Off Topic: The Flood
This topic has moved here: Subject: please don't post yet
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Subject: please don't post yet

1 P17Y 7H3 F00L

KOTOR

Faction: Phayder Corporation (Necris) (from Unreal Tournament 3)

My faction is a ground-only faction, though it has some powerful space-worthy atmospheric fighters. Though Necris are da bomb in ground combat and shock/ blitzkrieg warefare

The ground infantry don't actually have classes as I put them, but I need some way to categorize them and say what weapons they have. All infantry carry a translocator and a hoverboard

Air Units:
25400 Furies (atmospheric space-capable fighters)
10200 Necris-held Cicadas (atmospheric gunships)

Ground Units:
79000 Necris Riflemen (armed with Shock Rifles)
26000 Necris Anti-Armor (armed with Trident Rocket Lawn Chairs and AVRLs)
43000 Necris Combat Engineers (armed wtih Link Guns and Impact Hammers)
22000 Necris Heavy Gunners (armed with Tarydium Stingers)
8000 Necris Snipers
21000 Necris Shocktroopers/ Assault (armed with Flak Cannons and Bio-Rifles)
1010 Necris Redeemers (armed with Redeemers)
51000 Vipers
25500 Scavengers
20250 Nemesis(s)
5200 Nightshades
2600 Darkwalkers
505 Necris-held Self-Propelled Mobile Artillery Units
252 Necris-held Leviathan Super-Vehicles

Buildings:
Base on Planet 7
Barracks
Vehicle Factory
Planetary Cannons
Orbital Defense Cannons
Planetary Shielding
Orbital Mines
Anti-Personnel Cannons

Technology:
Necris Nanoblack Technology
Teleporter Technology
EMP Shielding
Vehicle Plating
Supplementary Armoured Helmets
Jump Boots

Construction:
2000 Necris Riflemen per turn
500 Necris Anti-Armor per turn
1500 Necris Combat Engineers per turn
1000 Necris Heavy Gunners per turn
250 Necris Snipers per turn
500 Necris Shocktroopers/ Assault per turn
5 Necris Redeemers per turn
500 Vipers per turn
250 Scavengers per turn
100 Nightshades per turn
125 Nemesis(s) per turn
50 Dark Walkers per turn
25 SPMAs per turn
1 Leviathan per turn
200 Furies per turn
100 Cicadas per turn

Research:
Supplementary Armor Vests (2 turns)
Supplementary Shield Belts (3 turns)
Infantry Stealth (2 turns)
Infantry Beserker Ability (enables VERY FAST firing of weaponry) (4 turns)
Instagib Rifle (replaces Shock Rifle, is one-shot anti-matter kill) (5 turns)
Interplanetary Portals (5 turns)
Infection Tubes/ Invasion Tentacles (5 turns)
Respawner Technology (respawns a set number of soldiers wherever killed) (6 turns)
Nightshade Mines (HE, EMP, Slow-Field, Spider) (4 turns)

Ground Movement:
Building Base
Prepping for combat

Space Movement:
None

Allies:
None

Enemies:
None

Message to All:
"I cry small black tears for you"
"Death shall free you"

-Favorite Sayings of Malaki and Judas (of Necris)


Phayder Corporation offline

[Edited on 08.12.2008 8:53 AM PDT]

  • 08.12.2008 8:43 AM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet (completely spaced based)
Ships:
2 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
4 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
6 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
8 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
150 CF-18's Space Variant with V-15 missiles.

Ground units:none

Buildings:1 One Bay Space defense center.

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.

Research:
Slip-Space Drive (4)
Shielding (2)
Advanced Direct Energy Weapons (7)
Renewable Resources (9)
Tactical Atomic Weaponry (non-WMD) (7)
Powerful Base defenses (3)
Strong Sheilding (3)
Thermonuclear Devices (WMD) (4)
Construction:
3 6 Dock bay Space defense center (2)
Base Shielding (5)
Ship Building Spacedock (3)
18 Orbital Defense Direct Energy Stations (2)
Ground Movement: None

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.

Allies: Phazons, Space Pirates

Enemies:None

Resources:
100 Tons of Metals per turn.

Message to all: Thankyou Space Pirates, where would you like me to place my vessels?

Also, with this new threat. We should pool all are ships and defenses at Planet one.

