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Subject: please don't post yet

Posted by: Pyroshark
Message to Rebel Aliens:
|/We find proposed counter-offer acceptable. We propose trade of Ion Manipulation technology in return for a sample of DiTriDiamond.

We shall give you 10 crystals each of 35 square earth feet.

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 PlanetaryAssault Fighters
2 RefractorShield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
110 Brown Goblins
22 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on Shipyard 3

Space Movement:
One planetary defense carrier rifts into the DiTriDiamond dimension, and races to the index spot. 2

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 80

Research
DiTriDiamond 6X hardening process 4

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Can be attacked

  • 07.22.2008 11:27 AM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

Ships:
100 Viper Mk Vs
100 Viper Mk VIIs
50 Combat Raptors
10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection)
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection)
5 Columbia-Class Battlestars (Slow, heavy armament, large hangars, massive protection)
2 Mercury-Class Battlestars (Medium, heavy armament, medium hangars, massive protection)

Ground units:
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
5-bay Space Station
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*

Research:
Nuclear Fusion- 1 turn
Jump Drives for Vipers- 3 turns
In-system Ionic Engines- 3 turns
Project: VICTORY- 7 turns

Construction:
Orbital Super-Shipyard- 7 turns
10,000 Ground-To-Air launchers to protect from space assault- 15 turns
Arming Marines and R.A.Z.O.R.S. with high-quality guns and gear- 2 turns
Star Dreadnaught-Class modified Jump Drive- 3 turns

Ground Movement: Colonials begin to form an advanced society.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 9 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

TAU: We do not seek an alliance at this time. Perhapsa short time from now we may accept, but for now we must kindly refuse.

SCRIN: Our response to you is the same as our response to the Tau.

  • 07.22.2008 11:30 AM PDT

Posted by: Pyroshark
Message to Rebel Aliens:
|/We find proposed counter-offer acceptable. We propose trade of Ion Manipulation technology in return for a sample of DiTriDiamond.

We shall give you 10 crystals each of 35 Cubic (sorry, I said square by accident earlier) earth feet.

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 PlanetaryAssault Fighters
2 RefractorShield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
115 Brown Goblins
23 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on Shipyard 3

Space Movement:
One planetary defense carrier rifts into the DiTriDiamond dimension, and races to the index spot. 1

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 85

Research
DiTriDiamond 6X hardening process 3

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Can be attacked

  • 07.22.2008 11:32 AM PDT

Posted by: ANinjaGuardian
I would name my son Ezio Shepard Mactavish Vakarian Arbiter.

What is going on? I read it and still don't know.

  • 07.22.2008 11:39 AM PDT

Posted by: Shadowman235
What is going on? I read it and still don't know.

This is a forum game. You pick a faction, and start playing, fight other people, and try to conquer the universe, and make alliances.

  • 07.22.2008 11:42 AM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
3 Necron Star Dreadnoughts
30 Cairn-class Tombships (Battleships)
70 Scythe-class Harvest Ships (Heavy Cruisers)
105 Shroud-Class Cruisers (Anti-Fighter Cruiser)
300 Jackal-Class Raiders (Aggressive Heavy Fighter)
750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord carrying Staff of Light, Chronometron, Lightning Field, and Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
42000 Scarabs in swarm
200 Obelisks
100 Pylons
100 Monoliths
20 Abattoirs
2 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Enhanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (9 turns)

Construction:
9 Necron Lord (4 turns)
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Necron Star Dreadnought (5 turns)
10 Cairn-Class Tombships (5 turns)
20 Scythe-Class Harvest ships (5 turns)
30 Shroud-Class Cruisers (5 turns)
100 Jackal-Class Raiders (5 turns)
250 Dirge-Class Raiders (5 turns)
1 Tomb Stalker Titan (5 turns)
Aeonic Orb Containment Arms (9 turns)
Aenoic Orb Support Base (9 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

To All Allies: Have as little contact and interaction with the Xenomorphs as possible, when the Non-Aggression Aggreement between Necrons and all Factions ends, the Necrons will be the primary Alliance of Superpowers Force combating them. The nature of the Necrons makes them immune to the Xenomorph parasitism

  • 07.22.2008 11:49 AM PDT

Posted by: rst7503
Faction: Necrons (of Warhammer 40K)

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

Oh trust me, you would have a bit of trouble with Valkalry Spiders.

