Off Topic: The Flood
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  • Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
Subject: please don't post yet

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
72010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons)
37500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons)
17075 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs)
603 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.)
386 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes)
352 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.)
262 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.)
160 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.)
75 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:
51,200 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. Equipped with Thermal Sensors)
100 Marines
150 Engineers
12300 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)
1640 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility)
12250 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles)
11000 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher)
1050 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:
Research inactive, so more resources can be pushed to construction. Double speed on all construction.

Construction:
TIE Shields, 2 turns
Infantry Shields, 2 turns
Vehicle Shields, 2 turns
Planetery Shield Generators ( Prevent ground attack until Space forces are defeated. 4 turns
PROJECT DESPAYRE: 33 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), 9 turns
Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 2 turn recharge time), 2 turns
2000 Stormtroopers per turn
1000 Dark Troopers per turn
200 AT-STs per turn
50 AT-ATs per turn
200 Sith Warriors per turn
500 Sabre-Class Repulsor Tanks per turn
2000 TIE Fighters per turn
1000 TIE Interceptors per turn
500 TIE Bombers per turn
20 Tartans per turn
16 Acclamators per turn
12 Nebulons per turn
8 Victorys per turn
4 Imperators per turn
2 Executor per turn

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

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

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

Enemies:
Borg
Xenomorphs
Necris

Message to all:
I call upon all forces to settle their differences and assemble at Planet 3, to defeat the Necris once and for all.

ATTACKABLE

[Edited on 08.13.2008 1:41 PM PDT]

  • 08.13.2008 1:33 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
74010 TIE Fighters (A light fighter known for it's maneuverability. Poorly armored, with no shields. Two laser cannons)
38500 TIE Interceptors (A heavy fighter with impressive speed. Well armored, this model has been equipped with shields. 4 laser cannons)
17575 TIE Bombers (A heavy bomber with a single laser cannon, but carries a large payload of proton bombs)
623 Tartan Class Light Patrol Cruisers (A fast ship with many laser cannons. Ineffective against ships larger than itself, but capable of destroying many fighters.)
402 Acclamator-Class Assault Ships (Armed with Laser Cannons, some turbolasers, and Proton Torpedoes)
364 Nebulon B Class Escort Frigates (Highly maneuverable, with many turbolasers and laser cannons. Well armored.)
270 Victory Class Star Destroyers (A swift ship with many turbolasers and Ion Cannons. It has several concussion missile launchers. Capable of carrying Fission missiles.)
164 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.)
77 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:
53,200 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. Equipped with Thermal Sensors)
100 Marines
150 Engineers
13300 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)
1840 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force. Wear little armor to maintain their agility)
12750 Sabre-Class Repulsor Tanks (Heavy tanks armed with laser cannons and light concussion missiles)
11200 AT-STs (Scout walkers with decent armor. Armed with Blaster cannons, repeating lasers, and a heavy grenade launcher)
1100 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:
Research inactive, so more resources can be pushed to construction. Double speed on all construction.

Construction:
TIE Shields, 1 turns
Infantry Shields, 1 turns
Vehicle Shields, 1 turns
Planetery Shield Generators ( Prevent ground attack until Space forces are defeated. 4 turns
PROJECT DESPAYRE: 32 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), 8 turns
Planet Based Ion Cannon (Fires a blast of Ions capable of disabling even the largest ship. 2 turn recharge time), 1 turns
2000 Stormtroopers per turn
1000 Dark Troopers per turn
200 AT-STs per turn
50 AT-ATs per turn
200 Sith Warriors per turn
500 Sabre-Class Repulsor Tanks per turn
2000 TIE Fighters per turn
1000 TIE Interceptors per turn
500 TIE Bombers per turn
20 Tartans per turn
16 Acclamators per turn
12 Nebulons per turn
8 Victorys per turn
4 Imperators per turn
2 Executor per turn

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

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

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

Enemies:
Borg
Xenomorphs
Necris

Message to all:
I call upon all forces to settle their differences and assemble at Planet 3, to defeat the Necris once and for all.

ATTACKABLE

  • 08.13.2008 1:49 PM PDT

Semi-socialist and proud of it.

Offline.

  • 08.13.2008 1:54 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
Ships:

Fleet enroute to Planet 3. Two Turns Until Arrival

ALL SHIPS

2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)
40 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
81 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
124 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
178 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
8650 CF-18's Space Variant with Tactical Atomic Weaponry.

Infantry:
13500 JSF2s Infantry (Ship Boarding/ Ground Assault)
5750 APZs Engineer Infantry
3250 HDH Commandos (Special Operations)

RECRUITED:
8000 Recruits(3)

Clones:
12,000 clones (5)

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
1 Genetic Engineering Station
1 Habitable mine of Planet one.
1 Cloning Facility
5 Ground Based Ship Repair centers
1 Heavily Shielded, Well Protected Planetary Base

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.
Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.
Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.
Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs.
Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.
AI: Allows non-biological intelligence to run bases and pilot ships.
Infantry Pulse Weapons: Plasma Pulse Rifles for my units.
Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.
Un-Manned CF-18: With AI, fighter can fly without the loss of human life.
Cloaking for Ships: every ship in my fleet can become invisible.
Massive Cloning:Humans can be cloned in massive numbers for soilders.