We have informed Canadian Command of our plight. They will finish destroying Earth and will all come to our aid. They are sending everything they have. It will arrive in 3 Turns. Our race will make this place our permanent home...
SPACE
1 MK1 Capitol Ship
25 MK2 Class Defenders
50 G3 Battleships
75 MK5 Cruisers
100 X-118 Strike Ships.
8000 CF-18s

Ground
1500 JSF2s Infantry (Ship Boarding/ Ground Assault)
750 APZs Anti-Armor Infantry
250 HDH Commandos (Special Operations)


[Edited on 08.12.2008 10:01 AM PDT]

  • 08.12.2008 8:48 AM PDT
Subject: please don't post yet

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

I was wondering the same thing. What are they based off?
@Omnicent

[Edited on 08.12.2008 11:47 AM PDT]

  • 08.12.2008 11:46 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

Posted by: rst7503
How are you guys doing? It's me, Snakie's mod-in-chief in his abscence (along with Bonfire). I'm in vacation, and I can only post sometimes (rarely). I still read your posts, though.

When I can come back, I'll go super-apocalypse in y'all. I'll start it now.

The Necrons, as of now, are permanently inactive and in hibernation. I realized they are too powerful and can't be beat, especially when you apply all of the Warhammer 40K rules that are meant to go along with them. As a result, no one can touch them. Forget they were here.

Now, I will start a new faction, it will have many more soldiers than other factions that start (rivaling the Borg). I recommend the other factions that started call for reinforcements to prepare yourselves for the final fight. You have my permission to give yourselves a reinforcements, to make it more fair, however, you will not be protected by your 5-turn noob shield if you choose to accept


So... that means the Battle of Planet 6 is done?

I can pull my troops out?

Damn...that was gonna be a good battle.

  • 08.12.2008 2:22 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)
21 Battle Cruisers (Heavily Armed, Medium Armored)
47 Frigates (Medium Armed, Medium Armored)
350 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
105 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
1 Networed Guardian
9500 Strogg Marines
500 Grunts.
3200 Strogg Tacticals
2000 Light Tanks
2000 Heavy Hover Tanks
200 Gladiators
3200 Gunners
400 Beserkers.
475 Harvesters.
30 Scientists
30 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 5 turns left (Every 5 turns)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators 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
Dark Matter Warheads
Research




Construction

Makron Class Bay - 4 turns
Dark Matter Warhead Facility - 5 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:The reason the Makron is not here, yet... Is that he is busy, playing Vice City.

attackable

  • 08.12.2008 2:25 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Space Pirates (Metroid)
[Planet 1], [Ocean of Planet 2]

Ships:
-28 Pirate Frigates
-110 Warships
-124 Battlecruisers
-106 Assault Ships
-4 Heavy Transports
-490 Single-Pirate Fighters
-300 ATC's
-520 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-6180 Pirate Troopers
-5773 Aerotroopers
-3464 Commandos
-4545 Shield Troopers
-4545 Advanced Troopers
-56 Rezbits
-12 Metroids
-143 Sentry Drones
-75 Remorse-Class Movable Turrets
-13 Mogenars
-1 Draygon
-1 Phantoon
-1 Kraid
-1 Ridley

Buildings:
-3-Bay Mining Station (Second Asteroid Field) (SPS-1)
-Second Space Station (Halo 2 debris field) (SPS-2)
-Colony on Planet 1 (SPC-1)
-Colony on Planet 2 (SPC-2) (underwater)

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does not protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Wave Beam Technology
-Power Beam Technology
-Nova Beam Technology
-Gravity Technology
-Forerunner based teleportation
-Antimatter Generation
-Wormhole Technology
-Advanced Scanning Equipment
-*Aether logs reviewed*
-*Bryyo logs reviewed*
-*Phaaze logs reviewed*
-Metroid-based energy drain
-Hydronium Generation
-Genetic Manipulation
-Advanced Armor
-Modular Weaponry
-Cybernetic/Biological Constructor
-Nanotechnology
-Bryyonian Golems
-UNSC cloning technology
-Bioengineering
-Multidimensional Theory
-Assault Armor
-Antigravity Technology
-Solid Light Generation
-Mass-Energy Conversion
-Microbiology
-Molecular Engineering
-Powered Armor

Research:
-Advanced Wormhole Manipulation (6 turns)
-Phase-out Technology (4 turns)
-Dimensional Shielding (12 turns)
-Biological Energy Drain (8 turns)
-Phazon Radiation Studies (10 turns)

Construction:
-1000 Troopers
-950 Aerotroopers
-750 Shield Troopers
-750 Advanced Troopers
-575 Commandoes
-7 Rezbits
-10 Metroids
-2 Sentry Drones
-1 Mogenar
-Training Facility Training: 10 Aerotroopers
-Shipyards building:
1 Frigate
5 Warships
8 Battlecruisers
8 Assault Ships
35 Single-Pirate Fighters
25 ATC's
40 Skiffs
-Building tunnels beneath the colony 1
-Terraforming Planet 1 (14 turns)
-Expanding Planetary colonies by 50% (5 turns)
-Expanding shipyards on SPC-1, SPS-1, and SPS-2 (2 turns)

Ground Movement:
-Occupied in ships or outfitting the space stations and colonies with upgrades.

