Off Topic: The Flood
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Subject: please don't post yet

The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done."
-George Carlin

DO YOU KNOW THE MUFFIN MAN?

Lol. But seriously.....WTF is this? Like seriously...way to confusing and nerdy. How are you suppose to remember all this stuff.

  • 08.11.2008 9:40 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
36010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons)
19000 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons)
8675 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs)
263 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.)
188 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes)
166 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.)
138 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.)
73 Imperator Class Star Destroyers (An immensely armored ship, covered with Turbolasers, Ion Cannons, and Laser Cannons. Can carry fission and fusion missiles. Can take and dish out a tremendous amount of punishment.)
34 Executor Class Star Dreadnought (A true juggernaut, this ship stands at an incredible 19 kilometers long. It bristles with Turbolasers, laser cannons, concussion missile launchers, and ion cannons. Armed with a Proton Beam (WMD, 3 turn recharge). Carries Fission, Fusion, and Diamond-Boron Missiles.)

Ground units:
47,200 Stormtroopers (Well trained infantry in armor nearly impenetrable to projectiles and shrapnel. Armed with Blaster Rifles, Ion Rifles, Flechette Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
10100 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection. Armed with Heavy Blaster cannons and shoulder mounted rocket launchers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
1200 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility)
11150 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles)
10520 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher)
940 AT-ATs (Four legged juggernauts with almost impenetrable armor. Armed with two heavy Laser Cannons and two heavy blaster cannons. Can carry 100 ground troops and their equipment)

Buildings:
Kuat Class Orbital Shipyard (A massive shipyard that forms a ring around the planet)
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple (Allows Sith to be trained)
Imperial Landing Zone
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields (30,000 mines)
Defensive Anti Vehicle Minefields(15,000 mines)
Orbital Anti Spacecraft Minefields (10,000 mines)
Base Shield Generators
Defensive Bunkers
Defensive Trenches
Laser Wires (Think Razor Wire. Made of lasers)
Defensive Turbolaser Turrets (10,000 Turrets, capable of shooting at ground and air (not space) targets)
Orbital Turbolaser Platforms (5,000 Platforms, each equal to a Frigate)
Missile Silo (20 Nuclear Fission IPBMs, 20 Nuclear Fusion IPBMs, 20 Diamond-Boron IPBMs)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Flechette Guns (Fires a spread of razor sharp hot shrapnel, designed to counter the Borgs ability to adapt to energy weapons)
Nuclear Fission Weapons(WMD)
Nuclear Fusion Weapons (WMD)
Diamond Boron Missiles (WMD)
Proton Beam (Capable of slicing unshielded ships apart)
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Death Star Plans
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Jamming Signals (Block communications, designed to counter Borg networking. Executor Class Ships only), 1 turns

Construction:
PROJECT DESPAYRE: 70 turns
Planet Based Superlaser (Fires an immensely concentrated turbolaser, at maximum power capable of reducing a planet to an asteroid field. 15 turn recharge time), 22 turns
Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 3 turn recharge time), 8 turns
200 Stormtroopers per turn
100 Dark Troopers per turn
40 AT-STs per turn
10 AT-ATs per turn
20 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
200 TIE Bombers per turn
30 Tartans, 1 turn

Ground Movement:
All Defenses ready. Troops in strong positions. Defenses ready. Minefields armed.

Space movement: All Defenses active. Fleet ready, constantly patrolling orbit. Minefields armed.

30000 TIE Fighters, 15000 TIE Interceptors, 7000 TIE Bombers, 250 Tartans, 150 Acclamators, 150 Nebulons, 100 Victorys, 75 Imperators, and 35 Executors Reinforcing the Geth and Rebel Aliens at Planet 2. Using Jump Drives to return to Planet 3. 1 turn.

Allies:
Axis Entente
Vasari (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)
Geth (SilentScreams)

Enemies:
Hanchex Alliance
Borg

Message to all:
We call for genocide of the Borg.

ATTACKABLE

  • 08.11.2008 10:07 AM PDT

I would like to invite you to the most active group there is, Black Water Ops... Boasting over 3,900 members this is one of the fastest growing groups and proven to be one of the most active b.net groups. An amazing experience awaits you with weekly game nights, photo contests, and forging contests. This is one decision you won't regret.

chillax? definantly a floodian.
-onyx spartan

Faction: The Evogame Phazons. [its a mix of factions. the ships and tech from evogame is what i'll be using, but the ground units will be the final units in age of war (this game) if thats ok.

Ships:
100 light fighters [small, fast, light armament]
50 heavy fighters [larger, ,moderate speed, bomber armament(must be researched)]
30 Cruisers [about the same size as frigates, moderate speed, not much armament, just light laser cannons]
10 Frigates [the size of shadow unto dawn, moderate speed, weapons must be researched (as of now its just a carrier)]
50 cargo drop ships [small, no armament, carries 25 pilots, basic blasters or super soilders, or 100 units of a resource]

Ground units:
2000 Basic Blaster Units
600 pilots
200 Super Units [better guns armor etc]

Buildings:
Ice Drill
Basic mines
Advanced mines
Underground base
60-mile Base [shielded]
Underground Shielding Grid
100 Mile Radar Grid
Training Facility

Orbital Buildings:
1-bay Space Station
3-bay space station
Shipyard
4 Minor defense stations [armed with moderate ion disablers and minor laser cannons]
1 3-bay Defense Platform Structure [yet to be armed]

Finished Research:
Basic settlement procedures: lets me settle places

Advance settlement procedures: lets me settle larger ares of places and easier.

Small Probe rocketry: allows me to have advanced turning, landing and evasive maneuvers for light ships and probes. [ thus making them harder to kill]

Ice Suits: Allows me to inhabit Planet four and makes my units armor better and use-able in space because its air-tight, has 3 oxygen tanks that each can last a day + the air in the helmet lasts 90 minutes, and the suit keeps the body at its regular temperature, so its just like a space suit but can also be used in icy weather because its does not freeze.