Posted by: Pyroshark
Message to Rebel Aliens:
|/We find proposed counter-offer acceptable. We propose trade of Ion Manipulation technology in return for a sample of DiTriDiamond.

We shall give you 10 crystals each of 35 square earth feet.

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 PlanetaryAssault Fighters
2 RefractorShield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
115 Brown Goblins
23 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on Shipyard 2

Space Movement:
One planetary defense carrier rifts into the DiTriDiamond dimension, and races to the index spot. There

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 90

Research
DiTriDiamond 6X hardening process 2

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Message to Colonials: Nevermind.

Can be attacked

[Edited on 07.22.2008 11:57 AM PDT]

  • 07.22.2008 11:52 AM PDT

1 P17Y 7H3 F00L

KOTOR

Snakie (Colonials) already said the Halo doesn't contain the superweapon found in the stories, instead, as he already said, it contains a lot of knowledge and tech

  • 07.22.2008 11:55 AM PDT

nvm

[Edited on 07.22.2008 12:00 PM PDT]

  • 07.22.2008 11:56 AM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
3 Necron Star Dreadnoughts
30 Cairn-class Tombships (Battleships)
70 Scythe-class Harvest Ships (Heavy Cruisers)
105 Shroud-Class Cruisers (Anti-Fighter Cruiser)
300 Jackal-Class Raiders (Aggressive Heavy Fighter)
750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord carrying Staff of Light, Chronometron, Lightning Field, and Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
44000 Scarabs in swarm
200 Obelisks
100 Pylons
100 Monoliths
20 Abattoirs
2 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (8 turns)

Construction:
9 Necron Lord (3 turns)
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Necron Star Dreadnought (4 turns)
10 Cairn-Class Tombships (4 turns)
20 Scythe-Class Harvest ships (4 turns)
30 Shroud-Class Cruisers (4 turns)
100 Jackal-Class Raiders (4 turns)
250 Dirge-Class Raiders (4 turns)
1 Tomb Stalker Titan (4 turns)
Aeonic Orb Containment Arms (8 turns)
Aenoic Orb Support Base (8 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

To All Allies: Have as little contact and interaction with the Xenomorphs as possible, when the Non-Aggression Aggreement between Necrons and all Factions ends, the Necrons will be the primary Alliance of Superpowers Force combating them. The nature of the Necrons makes them immune to the Xenomorph parasitism

  • 07.22.2008 11:57 AM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: A Dumb Door
[quote]Posted by: rst7503
Faction: Necrons (of Warhammer 40K)

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

Oh trust me, you would have a bit of trouble with Valkalry Spiders.

Oh good, I like Challenges, but Necrons are more hazardous than they seem.

Also, you posted twice in a row, which is against rules

  • 07.22.2008 11:58 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
2012 TIE Fighters
981 TIE Interceptors
528 TIE Bombers
108 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
62 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
41 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
23 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
23 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
5 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
17,300 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
1750 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
70 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5200 Sabre-Class Repulsor Tanks
5200 AT-STs

Buildings:
6-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Defensive Anti Vehicle Minefields
Orbital Anti Spacecraft Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Basic settlement procedures
Advanced Settlement Procedures
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)
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)

Research:
Nuclear Fusion Weapons- 9 turns
Nuclear Fission Weapons- 1 turns
Focusing Crystals- 9 turns

Construction: (On Standby until Base is established.)
12-bay Space Station- 2 turns
Gravity Field Generators- 1 turns
CGT Sensors- 1 turns
FTL Sensors- 1 turns
300 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
15 Nebulon B Class Frigates , 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo to reinforce the Colonials. 3 turns

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.
Colonials: Would you like us to reinforce your attempt to get the Index? This would be useful to our alliance.