Space movement:
-Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search.
-5 Warships garrisoned at Planet 2 colony
-2 Battlecruisers and 2 Warships garrisoned at Planet 1
-7 Battlecruisers and 1 Warship garrisoned at SPS-2
-Remaining ships garrisoned at SPS-1

Allies: UNSC, Canadian Superfleet

Enemies: Borg

Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however.
Rebel Aliens , we would like to form an alliance. The Borg assault was a close call. After seeing their technology, we no longer belive that our aquatic colony will be safe, nor will the stop at Planet 2. We would like to pool our resources to defend not just the planet, but the entire system.

Attackable

  • 08.12.2008 2:36 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet (completely spaced based)
Ships:
2 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
4 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
6 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
8 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
150 CF-18's Space Variant with V-15 missiles.

Ground units:none

Buildings:1 One Bay Space defense center.

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Direct Energy Weapons: Powerful lazers now equiped to all vessels in the form of turrets.

Research:
Hyperdrive (3)
Shielding (1)
Advanced Direct Energy Weapons (6)
Renewable Resources (9)
Tactical Atomic Weaponry (non-WMD) (6)
Powerful Base defenses (2)
Strong Sheilding (2)
Thermonuclear Devices (WMD) (3)
Construction:
3 6 Dock bay Space defense center (1)
Base Shielding (4)
Ship Building Spacedock (2)
18 Orbital Defense Direct Energy Stations (1)
Ground Movement: None

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.

Allies: Phazons, Space Pirates

Enemies:None

Resources:
100 Tons of Metals per turn.

Message to all: Thankyou Space Pirates, where would you like me to place my vessels?

Also, with this new threat. We should pool all are ships and defenses at Planet one.

We have informed Canadian Command of our plight. They will finish destroying Earth and will all come to our aid. They are sending everything they have. It will arrive in 2 Turns. Our race will make this place our permanent home...
SPACE
1 MK1 Capitol Ship
25 MK2 Class Defenders
50 G3 Battleships
75 MK5 Cruisers
100 X-118 Strike Ships.
8000 CF-18s

Ground
1500 JSF2s Infantry (Ship Boarding/ Ground Assault)
750 APZs Anti-Armor Infantry
250 HDH Commandos (Special Operations)

  • 08.12.2008 2:36 PM PDT
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
67010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons)
34500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons)
15875 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs)
553 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.)
346 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes)
322 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.)
242 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.)
150 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.)
70 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:
48,200 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
10200 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)
1220 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility)
11200 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles)
10560 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher)
950 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
Jamming Signals (Block communications, designed to counter Borg networking. Executor Class Ships only)

Research:
None.

Construction:
PROJECT DESPAYRE: 69 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), 21 turns
Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 3 turn recharge time), 7 turns
1000 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
10 Tartans per turn
8 Acclamators per turn
6 Nebulons per turn
4 Victorys per turn
2 Imperators per turn
1 Executor per 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.

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

  • 08.12.2008 2:37 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)
21 Battle Cruisers (Heavily Armed, Medium Armored)
47 Frigates (Medium Armed, Medium Armored)
350 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
105 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
1 Networed Guardian
10000 Strogg Marines
600 Grunts.
3350 Strogg Tacticals
2100 Light Tanks
2100 Heavy Hover Tanks
250 Gladiators
3350 Gunners
500 Beserkers.
500 Harvesters.
35 Scientists
35 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 4 turns left (Every 5 turns)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators 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
Dark Matter Warheads
Research




Construction

Makron Class Bay - 3 turns
Dark Matter Warhead Facility - 4 turns

Ground Movement
Ground Units on Planet 6 return to Assault Carriers.
Evacuation from planet - 2 turns

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:The reason the Makron is not here, yet... Is that he is busy, playing Vice City.

attackable

  • 08.12.2008 2:40 PM PDT

Semi-socialist and proud of it.

Gotta go do something, so offline for now.

  • 08.12.2008 2:41 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet (completely spaced based)
Ships:
2 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
4 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
6 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
8 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
150 CF-18's Space Variant with V-15 missiles.

Ground units:none

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Direct Energy Weapons: Powerful lazers now equiped to all vessels in the form of turrets.
Shielding : All ships and stations protected by a nuclear power energy barrier.

Research:
Hyperdrive (2)
Advanced Direct Energy Weapons (5)
Renewable Resources (8)
Tactical Atomic Weaponry (non-WMD) (5)
Powerful Base defenses (1)
Strong Sheilding (1)
Thermonuclear Devices (WMD) (2)

Construction:
Ship Building Spacedock (1)
2 G3 Battleships (2)
1 Heavy Shipyard (1)

Ground Movement: None

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.