Shielding: Makes it tougher to destroy my units, ships and bases [mostly bases]

Total settlement: means i can settle pretty quick and in a semi-large fashion.

Minor Ion: for defenses and for low-level plasma

Minor Laser: for defenses and low-level plasma

Advanced Radio: Because the snow blocks transmissions, and to stop other factions from listening in on radio chatter

Moderate Ion and Laser: Allows for the researching of Minor Plasma and better defense systems.

Reserve Power [buildings]: to keep weapons systems active but still construct at the same time.

Reserve power [ships]: for when its taken over 50% of damage, it can still partially function or self-destruct.

Low Plasma: The beginning of a new kind of weaponry, low plasma cannot be used for much.

Minor Plasma: Can be used to generate small amounts of energy or in bombs.

Advanced Ion and Laser: Mucho better weapons systems and the ability to research moderate plasma which allows for minor plasma cannons.

Resources:
300 units of Icitanium
400 units of metal
600 units of snow crystal

Research:
Increased explosive range and power- 2 turns

Construction:

Orbital Construction:
2 Moderate Laser Cannons- 5 turns
2 Advanced Ion Disablers- 3 turns

Training:

Mining:
500 units of Icitanium [ a hardened metal, that, because it was once so cold it's 5x harder the carbonate strands] (per turn)
1000 units of metal (per turn)
200 snow crystal [retains large amounts of electricity] (per turn)

Ground Movement:: the new basic blaster units and super soilder units fill the base while the other half of the army are en route to a moon colony. the new pilots take control of 100 light fighters and 10 cruisers.

Space movement: Drop ships deliver resources to the cruisers, the light fighters dock with in the cruisers and the move set a course for habital moon, planet 3. -3 turns.

Allies:The Flood

Enemies:

Message to all: i'll build orbital defense stations or enhanced suits for infantry for a few ships or some resources. maybe even both?

  • 08.11.2008 11:06 AM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg (Quake series)
Location 2nd Asteroid Field

Ships:
1 Assault Carrier. (Lightly Armed, Heavily Armored)
11 Battle Cruisers (Heavily Armed, Medium Armored)
27 Frigates (Medium Armed, Medium Armored)

Ground Forces Soldiers
5750 Strogg Marines
100 Grunts.
1900 Strogg Tacticals
1160 Light Tanks
1165 Heavy Hover Tanks
5 Gladiators
1900 Gunners
40 Beserkers.
285 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 2 turns left (Every 5 turns)
Nexus
Stroyent Factory
Nexus Hub
Expanded(Upgraded)Medical Facility - 500 Strogg Marines/150 Gunners/150 Tactical per turn
Factory: 100x Light Tank/Heavy Hover Tanks, 25x Harvesters per turn
Ore Refinery

Finished Research
Reactor Meltdown (Prevents Ship take over)
Stroyent Processor (Increases Soldier Endurance)
(Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type)
Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry)
Neural Implants (Increased Target Synchronizing and Aiming)
Increased Steroid injections(Heavy Damage Endurance)
SlipGate Technology(Space travel instantaneous)
Nailgun Ammunition(Larger Caliber Rounds, More Kenetic Force)
Nervous System replacement ( Prevents Infection Forms, or Mind control)
Dark Matter Containment
Dark Matter Harvesting

Research


Dark Matter Warheads - 4 turns

Construction

Medical Factory - 4 turns

Ground Movement
In Combat on Planet 6(postponed)
(Units in Combat on p6)
5000 Strogg Marines
500 Strogg Tacticals
300 Grunts
250 Gladiators
250 Heavy Hover Tanks
300 Harvesters.

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:

attackable

  • 08.11.2008 1:15 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Posted by: UnholyFurball382
Posted by: Sgt Riffle
ok cool. do you want me to build it with or without three bays? you could use the bays to grow more flood forms but it would take slightly longer.


No bays please. I can already make 16k combat forms or A mix of other forms, because I'm on 2 planets.


Wait P6? you're on planet 6?

I thought the Necrons controlled the whole Planet?

  • 08.11.2008 1:26 PM PDT

I would like to invite you to the most active group there is, Black Water Ops... Boasting over 3,900 members this is one of the fastest growing groups and proven to be one of the most active b.net groups. An amazing experience awaits you with weekly game nights, photo contests, and forging contests. This is one decision you won't regret.

chillax? definantly a floodian.
-onyx spartan

does under crust ring a bell?

  • 08.11.2008 1:28 PM PDT
Subject: please don't post yet

I would like to invite you to the most active group there is, Black Water Ops... Boasting over 3,900 members this is one of the fastest growing groups and proven to be one of the most active b.net groups. An amazing experience awaits you with weekly game nights, photo contests, and forging contests. This is one decision you won't regret.

chillax? definantly a floodian.
-onyx spartan

Faction: The Evogame Phazons. [its a mix of factions. the ships and tech from evogame is what i'll be using, but the ground units will be the final units in age of war (this game) if thats ok.

Ships:
100 light fighters [small, fast, light armament]
50 heavy fighters [larger, ,moderate speed, bomber armament(must be researched)]
30 Cruisers [about the same size as frigates, moderate speed, not much armament, just light laser cannons]
10 Frigates [the size of shadow unto dawn, moderate speed, weapons must be researched (as of now its just a carrier)]
50 cargo drop ships [small, no armament, carries 25 pilots, basic blasters or super soilders, or 100 units of a resource]

Ground units:
2000 Basic Blaster Units
600 pilots
200 Super Units [better guns armor etc]

Buildings:
Ice Drill
Basic mines
Advanced mines
Underground base
60-mile Base [shielded]
Underground Shielding Grid
100 Mile Radar Grid
Training Facility

Orbital Buildings:
1-bay Space Station
3-bay space station
Shipyard
4 Minor defense stations [armed with moderate ion disablers and minor laser cannons]
1 3-bay Defense Platform Structure [yet to be armed]

Finished Research:
Basic settlement procedures: lets me settle places

Advance settlement procedures: lets me settle larger ares of places and easier.