ATTACKABLE

[Edited on 07.22.2008 12:02 PM PDT]

  • 07.22.2008 11:58 AM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

Ships:
100 Viper Mk Vs
100 Viper Mk VIIs
50 Combat Raptors
10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection)
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection)
5 Columbia-Class Battlestars (Slow, heavy armament, large hangars, massive protection)
2 Mercury-Class Battlestars (Medium, heavy armament, medium hangars, massive protection)

Ground units:
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
5-bay Space Station
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*

Research:
Jump Drives for Vipers- 2 turns
In-system Ionic Engines- 2 turns
Project: VICTORY- 6 turns
Atomic Bombs- 2 turns

Construction:
Orbital Super-Shipyard- 6 turns
10,000 Ground-To-Air launchers to protect from space assault- 14 turns
Arming Marines and R.A.Z.O.R.S. with high-quality guns and gear- 1 turn
Star Dreadnaught-Class modified Jump Drive- 2 turns

Ground Movement: Colonials begin to form an advanced society.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 8 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

GALACTIC EMPIRE: Yes, reinforcements against the more... dangerous... of the neutral factions would be appreciated. Once we have attained the Index, we can just use our Jump Drives to Jump back to Planet 3, but in the meantime th Vipers and Raptors trying to retrieve the Index are helpless.

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

[Edited on 07.22.2008 12:01 PM PDT]

  • 07.22.2008 11:59 AM PDT

Posted by: rst7503
Posted by: A Dumb Door
[quote]Posted by: rst7503
Faction: Necrons (of Warhammer 40K)

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

Oh trust me, you would have a bit of trouble with Valkalry Spiders.

Oh good, I like Challenges, but Necrons are more hazardous than they seem.

Also, you posted twice in a row, which is against rules

Oops, sorry. Fixing now...

And Valkalry spiders are completely made of a material, DiTriDiamond, making them indestructible to all conventional means of warfare.
Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 PlanetaryAssault Fighters
2 RefractorShield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
120 Brown Goblins
24 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on Shipyard 1

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 95

Research
DiTriDiamond 6X hardening process 1

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Can be attacked

[Edited on 07.22.2008 12:02 PM PDT]

  • 07.22.2008 12:00 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
3 Necron Star Dreadnoughts
30 Cairn-class Tombships (Battleships)
70 Scythe-class Harvest Ships (Heavy Cruisers)
105 Shroud-Class Cruisers (Anti-Fighter Cruiser)
300 Jackal-Class Raiders (Aggressive Heavy Fighter)
750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
46000 Scarabs in swarm
200 Obelisks
100 Pylons
100 Monoliths
20 Abattoirs
2 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (7 turns)

Construction:
9 Necron Lord (2 turns)
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Necron Star Dreadnought (3 turns)
10 Cairn-Class Tombships (3 turns)
20 Scythe-Class Harvest ships (3 turns)
30 Shroud-Class Cruisers (3 turns)
100 Jackal-Class Raiders (3 turns)
250 Dirge-Class Raiders (3 turns)
1 Tomb Stalker Titan (3 turns)
Aeonic Orb Containment Arms (7 turns)
Aenoic Orb Support Base (7 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

  • 07.22.2008 12:03 PM PDT

Posted by: ANinjaGuardian
I would name my son Ezio Shepard Mactavish Vakarian Arbiter.

Do I have to pick a real faction?

  • 07.22.2008 12:04 PM PDT

Posted by: Shadowman235
Do I have to pick a real faction?

No, but make it fair and reasonable.