Allies: Phazons, Space Pirates

Enemies:None

Resources:
100 Tons of Metals per turn.

Message to all: My defense stations are in place and my fleet has almost arrived. We will defend our new home of planet one until the end.

REINFORCMENTS
We have informed Canadian Command of our plight. They will finish destroying Earth and will all come to our aid. They are sending everything they have. It will arrive in 1 Turns. Our race will make this place our permanent home...
SPACE
1 MK1 Capitol Ship
25 MK2 Class Defenders
50 G3 Battleships
75 MK5 Cruisers
100 X-118 Strike Ships.
8000 CF-18s

Ground
1500 JSF2s Infantry (Ship Boarding/ Ground Assault)
750 APZs Anti-Armor Infantry
250 HDH Commandos (Special Operations)


[Edited on 08.12.2008 2:47 PM PDT]

  • 08.12.2008 2:42 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Space Pirates (Metroid)
[Planet 1], [Ocean of Planet 2]

Ships:
-29 Pirate Frigates
-115 Warships
-132 Battlecruisers
-114 Assault Ships
-4 Heavy Transports
-525 Single-Pirate Fighters
-325 ATC's
-560 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-7190 Pirate Troopers
-6733 Aerotroopers
-4040 Commandos
-5295 Shield Troopers
-5295 Advanced Troopers
-63 Rezbits
-22 Metroids
-145 Sentry Drones
-75 Remorse-Class Movable Turrets
-14 Mogenars
-1 Draygon
-1 Phantoon
-1 Kraid
-1 Ridley

Buildings:
-3-Bay Mining Station (Second Asteroid Field) (SPS-1)
-Second Space Station (Halo 2 debris field) (SPS-2)
-Colony on Planet 1 (SPC-1)
-Colony on Planet 2 (SPC-2) (underwater)

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does not protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Wave Beam Technology
-Power Beam Technology
-Nova Beam Technology
-Gravity Technology
-Forerunner based teleportation
-Antimatter Generation
-Wormhole Technology
-Advanced Scanning Equipment
-*Aether logs reviewed*
-*Bryyo logs reviewed*
-*Phaaze logs reviewed*
-Metroid-based energy drain
-Hydronium Generation
-Genetic Manipulation
-Advanced Armor
-Modular Weaponry
-Cybernetic/Biological Constructor
-Nanotechnology
-Bryyonian Golems
-UNSC cloning technology
-Bioengineering
-Multidimensional Theory
-Assault Armor
-Antigravity Technology
-Solid Light Generation
-Mass-Energy Conversion
-Microbiology
-Molecular Engineering
-Powered Armor

Research:
-Advanced Wormhole Manipulation (5 turns)
-Phase-out Technology (3 turns)
-Dimensional Shielding (11 turns)
-Biological Energy Drain (7 turns)
-Phazon Radiation Studies (9 turns)

Construction:
-1000 Troopers
-950 Aerotroopers
-750 Shield Troopers
-750 Advanced Troopers
-575 Commandoes
-7 Rezbits
-10 Metroids
-2 Sentry Drones
-1 Mogenar
-Training Facility Training: 10 Aerotroopers
-Shipyards building:
1 Frigate
5 Warships
8 Battlecruisers
8 Assault Ships
35 Single-Pirate Fighters
25 ATC's
40 Skiffs
-Building tunnels beneath the colony 1
-Terraforming Planet 1 (13 turns)
-Expanding Planetary colonies by 50% (4 turns)
-Expanding shipyards on SPC-1, SPS-1, and SPS-2 (1 turn)
-Building biodome for Canadian Superfleet (2 turns with aid, 4 turns without)

Ground Movement:
-Occupied in ships or outfitting the space stations and colonies with upgrades.

Space movement:
-Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search.
-5 Warships garrisoned at Planet 2 colony
-2 Battlecruisers and 2 Warships garrisoned at Planet 1
-7 Battlecruisers and 1 Warship garrisoned at SPS-2
-Remaining ships garrisoned at SPS-1
-Calling in numerous reinforcements for the new Necris threat (Space Pirates-10 turns, Zebesian Pirates- 14 turns, Kihunters 20 turns)

Allies: UNSC, Canadian Superfleet

Enemies: Borg

Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however.
Rebel Aliens , we would like to form an alliance. The Borg assault was a close call. After seeing their technology, we no longer belive that our aquatic colony will be safe, nor will the stop at Planet 2. We would like to pool our resources to defend not just the planet, but the entire system.
Canadians, our scans indicate that your biology cannot withstand the acidic conditons that Planet 1 will have upon being terraformed. Do not worry, however, we will build a biodome for your people. If you will lend us some resources, we can finish construction shortly.