Small Probe rocketry: allows me to have advanced turning, landing and evasive maneuvers for light ships and probes. [ thus making them harder to kill]

Ice Suits: Allows me to inhabit Planet four and makes my units armor better and use-able in space because its air-tight, has 3 oxygen tanks that each can last a day + the air in the helmet lasts 90 minutes, and the suit keeps the body at its regular temperature, so its just like a space suit but can also be used in icy weather because its does not freeze.

Shielding: Makes it tougher to destroy my units, ships and bases [mostly bases]

Total settlement: means i can settle pretty quick and in a semi-large fashion.

Minor Ion: for defenses and for low-level plasma

Minor Laser: for defenses and low-level plasma

Advanced Radio: Because the snow blocks transmissions, and to stop other factions from listening in on radio chatter

Moderate Ion and Laser: Allows for the researching of Minor Plasma and better defense systems.

Reserve Power [buildings]: to keep weapons systems active but still construct at the same time.

Reserve power [ships]: for when its taken over 50% of damage, it can still partially function or self-destruct.

Low Plasma: The beginning of a new kind of weaponry, low plasma cannot be used for much.

Minor Plasma: Can be used to generate small amounts of energy or in bombs.

Advanced Ion and Laser: Mucho better weapons systems and the ability to research moderate plasma which allows for minor plasma cannons.

Resources:
800 units of Icitanium
1400 units of metal
800 units of snow crystal

Research:
Increased explosive range and power- 1 turns

Construction:

Orbital Construction:
2 Moderate Laser Cannons- 4 turns
2 Advanced Ion Disablers- 2 turns

Training:
250 basic units per turn
50 pilots per turn
25 super soldiers per turn

Mining:
500 units of Icitanium [ a hardened metal, that, because it was once so cold it's 5x harder the carbonate strands] (per turn)
1000 units of metal (per turn)
200 snow crystal [retains large amounts of electricity] (per turn)

Ground Movement:: the new basic blaster units and super soilder units fill the base while the other half of the army are en route to a moon colony. the new pilots take control of 100 light fighters and 10 cruisers.

Space movement: Drop ships deliver resources to the cruisers, the light fighters dock with in the cruisers and the move set a course for habital moon, planet 3. -2 turns.

Allies:The Flood

Enemies:

Message to all: i'll build orbital defense stations or enhanced suits for infantry for a few ships or some resources. maybe even both?

[Edited on 08.11.2008 3:11 PM PDT]

  • 08.11.2008 1:30 PM PDT

Semi-socialist and proud of it.

Offline.

  • 08.11.2008 2:53 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon
-Frigate Shipyard
-Battleship shipyard


- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

-Asteroid Base ( located near planet 1)(moveable)
-Hangar
-Fighter Creation Bay
-Hidden Turrets
-Shielding
-Stealth Fighter Creation bay
-Radar- Can Detect all ships in the area
-Sentinel Command Destroying Space Lazer (WMD)
-Frigate Creation Bay
-Engines x10
-Information Nodes (feed information to the base)

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone
nuclear fusion
nuclear fission
Unhackable computer systems!
Backup shield Generators
Advance Backup Shield Generators
Frigate Advance Shielding
Frigate Maximum Shielding
Stealth fighter Maximum Shielding
Battleship Maximum Shielding
Command Ship Maximum Shielding
Gauss Moon Destroyer Maximum Shielding
Advance Stealth Fighter Maximum Shielding
Maximum Backup Shield Generators
Nanotechnology
Drone Drilling- Drone can drill through hulls

Researching-
Supernovas (2)
Electronic Lazers (2)
Drone Space Flight (2)
Drone Mega Explosion (WMD) (6)
Human Genetic structure (3)
Borens syndrome (18)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate
Hidden Turrets (gauss, beam, ballistic) (asteroid base)-turrets are scattered along the surface of the base
Fighter Creation bay (asteroid base)-can create fighters
Shielding (asteroid base)-Base contains advance shielding
Hangar (asteroid base)- All Completed Ships Launch From Here, Also Repairs Ships
Stealth Fighter Creation bay (asteroid base)
Radar (asteroid base)
Frigate Creation Bay (asteroid Base)
Information Nodes (orbit the asteroid base)
Sentinel Command Destroying Space Lazer (WMD) (asteroid base)
Asteroid Base Engines x10
All bases have backup generators
Grunt Flesh Vat- 10 grunts per turn
Battleship Shipyard- 1 battleship per turn
Frigate Shipyar- 1 Frigate per turn
Heavy Ships backup shield generators

Construction-
20 Command Ships (43) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
Command Ship Shipyard (7)
Recreating Flesh Vats x9 (3)
PROJECT: WANABESNIPER


Space Forces- 3 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
2 Gauss Moon Destroyers- Similar to the "Forces of Corruption" new ships
11 Battleships
16 Frigates - Smaller Battleship
6450 Fighters
5250 stealth fighters
10000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
42100 Marines (500 rocket trained specialists) (10000 Sniper Trained Specialists)
4000 Special Opps Marines
10000 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
470 Hornets
1320 Warthogs
560 Scorpions
255 Pelicans
675 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
5000 Giant Venus Fly Traps
70 Grunts

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- Testing Asteroid Base engines

Allies- Orfoi, Rebel Aliens, Space Pirates

CONVERTING MOON INTO A MOVEABLE BASE (32)

Request alliance- Strogg, Hierarchy, Hapans, Phantom people

Creation - Asteroid /base Fleet (1 Command Ship, 5 Battleships, 4 Frigates, 6000 fighters) (8)

Alliance Mebe?