  • 07.22.2008 12:04 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
1812 TIE Fighters
881 TIE Interceptors
478 TIE Bombers
88 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
47 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
46 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
18 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
20 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
4 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
17,600 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
1850 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
80 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5300 Sabre-Class Repulsor Tanks
5300 AT-STs

Buildings:
6-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Defensive Anti Vehicle Minefields
Orbital Anti Spacecraft Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms
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)
Basic settlement procedures
Advanced Settlement Procedures
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)
Nuclear Fission Weapons
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)

Research:
Nuclear Fusion Weapons- 8 turns
Focusing Crystals- 8 turns

Construction: (On Standby until Base is established.)
12-bay Space Station- 1 turns
Missile Silo- 15 turns
20 Nuclear Fission Missiles, 20 turns
300 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
20 Acclamator Class Assault Ships , 1 turn

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

Space movement: All Defenses active. Fleet scanning all incoming traffic.

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo to reinforce the Colonials. 2 turns

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Colonials: Very well, please alert us when the research is complete. We have sent 5,000 Stormtroopers to your base. They are under your command.
Colonials:Very well, a task force is en route.

ATTACKABLE

  • 07.22.2008 12:07 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: A Dumb Door

And Valkalry spiders are completely made of a material, DiTriDiamond, making them indestructible to all conventional means of warfare.



Doesn't matter to me, Necron gauss weaponry (not the same as our understanding of Gauss) actually rips matter apart and demolecularizes it, annihilating the target completely.

A Necron rifle does full armor penetration against a ship armor, though, the beam won't be able to be sustained enough to do critical damage, but the point is that it does full damage against all armor types.

  • 07.22.2008 12:14 PM PDT
  • gamertag: [none]
  • user homepage:

“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

Ships:
100 Viper Mk Vs
100 Viper Mk VIIs
50 Combat Raptors
10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection)
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection)
5 Columbia-Class Battlestars (Slow, heavy armament, large hangars, massive protection)
2 Mercury-Class Battlestars (Medium, heavy armament, medium hangars, massive protection)

Ground units:
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

Buildings:
5-bay Space Station
Shielded Base
Basic Mines
Cygnus-Class Landing Zone
Barracks
Nuclear Materials Mine
Armory

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*

Research:
Jump Drives for Vipers- 1 turn
In-system Ionic Engines- 1 turn
Project: VICTORY- 5 turns
Atomic Bombs- 1 turn
CENTURION Blueprints- 4 turns

Construction:
Orbital Super-Shipyard- 5 turns
10,000 Ground-To-Air launchers to protect from space assault- 13 turns
Star Dreadnaught-Class modified Jump Drive- 1 turn

Ground Movement: Colonials begin to form an advanced society.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 7 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

GALACTIC EMPIRE: Yes, reinforcements against the more... dangerous... of the neutral factions would be appreciated. Once we have attained the Index, we can just use our Jump Drives to Jump back to Planet 3, but in the meantime th Vipers and Raptors trying to retrieve the Index are helpless.

VASARI: Vasari, we will offer you a modified Jump Drive that will fit one of your ships (you will have to backwards-engineer versions for new ships) if you can provide us with the Access Codes to your Jump Gate Network and one technology that we desire.

  • 07.22.2008 12:16 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
3 Necron Star Dreadnoughts
30 Cairn-class Tombships (Battleships)
70 Scythe-class Harvest Ships (Heavy Cruisers)
105 Shroud-Class Cruisers (Anti-Fighter Cruiser)
300 Jackal-Class Raiders (Aggressive Heavy Fighter)
750 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
1500 Warriors
750 Immortals
200 Pariahs
200 Flayed Ones
100 Wraiths
100 Tomb Spyders
100 Destroyers
50 Heavy Destroyers
48000 Scarabs in swarm
200 Obelisks
100 Pylons
100 Monoliths
20 Abattoirs
2 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