Attackable

  • 08.12.2008 2:48 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

You will not need to build anything for us. Our race has not needed the use of grounds for decades.

  • 08.12.2008 2:50 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)
21 Battle Cruisers (Heavily Armed, Medium Armored)
47 Frigates (Medium Armed, Medium Armored)
400 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
120 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
1 Networed Guardian
10500 Strogg Marines
700 Grunts.
3500 Strogg Tacticals
2200 Light Tanks
2200 Heavy Hover Tanks
300 Gladiators
3500 Gunners
600 Beserkers.
525 Harvesters.
35 Scientists
35 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 10 Frigate/5 Battlecruiser 3 turns left (Every 5 turns)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators 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
Dark Matter Warheads
Research

Dark Matter Projectiles - 6 turns


Construction

Makron Class Bay - 2 turns
Dark Matter Warhead Facility - 3 turns

Ground Movement
Ground Units on Planet 6 return to Assault Carriers.
Evacuation from planet - 2 turns

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:The reason the Makron is not here, yet... Is that he is busy, playing Vice City.

attackable

  • 08.12.2008 2:52 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Okay. Then it's just another section of colony for us.

  • 08.12.2008 2:53 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet (completely spaced based)
Ships:
1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor.
27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
54 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
81 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
108 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8150 CF-18's Space Variant with V-15 missiles.

Infantry:
1500 JSF2s Infantry (Ship Boarding/ Ground Assault)
750 APZs Anti-Armor Infantry
250 HDH Commandos (Special Operations)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Direct Energy Weapons: Powerful lazers now equiped to all vessels in the form of turrets.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.

Research:
Hyperdrive (1)
Advanced Direct Energy Weapons (4)
Renewable Resources (7)
Tactical Atomic Weaponry (non-WMD) (4)
Thermonuclear Devices (WMD) (1)
Shielded Armor for Infantry (3)

Construction:
3 G3 Battleships (2)
10 Strike Ships (5)
5 Cruisers (6)
1 MK1 (8)

Ground Movement: None

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.
Allies: Phazons, Space Pirates

Enemies:None

Resources:
100 Tons of Metals per turn.

Message to all: My defense stations are in place and my fleet has arrived. We will defend our new home of planet one until the end.

Space Pirates, you may place my fleet where you see fit.

[Edited on 08.12.2008 2:59 PM PDT]

  • 08.12.2008 2:57 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)
21 Battle Cruisers (Heavily Armed, Medium Armored)
47 Frigates (Medium Armed, Medium Armored)
450 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
135 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
1 Networed Guardian
11000 Strogg Marines
800 Grunts.
3650 Strogg Tacticals
2300 Light Tanks
2300 Heavy Hover Tanks
350 Gladiators
3650 Gunners
700 Beserkers.
550 Harvesters.
40 Scientists
40 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)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators 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
Dark Matter Warheads
Research

Dark Matter Projectiles - 5 turns


Construction

Makron Class Bay - 1 turns
Dark Matter Warhead Facility - 2 turns
Expanded Space Port - 5 turns
Ground Movement
Ground Units on Planet 6 return to Assault Carriers.
Evacuation from planet - 1 turns

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:The reason the Makron is not here, yet... Is that he is busy, playing Vice City.

attackable

  • 08.12.2008 3:00 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet (completely spaced based)
Ships:
1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor.
27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
54 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
81 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
108 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8150 CF-18's Space Variant with V-15 missiles.

Infantry:
1500 JSF2s Infantry (Ship Boarding/ Ground Assault)
750 APZs Anti-Armor Infantry
250 HDH Commandos (Special Operations)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Direct Energy Weapons: Powerful lazers now equiped to all vessels in the form of turrets.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.
Hyperdrive: Faster than light travel.
Thermo-nuclear WMD's : Nuclear Warheads to place on missles.

Research:
Advanced Direct Energy Weapons (3)
Renewable Resources (6)
Tactical Atomic Weaponry (non-WMD) (3)
Shielded Armor for Infantry (2)

Construction:
3 G3 Battleships (1)
10 Strike Ships (4)
5 Cruisers (5)
1 MK1 (7)
5 Medium Payload Nuclear WMD's missle variant. (6)

Ground Movement: None

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.

Allies: Phazons, Space Pirates

Enemies:None

Resources:
100 Tons of Metals per turn.

Message to all: My defense stations are in place and my fleet has arrived. We will defend our new home of planet one until the end.

Space Pirates, you may place my fleet where you see fit.