-Hapans
-Strogg
-Hierarchy
-Phanzons
-Omicronians


[Edited on 08.11.2008 3:03 PM PDT]

  • 08.11.2008 3:00 PM PDT

I would like to invite you to the most active group there is, Black Water Ops... Boasting over 3,900 members this is one of the fastest growing groups and proven to be one of the most active b.net groups. An amazing experience awaits you with weekly game nights, photo contests, and forging contests. This is one decision you won't regret.

chillax? definantly a floodian.
-onyx spartan

Faction: The Evogame Phazons. [its a mix of factions. the ships and tech from evogame is what i'll be using, but the ground units will be the final units in age of war (this game) if thats ok.

Ships:
100 light fighters [small, fast, light armament]
50 heavy fighters [larger, ,moderate speed, bomber armament(must be researched)]
30 Cruisers [about the same size as frigates, moderate speed, not much armament, just light laser cannons]
10 Frigates [the size of shadow unto dawn, moderate speed, weapons must be researched (as of now its just a carrier)]
50 cargo drop ships [small, no armament, carries 25 pilots, basic blasters or super soilders, or 100 units of a resource]

Ground units:
2250 Basic Blaster Units
650 pilots
225 Super Units [better guns armor etc]

Buildings:
Ice Drill
Basic mines
Advanced mines
Underground base
60-mile Base [shielded]
Underground Shielding Grid
100 Mile Radar Grid
Training Facility

Orbital Buildings:
1-bay Space Station
3-bay space station
Shipyard
4 Minor defense stations [armed with moderate ion disablers and minor laser cannons]
1 3-bay Defense Platform Structure [yet to be armed]

Finished Research:
Basic settlement procedures: lets me settle places

Advance settlement procedures: lets me settle larger ares of places and easier.

Small Probe rocketry: allows me to have advanced turning, landing and evasive maneuvers for light ships and probes. [ thus making them harder to kill]

Ice Suits: Allows me to inhabit Planet four and makes my units armor better and use-able in space because its air-tight, has 3 oxygen tanks that each can last a day + the air in the helmet lasts 90 minutes, and the suit keeps the body at its regular temperature, so its just like a space suit but can also be used in icy weather because its does not freeze.

Shielding: Makes it tougher to destroy my units, ships and bases [mostly bases]

Total settlement: means i can settle pretty quick and in a semi-large fashion.

Minor Ion: for defenses and for low-level plasma

Minor Laser: for defenses and low-level plasma

Advanced Radio: Because the snow blocks transmissions, and to stop other factions from listening in on radio chatter

Moderate Ion and Laser: Allows for the researching of Minor Plasma and better defense systems.

Reserve Power [buildings]: to keep weapons systems active but still construct at the same time.

Reserve power [ships]: for when its taken over 50% of damage, it can still partially function or self-destruct.

Low Plasma: The beginning of a new kind of weaponry, low plasma cannot be used for much.

Minor Plasma: Can be used to generate small amounts of energy or in bombs.

Advanced Ion and Laser: Mucho better weapons systems and the ability to research moderate plasma which allows for minor plasma cannons.

Resources:
800 units of Icitanium
900 units of metal
750 units of snow crystal

Research:
Nuclear Creation [making it so i can make stuff radioactive and stuffs. this planets like really cold so i don't think i'd find it naturally]- 4 turns

Construction:
Small Vehicle Depot- 3 turns

Orbital Construction:
2 Moderate Laser Cannons- 2 turns
2 Advanced Ion Disablers- 1 turns

Training:
250 basic units per turn
50 pilots per turn
25 super soldiers per turn

Mining:
500 units of Icitanium [ a hardened metal, that, because it was once so cold it's 5x harder the carbonate strands] (per turn)
1000 units of metal (per turn)
200 snow crystal [retains large amounts of electricity] (per turn)

Ground Movement:: the new basic blaster units and super soilder units fill the base while the other half of the army are en route to a moon colony. the new pilots take control of 100 light fighters and 10 cruisers.

Space movement: Drop ships deliver resources to the cruisers, the light fighters dock with in the cruisers and the move set a course for habital moon, planet 3. -1 turns.

Allies:The Flood

Enemies:

Message to all: i'll build orbital defense stations or enhanced suits for infantry for a few ships or some resources. maybe even both?

  • 08.11.2008 3:15 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Vulkoras Destroyer (Seige Battlestations) (Ten squadrons, five bomber squads)
2 Kortul Devastators (Heavy battleships) (Five squadrons, two bomber squads)
1 Skirantra Carrier (20 squadrons of fighters and bombers)
1 Jarrasul Evacuator (Worldships)
1 Antorak Marauder (Support battleship, abilities to be displayed in combat)
320 Skarovas Enforcers (Medium battleships)
270 Serevun Overseers (Able to delay phase jumps by one turn, able to project a mobile shielding sphere)
275 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
300 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
300 Junsurak Sentinels (Anti-Fighter Escort)
290 Kanrak Assailants (Long-range combat)
310 Karrastra Destructors (Orbital-bombardment)
305 Jakara Navigators (Stealthed strike-team transport)
375 Ravasta Skirmishers (Light battleships))

All ships carry one squadron (One hundred ships) of fighters unless otherwise noted.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our navy is considerably larger than most, as we have no choice but to wipe out and bombard.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts
Outer shield
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements
Uranium mines in Belt 1
Antimatter production facility
Network of orbital repair platforms (Repair Nanite hangars)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Adaptive Forcefields (Enemy missiles can no longer bypass shields)
Phase detection Can detect any stealth ship based on its relativistic signature)
Alien systems (As an alien race, no faction can understand the technology used in Vasari ship systems, rendering them unhackable)
Planet-class Shields
Nuclear Fission
Nuclear Fusion
Antimatter containment (All advanced abilities use antimatter)
Nanotech repair (Allows orbital repair stations to be built)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintegration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)
Atomic lattice armor (Allows hulls to take a great deal of punishment, protects ship systems from EMP-based weapons)

Research:
Phase rift stabilizer (4)

Construction:
Capital shipyard now building five of each ship class per turn
Producing one flagship per five turns

Ground Movement:

Space movement:
All ships now equipped to allow for "Project Rebirth"
All ships now equipped to disperse Necron virus

Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt), Flood (UnholyFurball), Geth (SilentScreams)]

Enemies: Hanchex Pact, all Hive races minus the Flood

Base: In orbit of planet 3

Message to all:

[Edited on 08.11.2008 3:58 PM PDT]

  • 08.11.2008 3:39 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Man, I've been gone for too long. Evogame faction, what planet is your base on?

