, but the border is one of the very few constantly staffed, around-the-clock military engagements Ethanthova employs other than training exercises. All security sectors feature a small facility located on a high fence, consisting of barracks, mess hall, and armoury. It is unknown how the TND operates it's border security but it appears to be similar to the one utilised by Ethanthova; evedropped radio communications reveal there are 'Kringr' and 'Jonarr' sectors or checkpoints to their threshold.
At 1326 hours on Monthy 7th, [year], Dragon Sector very nearly became the setting for battle as Ethanthovan troops spotted unknown armoured vehicles on TND side of the border, stationed units must record anything out of the ordinary to send to command's servers for review.
Dragon Sector, being on a road route into and out of the TND, has a tank destroyer stationed and maintained on a monthly basis to deter any assault via the opening. Dragon's staff rolled out the vehicle into full view to ensure opposing border units could see it, this resulted in TND armour being lined up on their side facing Dragon Sector's guard facility.
Threatened and wary, Ethanthovan units called for immediate air superiority to ward off any potential attack at the sector, within minutes two ground attack craft were dispatched to fly over the location at regular intervals.
At 1400 the TND units pulled away and the aircraft returned to base. This event could very well have esculated differently. It was later discovered that the vehicles causing the worry were a previously unseen type of TND tank that to this day, it's capabilities are unknown. Such vehicles have never been seen at the border since.

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1355 on: January 06, 2014, 05:19:23 PM »

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« Last Edit: March 22, 2021, 01:12:14 AM by FiahOwl »

Naru523

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Re: NationStates Map/Roleplay
« Reply #1356 on: January 06, 2014, 06:45:43 PM »
v2


Darvince

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Re: NationStates Map/Roleplay
« Reply #1357 on: January 06, 2014, 09:12:13 PM »
very spook

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1358 on: January 18, 2014, 09:46:04 AM »

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« Last Edit: March 22, 2021, 01:11:09 AM by FiahOwl »

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1359 on: January 18, 2014, 07:54:08 PM »

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Naru523

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Re: NationStates Map/Roleplay
« Reply #1360 on: January 19, 2014, 01:08:05 AM »
I counter your Aeridanish history with Loviniosan history!

Darvince

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Re: NationStates Map/Roleplay
« Reply #1361 on: January 19, 2014, 03:56:11 AM »
This means nothing to me.

Bla

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Re: NationStates Map/Roleplay
« Reply #1362 on: January 19, 2014, 04:40:59 AM »
*bubbles with ecstasy*
No intention to offend but that looks remotely similar to Nazi Germany's war flag.



just thought it might be worth considering.

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1363 on: January 22, 2014, 02:24:10 PM »

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« Last Edit: March 22, 2021, 01:09:59 AM by FiahOwl »

Bla

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Re: NationStates Map/Roleplay
« Reply #1364 on: January 22, 2014, 02:32:30 PM »
I don't really like the idea of getting seconds and hours into Universalis, the whole idea of dividing the day into 24 segments, then those into divisions of 60 units, that seems pretty silly, and it seems unlikely that some other space civ would decide to divide its day that way identically to humans. How long it takes humans to develop should also be rather irrelevant for a space civ. (then again I'm not sure if actual humans inhabit Universalis. It wouldn't make sense but I can see that it'd be easier than making up new species and all that.)

If it's simply a tool to help us convert from Earth to Universalis, that's fine, but I don't think we should base our decisions around such conversion. I'm not sure how Universalis time even has any connection to Earth time, if it doesn't, it seems rather irrelevant.

vh

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Re: NationStates Map/Roleplay
« Reply #1365 on: January 22, 2014, 03:03:10 PM »
just using seconds is nice as a division of time. seconds that are equal to seconds on earth would be nice so as not to require rederiving a lot of constants

Bla

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Re: NationStates Map/Roleplay
« Reply #1366 on: January 22, 2014, 03:51:22 PM »
Rederiving? Why? Shouldn't it simply be converting if we just have a conversion factor? And why is it even important to be able to recycle Earth-values for constants, aren't they rather unimportant for the fiction we're going to write for our countries?

It doesn't seem logical to me how aliens on another planet would come to use Earth seconds. The more we can limit our re-use of Earthly standards, the more realistic it's going to be.

matty406

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Re: NationStates Map/Roleplay
« Reply #1367 on: January 22, 2014, 03:58:12 PM »
I think we're trying too hard to make Universalis unique, it's just going to end up a morass of complicated concepts. Which is why I haven't done anything Universalis related in months.

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1368 on: January 22, 2014, 04:33:43 PM »

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atomic7732

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Re: NationStates Map/Roleplay
« Reply #1369 on: January 22, 2014, 07:13:49 PM »
I think it's a tough predicament. I don't want just a copy of earth, but creating an entire world is really complex! It involves a lot if you want to create anything from scratch and be believable. Migration of people, diplomacy, languages, climate, anything. Everything involves innumerable variables based upon every other thing.

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1370 on: January 26, 2014, 08:09:12 AM »

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« Last Edit: March 22, 2021, 01:09:27 AM by FiahOwl »

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1371 on: January 26, 2014, 09:15:06 AM »

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« Last Edit: March 22, 2021, 01:09:25 AM by FiahOwl »

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1372 on: January 29, 2014, 08:56:02 PM »

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« Last Edit: March 22, 2021, 01:08:49 AM by FiahOwl »

atomic7732

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Re: NationStates Map/Roleplay
« Reply #1373 on: January 30, 2014, 08:29:51 AM »
http://i.imgur.com/SyaFKq8.jpg

using advanced weather techniques, i have determined that tropical cyclones of the south serkr probably have paths like this

Å¡unokika serkr pa!

cyclones of the serkr
« Last Edit: January 30, 2014, 08:34:18 AM by atomic7732 »

vh

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Re: NationStates Map/Roleplay
« Reply #1374 on: January 30, 2014, 09:58:20 AM »
huh

what techniques would those be

atomic7732

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Re: NationStates Map/Roleplay
« Reply #1375 on: January 30, 2014, 12:24:18 PM »

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1376 on: February 05, 2014, 06:29:05 PM »

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« Last Edit: March 22, 2021, 01:08:13 AM by FiahOwl »

FiahOwl

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Re: NationStates Map/Roleplay
« Reply #1377 on: February 05, 2014, 06:44:35 PM »

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« Last Edit: March 22, 2021, 01:08:11 AM by FiahOwl »

vh

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Re: NationStates Map/Roleplay
« Reply #1378 on: February 06, 2014, 09:49:44 PM »

vh

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Re: NationStates Map/Roleplay
« Reply #1379 on: February 08, 2014, 10:05:15 AM »