[Edited on 08.12.2008 3:07 PM PDT]

  • 08.12.2008 3:05 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)
21 Battle Cruisers (Heavily Armed, Medium Armored)
47 Frigates (Medium Armed, Medium Armored)
500 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
150 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
1 Networed Guardian
11500 Strogg Marines
900 Grunts.
3800 Strogg Tacticals
2400 Light Tanks
2400 Heavy Hover Tanks
400 Gladiators
3800 Gunners
800 Beserkers.
675 Harvesters.
45 Scientists
45 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 Makron Class Dreadnought 1 turns left (Every 5 turns)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators 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
Dark Matter Warheads

Research

Dark Matter Projectiles - 4 turns


Construction

Makron Class Bay - Completed
Dark Matter Warhead Facility - 1 turns
Expanded Space Port - 4 turns

Ground Movement


Space Movement

Standard Patrol around main base.
Stroggos Reinforcement Forces returning to base - 1 turn

Allies Hanchex Alliance

Enemies Necrons

Message to all:The reason the Makron is not here, yet... Is that he is busy, playing Vice City.

attackable

  • 08.12.2008 3:07 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet (completely spaced based)
Ships:
1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor.
27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
81 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
108 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8150 CF-18's Space Variant with V-15 missiles.

Infantry:
1500 JSF2s Infantry (Ship Boarding/ Ground Assault)
750 APZs Engineer Infantry
250 HDH Commandos (Special Operations)

RECRUITED:
5000 Troops for Various Jobs

Training (2)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Direct Energy Weapons: Powerful lazers now equiped to all vessels in the form of turrets.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.
Hyperdrive: Faster than light travel.
Thermo-nuclear WMD's : Nuclear Warheads to place on missles.
Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding.

Research:
Advanced Direct Energy Weapons (1)
Renewable Resources (4)
Tactical Atomic Weaponry (non-WMD) (1)
Genetic Engineering and bio-enhancment (4)

Construction:
10 Strike Ships (2)
5 Cruisers (1)
1 MK1 (5)
5 Medium Payload Nuclear WMD's missle variant. (4)

Ground Movement: None

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.

Allies: Phazons, Space Pirates

Enemies:None

Resources:
100 Tons of Metals per turn.

Message to all: My defense stations are in place and my fleet has arrived. We will defend our new home of planet one until the end.

Space Pirates, you may place my fleet where you see fit.

[Edited on 08.12.2008 3:15 PM PDT]

  • 08.12.2008 3:14 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Space Pirates (Metroid)
[Planet 1], [Ocean of Planet 2]

Ships:
-30 Pirate Frigates
-120 Warships
-140 Battlecruisers
-122 Assault Ships
-4 Heavy Transports
-560 Single-Pirate Fighters
-350 ATC's
-600 Skiffs (Small, unarmored, troop carriers that don't even have weaponry)

Ground units:
-8180 Pirate Troopers
-7693 Aerotroopers
-4615 Commandos
-6045 Shield Troopers
-6045 Advanced Troopers
-70 Rezbits
-32 Metroids
-147 Sentry Drones
-75 Remorse-Class Movable Turrets
-15 Mogenars
-1 Draygon
-1 Phantoon
-1 Kraid
-1 Ridley

Buildings:
-3-Bay Mining Station (Second Asteroid Field) (SPS-1)
-Second Space Station (Halo 2 debris field) (SPS-2)
-Colony on Planet 1 (SPC-1)
-Colony on Planet 2 (SPC-2) (underwater)

Finished Research:
-Hazard Suits- protect against radiation, caustic, and acidic materials. Does not protect against extreme temperatures.
-Varia Technolgy- Settlement of worlds with temperatural extremes.
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Wave Beam Technology
-Power Beam Technology
-Nova Beam Technology
-Gravity Technology
-Forerunner based teleportation
-Antimatter Generation
-Wormhole Technology
-Advanced Scanning Equipment
-*Aether logs reviewed*
-*Bryyo logs reviewed*
-*Phaaze logs reviewed*
-Metroid-based energy drain
-Hydronium Generation
-Genetic Manipulation
-Advanced Armor
-Modular Weaponry
-Cybernetic/Biological Constructor
-Nanotechnology
-Bryyonian Golems
-UNSC cloning technology
-Bioengineering
-Multidimensional Theory
-Assault Armor
-Antigravity Technology
-Solid Light Generation
-Mass-Energy Conversion
-Microbiology
-Molecular Engineering
-Powered Armor

Research:
-Advanced Wormhole Manipulation (4 turns)
-Phase-out Technology (2 turns)
-Dimensional Shielding (10 turns)
-Biological Energy Drain (6 turns)
-Phazon Radiation Studies (8 turns)

Construction:
-1000 Troopers
-950 Aerotroopers
-750 Shield Troopers
-750 Advanced Troopers
-575 Commandoes
-7 Rezbits
-10 Metroids
-2 Sentry Drones
-1 Mogenar
-Training Facility Training: 10 Aerotroopers
-Shipyards building:
3 Frigates
10 Warships
17 Battlecruisers
17 Assault Ships
75 Single-Pirate Fighters
60 ATC's
80 Skiffs
-Building tunnels beneath the colony 1
-Terraforming Planet 1 (12 turns)
-Expanding Planetary colonies by 50% (3 turns)

Ground Movement:
-Occupied in ships or outfitting the space stations and colonies with upgrades.