  • 08.11.2008 3:40 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon
-Frigate Shipyard
-Battleship shipyard


- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

-Asteroid Base ( located near planet 1)(moveable)
-Hangar
-Fighter Creation Bay
-Hidden Turrets
-Shielding
-Stealth Fighter Creation bay
-Radar- Can Detect all ships in the area
-Sentinel Command Destroying Space Lazer (WMD)
-Frigate Creation Bay
-Engines x10
-Information Nodes (feed information to the base)

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone
nuclear fusion
nuclear fission
Unhackable computer systems!
Backup shield Generators
Advance Backup Shield Generators
Frigate Advance Shielding
Frigate Maximum Shielding
Stealth fighter Maximum Shielding
Battleship Maximum Shielding
Command Ship Maximum Shielding
Gauss Moon Destroyer Maximum Shielding
Advance Stealth Fighter Maximum Shielding
Maximum Backup Shield Generators
Nanotechnology
Drone Drilling- Drone can drill through hulls

Researching-
Supernovas (1)
Electronic Lazers (1)
Drone Space Flight (1)
Drone Mega Explosion (WMD) (5)
Human Genetic structure (2)
Borens syndrome (17)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate
Hidden Turrets (gauss, beam, ballistic) (asteroid base)-turrets are scattered along the surface of the base
Fighter Creation bay (asteroid base)-can create fighters
Shielding (asteroid base)-Base contains advance shielding
Hangar (asteroid base)- All Completed Ships Launch From Here, Also Repairs Ships
Stealth Fighter Creation bay (asteroid base)
Radar (asteroid base)
Frigate Creation Bay (asteroid Base)
Information Nodes (orbit the asteroid base)
Sentinel Command Destroying Space Lazer (WMD) (asteroid base)
Asteroid Base Engines x10
All bases have backup generators
Grunt Flesh Vat- 10 grunts per turn
Battleship Shipyard- 1 battleship per turn
Frigate Shipyar- 1 Frigate per turn
Heavy Ships backup shield generators

Construction-
20 Command Ships (42) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
Command Ship Shipyard (6)
Recreating Flesh Vats x9 (2)
PROJECT: WANABESNIPER (9)
Gauss Defense Platforms (5) x5
Lazer Defense Platforms (5) x5
Orbiting Repair Stations (5) x5
Advance space Mines (4)
Maximum Space Mines (8)

Space Forces- 3 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
2 Gauss Moon Destroyers- Similar to the "Forces of Corruption" new ships
12 Battleships
17 Frigates - Smaller Battleship
6050 Fighters
5300 stealth fighters
10000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
42650 Marines (500 rocket trained specialists) (10000 Sniper Trained Specialists)
4000 Special Opps Marines
10000 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
480 Hornets
1340 Warthogs
570 Scorpions
260 Pelicans
690 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
5000 Giant Venus Fly Traps
80 Grunts

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- Testing Asteroid Base engines

Allies- Orfoi, Rebel Aliens, Space Pirates

CONVERTING MOON INTO A MOVEABLE BASE (31)

Request alliance- Strogg, Hierarchy, Hapans, Phantom people

Creation - Asteroid /base Fleet (1 Command Ship, 5 Battleships, 4 Frigates, 6000 fighters) (7)

Alliance Mebe?

-Hapans
-Strogg
-Hierarchy
-Phanzons
-Omicronians

  • 08.11.2008 3:48 PM PDT
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phanzons are planet 4

  • 08.11.2008 3:49 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

UNSC, your electrical storm needs to have at least four turns between shots.

EDIT: So long as the inhabitants are alright with that, that's fine.

[Edited on 08.11.2008 3:51 PM PDT]

  • 08.11.2008 3:50 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

after the 3 turns i wait 4 for it to recharge, yeah

silly it doesnt recharge while firing

[Edited on 08.11.2008 3:54 PM PDT]

  • 08.11.2008 3:54 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Aha. It looked like it fired, and then recharged while its affects were being felt.

  • 08.11.2008 3:57 PM PDT
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i figured itd be a little unfair for the storm to be fired instantaneously, so i made it be like this

anyway back to posting!

  • 08.11.2008 4:02 PM PDT

I would like to invite you to the most active group there is, Black Water Ops... Boasting over 3,900 members this is one of the fastest growing groups and proven to be one of the most active b.net groups. An amazing experience awaits you with weekly game nights, photo contests, and forging contests. This is one decision you won't regret.

chillax? definantly a floodian.
-onyx spartan

yeah, TEP is on planet 4. whats that got to do with this though?

  • 08.11.2008 4:03 PM PDT

I would like to invite you to the most active group there is, Black Water Ops... Boasting over 3,900 members this is one of the fastest growing groups and proven to be one of the most active b.net groups. An amazing experience awaits you with weekly game nights, photo contests, and forging contests. This is one decision you won't regret.

chillax? definantly a floodian.
-onyx spartan

Faction: The Evogame Phazons. [its a mix of factions. the ships and tech from evogame is what i'll be using, but the ground units will be the final units in age of war (this game) if thats ok.