Buildings:
Underground Catacomb Labyrinth Base under Planet 6 Crust
Tomb Factory (basic Infantry production)
Necron Shipyard
Necron Scarab Hive (2000 Scarabs per turn)
Mortuary Heavy Factory (vehicle production)
Repair Sepulchre (building for mass-repairs)
Re-Birthing Pit (exactly what its name says)
Necron Tomb of the Titans (allows for construction of titans)
Basic Gauss Defenses
Necron Anti-Ground Mines
Necron Planetary Shielding
Necron Planet-side Anti-Ship Cannons
Necron Orbital Defense Platforms
Necron Orbital Naval Mines

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Inertia-less Drive Engines
Naval Sepulchre (psychological warfare and precision targetting)
Naval Scarab Complement
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
All-Unit EMP Shielding
Necron Advanced Regeneration
Nuclear Fission
Nuclear Fusion

Research:
Necron Star Binding Tech (WMD) (6 turns)

Construction:
9 Necron Lord (1 turns)
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (2 turns)
25 Pylons (2 turns)
25 Monoliths Obelisks (2 turns)
5 Abattoirs (2 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
1 Tomb Stalker Titan (2 turns)
Aeonic Orb Containment Arms (6 turns)
Aenoic Orb Support Base (6 turns)

Ground Movement:
Construction of Catacomb Base under surface of Planet 6

Space Movement:
None

Allies: Alliance of Superpowers (Colonials, Visari, Empire)

Enemies: None

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

Necrons Offline

  • 07.22.2008 12:16 PM PDT

HEY! QUIT READING MY SIGNATURE!
YEAH, YOU! GO AWAY! SERIOUSLY, GET LOST!

...

STOP IT!!

WHAT THE HELL IS THIS CRAP?!?!?!?!?

  • 07.22.2008 12:17 PM PDT

Posted by: ANinjaGuardian
I would name my son Ezio Shepard Mactavish Vakarian Arbiter.

Posted by: A Dumb Door
Posted by: Shadowman235
Do I have to pick a real faction?

No, but make it fair and reasonable.

Does it have to be from a game/movie?

  • 07.22.2008 12:17 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: Shadowman235
Posted by: A Dumb Door
Posted by: Shadowman235
Do I have to pick a real faction?

No, but make it fair and reasonable.

Does it have to be from a game/movie?


No, anything fair, and we're pretty much cool with anything if it's balanced, and you seriously want to play. Last game, there were people playing as an army of hobboes and an army of talking bunnies. It's all good, because they were balanced and seriously wanted to play using them.


OK, now Necrons are offline, For sure

  • 07.22.2008 12:18 PM PDT

Posted by: rst7503
Posted by: A Dumb Door
Posted by: rst7503
Faction: Necrons (of Warhammer 40K)

Message to All: The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed

Oh trust me, you would have a bit of trouble with Valkalry Spiders.


Oh good, I like Challenges, but Necrons are more hazardous than they seem.

Valkalry spiders are completely made of a material, DiTriDiamond, making them indestructible to all conventional means of warfare.
Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 PlanetaryAssault Fighters
2 RefractorShield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
125 Brown Goblins
25 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on Shipyard Done

Space Movement:
One planetary defense carrier observes the collecting of data...

Buildings:
Valkalry Spider Flesh Vats turn out 1 Valkalry Spider
Brown Goblin Flesh Vats Turn out 5 Brown Goblins
Central Operations Outpost
Shipyard makes 1 Planetary Defense Carrier per 2 turns 2
Shipyard makes 5 planetary Assault Fighters per 2 turns 2
DiTriDiamond Mine harvests 5 DiTriDiamond Crystals

Resources
DiTriDiamond crystals: 100

Research
DiTriDiamond 6X hardening process Done

Finished Research:
Nuclear Fusion
DiTriDiamond Cloning
EMP
Nuclear Fission
DiTriDiamond 6X hardening Process

Allies:
None

Nemeses:
None

Message to all: We mean no harm, but we seek refuge from the Empire Aliens. We will viciously fight to protect any species from annihilation.

Can be attacked

[Edited on 07.22.2008 12:31 PM PDT]

  • 07.22.2008 12:30 PM PDT