Space movement:
-Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search.
-5 Warships garrisoned at Planet 2 colony
-2 Battlecruisers and 2 Warships garrisoned at Planet 1
-7 Battlecruisers and 1 Warship garrisoned at SPS-2
-Remaining ships garrisoned at SPS-1
-Calling in numerous reinforcements for the new Necris threat (Space Pirates-9 turns, Zebesian Pirates- 13 turns, Kihunters 19 turns)

Allies: UNSC, Canadian Superfleet

Enemies: Borg

Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however.
Canadians, your fleet is your own. If you want to continue to remain stationed in orbit of Planet 1, fine. If you wish to send your fleet elsewhere, that is fine, as well.

Attackable

  • 08.12.2008 3:15 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 Makron-Class Dreadnought (Heavily Armed, Heavily Armored. Capable of Firing Dark Matter Warheads.)
1 Assault Carrier. (Lightly Armed, Heavily Armored)
26 Battle Cruisers (Heavily Armed, Medium Armored)
57 Frigates (Medium Armed, Medium Armored)
550 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
165 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
1 Networed Guardian
12000 Strogg Marines
1000 Grunts.
3950 Strogg Tacticals
2500 Light Tanks
2500 Heavy Hover Tanks
450 Gladiators
3950 Gunners
900 Beserkers.
700 Harvesters.
50 Scientists
50 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 Makron Class Dreadnought 5 turns left (Every 5 turns)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators per turn
Dark Matter Warhead Facility - 1 Dark Matter Warhead 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
Dark Matter Warheads

Research

Dark Matter Projectiles - 3 turns


Construction

Dark Matter Warhead Facility - Completed
Expanded Space Port - 3 turns

Ground Movement


Space Movement

Standard Patrol around main base.
Stroggos Reinforcement Forces returning to base -Arrived

Allies Hanchex Alliance

Enemies Necrons

Message to all:The reason the Makron is not here, yet... Is that he is busy, playing Vice City.

attackable

  • 08.12.2008 3:16 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet (completely spaced based)
Ships:
1 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor.
27 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
57 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
86 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
108 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8150 CF-18's Space Variant with V-15 missiles.

Infantry:
1500 JSF2s Infantry (Ship Boarding/ Ground Assault)
750 APZs Engineer Infantry
250 HDH Commandos (Special Operations)

RECRUITED:
5000 Troops for Various Jobs

Training (1)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
18 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard

Finished Research:
Mining. Allows resource generation.
Nuclear Power: Allows us to give power to advanced systems and weapons.
Advanced Direct Energy Weapons: Extremely Powerful lazers now equiped to all vessels in the form of turrets and cannons.
Strong Shielding : All ships and stations protected by a strong nuclear power energy barrier.
Powerful Base Defenses : Bases have direct energy turrets.
Hyperdrive: Faster than light travel.
Thermo-nuclear WMD's : Nuclear Warheads to place on missles.
Shielded Armor for Infantry: Infantry gets mini-nuclear powered energy shielding.
Tactical Nuclear Weapons: Equiped to fighters ands strike ships. Does heavy damage to shielding.

Research:
Renewable Resources (3)
Genetic Engineering and bio-enhancment (4)

Construction:
10 Strike Ships (1)
1 MK1 (4)
5 Medium Payload Nuclear WMD's missle variant. (3)

Ground Movement: None

Space movement:
Enter Solar system.
Fleet in orbit over Planet 1
Maintain defensive position over planet 1.
Preparing forces to combat the new threat.
Fleet alert now Yellow.
Reinforcements have arrived.
Much more protected defensive orbit initiated.

Allies: Phazons, Space Pirates

Enemies:None

Resources:
100 Tons of Metals per turn.

Message to all: We will defend our new home of planet one until the end.
Allies, what might threaten us? I haven't been here long enough to know?