Ships:
100 light fighters [small, fast, light armament]
50 heavy fighters [larger, ,moderate speed, bomber armament(must be researched)]
30 Cruisers [about the same size as frigates, moderate speed, not much armament, just light laser cannons]
10 Frigates [the size of shadow unto dawn, moderate speed, weapons must be researched (as of now its just a carrier)]
50 cargo drop ships [small, no armament, carries 25 pilots, basic blasters or super soilders, or 100 units of a resource]

Ground units:
2500 Basic Blaster Units
700 pilots
250 Super Units [better guns armor etc]

Buildings:
Ice Drill
Basic mines
Advanced mines
Underground base
60-mile Base [shielded]
Underground Shielding Grid
100 Mile Radar Grid
Training Facility

Orbital Buildings:
1-bay Space Station
3-bay space station
Shipyard
4 Minor defense stations [armed with moderate ion disablers and minor laser cannons]
1 3-bay Defense Platform Structure [2 advanced ion disablers]

Finished Research:
Basic settlement procedures: lets me settle places

Advance settlement procedures: lets me settle larger ares of places and easier.

Small Probe rocketry: allows me to have advanced turning, landing and evasive maneuvers for light ships and probes. [ thus making them harder to kill]

Ice Suits: Allows me to inhabit Planet four and makes my units armor better and use-able in space because its air-tight, has 3 oxygen tanks that each can last a day + the air in the helmet lasts 90 minutes, and the suit keeps the body at its regular temperature, so its just like a space suit but can also be used in icy weather because its does not freeze.

Shielding: Makes it tougher to destroy my units, ships and bases [mostly bases]

Total settlement: means i can settle pretty quick and in a semi-large fashion.

Minor Ion: for defenses and for low-level plasma

Minor Laser: for defenses and low-level plasma

Advanced Radio: Because the snow blocks transmissions, and to stop other factions from listening in on radio chatter

Moderate Ion and Laser: Allows for the researching of Minor Plasma and better defense systems.

Reserve Power [buildings]: to keep weapons systems active but still construct at the same time.

Reserve power [ships]: for when its taken over 50% of damage, it can still partially function or self-destruct.

Low Plasma: The beginning of a new kind of weaponry, low plasma cannot be used for much.

Minor Plasma: Can be used to generate small amounts of energy or in bombs.

Advanced Ion and Laser: Mucho better weapons systems and the ability to research moderate plasma which allows for minor plasma cannons.

Resources:
1300 units of Icitanium
1900 units of metal
950 units of snow crystal

Research:
Nuclear Creation [making it so i can make stuff radioactive and stuffs. this planets like really cold so i don't think i'd find it naturally]- 3 turns

Construction:
Small Vehicle Depot- 2 turns

Orbital Construction:
2 Moderate Laser Cannons- 1 turns

Training:
250 basic units per turn
50 pilots per turn
25 super soldiers per turn

Mining:
500 units of Icitanium [ a hardened metal, that, because it was once so cold it's 5x harder the carbonate strands] (per turn)
1000 units of metal (per turn)
200 snow crystal [retains large amounts of electricity] (per turn)

Ground Movement:: the new basic blaster units and super soilder units fill the base while the other half of the army are en route to a moon colony. the new pilots take control of 100 light fighters and 10 cruisers.

Space movement: Cruisers Descend onto Planet 3's ice moon and begin to settle a small section- 2 turns

Allies:The Flood

Enemies:

Message to all: i'll build orbital defense stations or enhanced suits for infantry for a few ships or some resources. maybe even both?

  • 08.11.2008 4:07 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Vulkoras Destroyer (Seige Battlestations) (Ten squadrons, five bomber squads)
2 Kortul Devastators (Heavy battleships) (Five squadrons, two bomber squads)
1 Skirantra Carrier (20 squadrons of fighters and bombers)
1 Jarrasul Evacuator (Worldships)
1 Antorak Marauder (Support battleship, abilities to be displayed in combat)
325 Skarovas Enforcers (Medium battleships)
275 Serevun Overseers (Able to delay phase jumps by one turn, able to project a mobile shielding sphere)
280 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
305 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
305 Junsurak Sentinels (Anti-Fighter Escort)
295 Kanrak Assailants (Long-range combat)
315 Karrastra Destructors (Orbital-bombardment)
310 Jakara Navigators (Stealthed strike-team transport)
380 Ravasta Skirmishers (Light battleships))

All ships carry one squadron (One hundred ships) of fighters unless otherwise noted.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our navy is considerably larger than most, as we have no choice but to wipe out and bombard.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts
Outer shield
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements
Uranium mines in Belt 1
Antimatter production facility
Network of orbital repair platforms (Repair Nanite hangars)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Adaptive Forcefields (Enemy missiles can no longer bypass shields)
Phase detection Can detect any stealth ship based on its relativistic signature)
Alien systems (As an alien race, no faction can understand the technology used in Vasari ship systems, rendering them unhackable)
Planet-class Shields
Nuclear Fission
Nuclear Fusion
Antimatter containment (All advanced abilities use antimatter)
Nanotech repair (Allows orbital repair stations to be built)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintegration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)
Atomic lattice armor (Allows hulls to take a great deal of punishment, protects ship systems from EMP-based weapons)

Research:
Phase rift stabilizer (3)

Construction:
Capital shipyard now building five of each ship class per turn
Producing one flagship per five turns

Ground Movement:

Space movement:
All ships now equipped to allow for "Project Rebirth"
All ships now equipped to disperse Necron virus

Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt), Flood (UnholyFurball), Geth (SilentScreams)]

Enemies: Hanchex Pact, all Hive races minus the Flood

Base: In orbit of planet 3

Message to all: TEP, I just wanted to know. There are some dormant factions you wouldn't want to piss off by settling on their planet.

[Edited on 08.11.2008 4:32 PM PDT]

  • 08.11.2008 4:31 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon = xxxB1xxx
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon
-Frigate Shipyard
-Battleship shipyard


- Outpost - 1 Bay Space Station = xxxB2xxx
- Barackes
- Ground - Space Defense Shielding

-Asteroid Base ( located near planet 1)(moveable) xxxSB1xxx
-Hangar
-Fighter Creation Bay
-Hidden Turrets
-Shielding
-Stealth Fighter Creation bay
-Radar- Can Detect all ships in the area
-Sentinel Command Destroying Space Lazer (WMD)
-Frigate Creation Bay
-Engines x10
-Information Nodes (feed information to the base)

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone
nuclear fusion
nuclear fission
Unhackable computer systems!
Backup shield Generators
Advance Backup Shield Generators
Frigate Advance Shielding
Frigate Maximum Shielding
Stealth fighter Maximum Shielding
Battleship Maximum Shielding
Command Ship Maximum Shielding
Gauss Moon Destroyer Maximum Shielding
Advance Stealth Fighter Maximum Shielding
Maximum Backup Shield Generators
Nanotechnology
Drone Drilling- Drone can drill through hulls
Drone Space Flight- Drones can fly through space
Electronic Lazers- Can fire lazers of electricity
supernovas- study

Researching-
Drone Mega Explosion (WMD) (4)
Human Genetic structure (1)
Borens syndrome (16)

Buildings- 12 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers
Sentinel Ground-Space Laser (WMD)- shoots a laser from our moon that will destroy one enemy capital ship, 4 turn recharch rate
Hidden Turrets (gauss, beam, ballistic) (asteroid base)-turrets are scattered along the surface of the base
Fighter Creation bay (asteroid base)-can create fighters
Shielding (asteroid base)-Base contains advance shielding
Hangar (asteroid base)- All Completed Ships Launch From Here, Also Repairs Ships
Stealth Fighter Creation bay (asteroid base)
Radar (asteroid base)
Frigate Creation Bay (asteroid Base)
Information Nodes (orbit the asteroid base)
Sentinel Command Destroying Space Lazer (WMD) (asteroid base)
Asteroid Base Engines x10
All bases have backup generators
Grunt Flesh Vat- 10 grunts per turn
Battleship Shipyard- 1 battleship per turn
Frigate Shipyar- 1 Frigate per turn
Heavy Ships backup shield generators

Construction-
20 Command Ships (41) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
Command Ship Shipyard (5)
Recreating Flesh Vats x9 (1)
PROJECT: WANABESNIPER (8)
Gauss Defense Platforms (4) x5
Lazer Defense Platforms (4) x5
Orbiting Repair Stations (4) x5
Advance space Mines (3)
Maximum Space Mines (7)

Space Forces- 3 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
2 Gauss Moon Destroyers- Similar to the "Forces of Corruption" new ships
13 Battleships
18 Frigates - Smaller Battleship
6150 Fighters
5350 stealth fighters
10000 Advance stealth fighters
10 Medical ships

Ground forces- 300 Pilots
43100 Marines (500 rocket trained specialists) (10000 Sniper Trained Specialists)
4000 Special Opps Marines
10200 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
490 Hornets
1360 Warthogs
580 Scorpions
265 Pelicans
705 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
5000 Giant Venus Fly Traps
90 Grunts

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- Testing Asteroid Base engines

Allies- Orfoi, Rebel Aliens, Space Pirates

CONVERTING MOON INTO A MOVEABLE BASE (30)

Request alliance- Strogg, Hierarchy, Hapans, Phantom people

Creation - Asteroid /base Fleet (1 Command Ship, 5 Battleships, 4 Frigates, 6000 fighters) (6)

Alliance Mebe?

-Hapans
-Strogg
-Hierarchy
-Phanzons
-Omicronians

  • 08.11.2008 5:17 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg (Quake series)
Location 2nd Asteroid Field

Ships:
1 Assault Carrier. (Lightly Armed, Heavily Armored)
11 Battle Cruisers (Heavily Armed, Medium Armored)
27 Frigates (Medium Armed, Medium Armored)
50 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
15 Strogg Fighter/Dropships ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
6250 Strogg Marines
100 Grunts.
2050 Strogg Tacticals
1260 Light Tanks
1265 Heavy Hover Tanks
5 Gladiators
2050 Gunners
40 Beserkers.
310 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 1 turns left (Every 5 turns)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Nexus
Stroyent Factory
Nexus Hub
Expanded(Upgraded)Medical Facility - 500 Strogg Marines/150 Gunners/150 Tactical per turn
Factory: 100x Light Tank/Heavy Hover Tanks, 25x Harvesters per turn
Ore Refinery

Finished Research
Reactor Meltdown (Prevents Ship take over)
Stroyent Processor (Increases Soldier Endurance)
(Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type)
Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry)
Neural Implants (Increased Target Synchronizing and Aiming)
Increased Steroid injections(Heavy Damage Endurance)
SlipGate Technology(Space travel instantaneous)
Nailgun Ammunition(Larger Caliber Rounds, More Kenetic Force)
Nervous System replacement ( Prevents Infection Forms, or Mind control)
Dark Matter Containment
Dark Matter Harvesting

Research


Dark Matter Warheads - 3 turns

Construction

Medical Factory - 3 turns

Ground Movement
In Combat on Planet 6(postponed)
(Units in Combat on p6)
5000 Strogg Marines
500 Strogg Tacticals
300 Grunts
250 Gladiators
250 Heavy Hover Tanks
300 Harvesters.

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:

attackable

  • 08.11.2008 5:31 PM PDT

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chillax? definantly a floodian.
-onyx spartan

Faction: The Evogame Phazons. [its a mix of factions. the ships and tech from evogame is what i'll be using, but the ground units will be the final units in age of war (this game) if thats ok.