  • 08.12.2008 3:20 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 Makron-Class Dreadnought (Heavily Armed, Heavily Armored. Capable of Firing Dark Matter Warheads.)
3 Assault Carrier. (Lightly Armed, Heavily Armored)
26 Battle Cruisers (Heavily Armed, Medium Armored)
57 Frigates (Medium Armed, Medium Armored)
600 Hornets (Lightly Armed, Lightly Armored, High Maneuverability)
180 Strogg Fighter/Flyers ( Lightly Armed, Medium Armored, Medium Maneuverability)

Ground Forces Soldiers
1 Networed Guardian
17500 Strogg Marines
1400 Grunts.
6100 Strogg Tacticals
2800 Light Tanks
2800 Heavy Hover Tanks
700 Gladiators
4100 Gunners
1200 Beserkers.
1125 Harvesters.
55 Scientists
55 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 Makron Class Dreadnought 4 turns left (Every 5 turns)
Atmospheric Fighter Bay - 15 Strogg Fighters/Dropships 50 Hornets per turn.
Medical Factory - 100 Grunts/Berserkers 5 Scientists/Technicians 50 Gladiators per turn
(1 Warhead) Dark Matter Warhead Facility - 1 Dark Matter Warhead 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
Dark Matter Warheads

Research

Dark Matter Projectiles - 3 turns


Construction


Expanded Space Port - 3 turns

Ground Movement


Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:The reason the Makron is not here, yet... Is that he is busy, playing Vice City.

attackable

  • 08.12.2008 3:23 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Space Pirates (Metroid)
[Planet 1], [Ocean of Planet 2]

Ships:
-33 Pirate Frigates
-130 Warships
-157 Battlecruisers
-139 Assault Ships
-4 Heavy Transports
-635 Single-Pirate Fighters
-410 ATC's
-680 Skiffs

Ground units:
-9170 Pirate Troopers
-8650 Aerotroopers
-5190 Commandos
-6795 Shield Troopers
-6795 Advanced Troopers
-77 Rezbits
-42 Metroids
-149 Sentry Drones
-75 Remorse-Class Movable Turrets
-16 Mogenars
-1 Draygon
-1 Phantoon
-1 Kraid
-1 Ridley

Buildings:
-3-Bay Mining Station (Second Asteroid Field) (SPS-1)
-Second Space Station (Halo 2 debris field) (SPS-2)
-Colony on Planet 1 (SPC-1)
-Colony on Planet 2 (SPC-2) (underwater)

Finished Research:
-Hazard Suits
-Varia Technolgy
-Cloaking technology
-Plasma Beam Technology
-Ice Beam Technology
-Wave Beam Technology
-Power Beam Technology
-Nova Beam Technology
-Gravity Technology
-Forerunner based teleportation
-Antimatter Generation
-Wormhole Technology
-Advanced Scanning Equipment
-*Aether logs reviewed*
-*Bryyo logs reviewed*
-*Phaaze logs reviewed*
-Metroid-based energy drain
-Hydronium Generation
-Genetic Manipulation
-Advanced Armor
-Modular Weaponry
-Cybernetic/Biological Constructor
-Nanotechnology
-Bryyonian Golems
-UNSC cloning technology
-Bioengineering
-Multidimensional Theory
-Assault Armor
-Antigravity Technology
-Solid Light Generation
-Mass-Energy Conversion
-Microbiology
-Molecular Engineering
-Powered Armor

Research:
-Advanced Wormhole Manipulation (3 turns)
-Phase-out Technology (1 turn)
-Dimensional Shielding (9 turns)
-Energy Absorption Shield (5 turns)
-Phazon Radiation Studies (7 turns)

Construction:
-1000 Troopers
-950 Aerotroopers
-750 Shield Troopers
-750 Advanced Troopers
-575 Commandoes
-7 Rezbits
-10 Metroids
-2 Sentry Drones
-1 Mogenar
-Training Facility Training: 10 Aerotroopers
-Shipyards building:
3 Frigates
10 Warships
17 Battlecruisers
17 Assault Ships
75 Single-Pirate Fighters
60 ATC's
80 Skiffs
-Building tunnels beneath the colony 1
-Terraforming Planet 1 (11 turns)
-Expanding Planetary colonies by 50% (2 turns)

Ground Movement:
-Occupied in ships or outfitting the space stations and colonies with upgrades.

Space movement:
-Salvage ships are... well... salvaging. They are using materials to build functional systems into second space station. Also combing wreakage (both Forerunner and ships destroyed in war) for valuable technology. Advanced scanning equipment now aids in the search.
-5 Warships garrisoned at Planet 2 colony
-2 Battlecruisers and 2 Warships garrisoned at Planet 1
-7 Battlecruisers and 1 Warship garrisoned at SPS-2
-Remaining ships garrisoned at SPS-1
-Calling in numerous reinforcements for the new Necris threat (Space Pirates-8 turns, Zebesian Pirates- 12 turns, Kihunters 18 turns)

Allies: UNSC, Canadian Superfleet

Enemies: Borg

Message to all: We are willing to trade for weapons, supplies, and technology. We will remain neutral in most wars, however.

Attackable

  • 08.12.2008 3:24 PM PDT