Ships:
100 light fighters [small, fast, light armament]
50 heavy fighters [larger, ,moderate speed, bomber armament(must be researched)]
30 Cruisers [about the same size as frigates, moderate speed, not much armament, just light laser cannons]
10 Frigates [the size of shadow unto dawn, moderate speed, weapons must be researched (as of now its just a carrier)]
50 cargo drop ships [small, no armament, carries 25 pilots, basic blasters or super soilders, or 100 units of a resource]

Ground units:
2750 Basic Blaster Units
750 pilots
275 Super Units [better guns armor etc]

Buildings:
Ice Drill
Basic mines
Advanced mines
Underground base
60-mile Base [shielded]
Underground Shielding Grid
100 Mile Radar Grid
Training Facility

Orbital Buildings:
1-bay Space Station
3-bay space station
Shipyard
4 Minor defense stations [armed with moderate ion disablers and minor laser cannons]
1 3-bay Defense Platform Structure [2 advanced ion disablers and 2 moderate laser cannons]

Finished Research:
Basic settlement procedures: lets me settle places

Advance settlement procedures: lets me settle larger ares of places and easier.

Small Probe rocketry: allows me to have advanced turning, landing and evasive maneuvers for light ships and probes. [ thus making them harder to kill]

Ice Suits: Allows me to inhabit Planet four and makes my units armor better and use-able in space because its air-tight, has 3 oxygen tanks that each can last a day + the air in the helmet lasts 90 minutes, and the suit keeps the body at its regular temperature, so its just like a space suit but can also be used in icy weather because its does not freeze.

Shielding: Makes it tougher to destroy my units, ships and bases [mostly bases]

Total settlement: means i can settle pretty quick and in a semi-large fashion.

Minor Ion: for defenses and for low-level plasma

Minor Laser: for defenses and low-level plasma

Advanced Radio: Because the snow blocks transmissions, and to stop other factions from listening in on radio chatter

Moderate Ion and Laser: Allows for the researching of Minor Plasma and better defense systems.

Reserve Power [buildings]: to keep weapons systems active but still construct at the same time.

Reserve power [ships]: for when its taken over 50% of damage, it can still partially function or self-destruct.

Low Plasma: The beginning of a new kind of weaponry, low plasma cannot be used for much.

Minor Plasma: Can be used to generate small amounts of energy or in bombs.

Advanced Ion and Laser: Mucho better weapons systems and the ability to research moderate plasma which allows for minor plasma cannons.

Resources:
1800 units of Icitanium
2900 units of metal
1150 units of snow crystal

Research:
Nuclear Creation [making it so i can make stuff radioactive and stuffs. this planets like really cold so i don't think i'd find it naturally]- 2 turns

Construction:
Small Vehicle Depot- 1 turns

Orbital Construction:

Training:
250 basic units per turn
50 pilots per turn
25 super soldiers per turn

Mining:
500 units of Icitanium [ a hardened metal, that, because it was once so cold it's 5x harder the carbonate strands] (per turn)
1000 units of metal (per turn)
200 snow crystal [retains large amounts of electricity] (per turn)

Ground Movement:: the new basic blaster units and super soilder units fill the base while the other half of the army are en route to a moon colony. the new pilots take control of 100 light fighters and 10 cruisers.

Space movement: Cruisers Descend onto Planet 3's ice moon and begin to settle a small section- 1 turns

Allies:The Flood, Canadian Super-Fleet

Enemies:

Message to all: i'll build orbital defense stations or enhanced suits for infantry for a few ships or some resources. maybe even both? All i am doing is settling the moon for a few turns. as soon as i am done with business there: i shall leave, you have my word. also, the Canadian super fleet is welcome in orbit of planet 4.

[Edited on 08.12.2008 6:24 AM PDT]

  • 08.11.2008 5:39 PM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Vulkoras Destroyer (Seige Battlestations) (Ten squadrons, five bomber squads)
2 Kortul Devastators (Heavy battleships) (Five squadrons, two bomber squads)
1 Skirantra Carrier (20 squadrons of fighters and bombers)
1 Jarrasul Evacuator (Worldships)
1 Antorak Marauder (Support battleship, abilities to be displayed in combat)
330 Skarovas Enforcers (Medium battleships)
280 Serevun Overseers (Able to delay phase jumps by one turn, able to project a mobile shielding sphere)
285 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
310 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
310 Junsurak Sentinels (Anti-Fighter Escort)
300 Kanrak Assailants (Long-range combat)
320 Karrastra Destructors (Orbital-bombardment)
315 Jakara Navigators (Stealthed strike-team transport)
385 Ravasta Skirmishers (Light battleships))

All ships carry one squadron (One hundred ships) of fighters unless otherwise noted.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our navy is considerably larger than most, as we have no choice but to wipe out and bombard.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts
Outer shield
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements
Uranium mines in Belt 1
Antimatter production facility
Network of orbital repair platforms (Repair Nanite hangars)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Adaptive Forcefields (Enemy missiles can no longer bypass shields)
Phase detection Can detect any stealth ship based on its relativistic signature)
Alien systems (As an alien race, no faction can understand the technology used in Vasari ship systems, rendering them unhackable)
Planet-class Shields
Nuclear Fission
Nuclear Fusion
Antimatter containment (All advanced abilities use antimatter)
Nanotech repair (Allows orbital repair stations to be built)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintegration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)
Atomic lattice armor (Allows hulls to take a great deal of punishment, protects ship systems from EMP-based weapons)

Research:
Phase rift stabilizer (2)

Construction:
Capital shipyard now building five of each ship class per turn
Producing one flagship per five turns

Ground Movement:

Space movement:
All ships now equipped to allow for "Project Rebirth"
All ships now equipped to disperse Necron virus

Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt), Flood (UnholyFurball), Geth (SilentScreams)]

Enemies: Hanchex Pact, all Hive races minus the Flood

Base: In orbit of planet 3

Message to all:

  • 08.11.2008 7:20 PM PDT