Research:
Indefinite Cloaking for Infantry (1)
Extreme Energy shelding (1)
Extreme Pulse and Direct Energy Weapons. (2)
Armored Ground Vehichles with Direct Energy Turrets (1)
Space Mine Networks (15 000 mines) (2)
Elite Ground Forces: (2)
Ship to Ship tactics: (2)

Construction:
5 un-manned WMD ships with on-board nukes (2)
10 Orbital Direct Energy Weapons (2)
15 Medium Payload Nuclear Warhead (WMD) (5)
2 MK1s (5)
15 MK2s (5)
25 G3s (5)
40 MK5s (5)
60 Strike Ships (5)
1200 CF-18s (1)
1 Heavily Shielded, Well Protected Planetary Base
10 Ground Based Direct Energy Stations (2)
500 Armored Vehichle (1)

Automatic Building
2 MK2 per turn.
5 G3s per turn.
7 MK5s per turn.
10 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet.
8000 Troops recalled from planet 1 to fleet.

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.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event
Fleet Cloaks
Fleet HyperSpace Jump to Planet 3 (enroute) 2 turns

Allies: Phazons, Space Pirates

Truces: Flood, Galactic Empire

Enemies:Borg, Necris

Resources
100000 Tons of Metals per turn.

Message to all: We will defend our new home of planet one until the end.

GO TO PLANET 3. Put aside your differences and fight the Necris invasion

  • 08.13.2008 3:02 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Our combined fleet of ships (includes fighters) (Me, Flood, Empire)

176,399 ships.

Ground Units (Us)

517,200
-------------------------------------------------------------------------------------------------------------------
Necris Ships

10,200

Necris Ground Units

500,549
------------------------------------------------------------------------------------------------------------
There is hope. We need to own them with orbital bombardment to give our infantry a better chance. I don't want to take chances with only a 17,000 unit difference. There is no hope for their ships against our fleet.

[Edited on 08.13.2008 3:21 PM PDT]

  • 08.13.2008 3:19 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:
-42 Pirate Frigates
-160 Warships
-199 Battlecruisers
-191 Assault Ships
-4 Heavy Transports
-960 Single-Pirate Fighters
-590 ATC's
-1000 Skiffs

Ground units:
-13640 Pirate Troopers
-12880 Aerotroopers
-7840 Commandos
-10295 Shield Troopers
-10295 Advanced Troopers
-98 Rezbits
-72 Metroids
-155 Sentry Drones
-75 Remorse-Class Movable Turrets
-19 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
-Advanced Wormhole Manipulation

Research:
-Dimensional Shielding (6 turns)
-Energy Absorption Shield (2 turns)
-Phazon Radiation Studies (4 turns)
-Bioships (8 turns)
-Antiteleportation Field (7 turns)
-Astroengineering (10 turns)

Construction:
-2500 Troopers
-2300 Aerotroopers
-2000 Shield Troopers
-2000 Advanced Troopers
-1500 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 (8 turns)
-Intalling new habitat rings on SPS-1 and 2 for experiments (4 turns)
-Building aqautic shipyards on SPC-2 (5 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-5 turns, Zebesian Pirates- 9 turns, Kihunters 15 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


rst, the locations of my colonies are under my "buildings" category.

[Edited on 08.13.2008 8:48 PM PDT]

  • 08.13.2008 8:47 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:

Fleet enroute to Planet 3. One Turns Until Arrival

ALL SHIPS

2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)
42 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
86 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
131 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
188 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
9850 CF-18's Space Variant with Tactical Atomic Weaponry.

Infantry:
13500 JSF2s Infantry (Ship Boarding/ Ground Assault)
5750 APZs Engineer Infantry
3250 HDH Commandos (Special Operations)
500 Armored Vehichles


RECRUITED:
8000 Recruits(3)

Clones:
12,000 clones (5)

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
1 Genetic Engineering Station
1 Habitable mine of Planet one.
1 Cloning Facility
5 Ground Based Ship Repair centers
1 Heavily Shielded, Well Protected Planetary Base

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.
Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.
Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.
Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs.
Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.
AI: Allows non-biological intelligence to run bases and pilot ships.
Infantry Pulse Weapons: Plasma Pulse Rifles for my units.
Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.
Un-Manned CF-18: With AI, fighter can fly without the loss of human life.
Cloaking for Ships: every ship in my fleet can become invisible.
Massive Cloning:Humans can be cloned in massive numbers for soilders.
Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles.
Extreme Energy shelding: Even stronger and better shielding for ships.
Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become lowered when activated. Radar can still detect.

Research:
Extreme Pulse and Direct Energy Weapons. (1)
Space Mine Networks (15 000 mines) (1)
Elite Ground Forces: (1)
Ship to Ship tactics: (1)

Construction:
5 un-manned WMD ships with on-board nukes (1)
10 Orbital Direct Energy Weapons (1)
15 Medium Payload Nuclear Warhead (WMD) (4)
2 MK1s (4)
15 MK2s (4)
25 G3s (4)
40 MK5s (4)
60 Strike Ships (4)
10 Ground Based Direct Energy Stations (1)

Automatic Building
4 MK2 per turn.
7 G3s per turn.
10 MK5s per turn.
15 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet.

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.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event
Fleet Cloaks
Fleet HyperSpace Jump to Planet 3 (enroute) 1 turns

Allies: Phazons, Space Pirates

Truces: Flood, Galactic Empire

Enemies:Borg, Necris

Resources
100000 Tons of Metals per turn.

Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion

Space Pirates: Join us at Planet 3!


[Edited on 08.13.2008 8:58 PM PDT]

  • 08.13.2008 8:57 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

faction : humans (star trek)
Action william shatner kicks everyones ass
Action 2 beam chuck norris from the heavens kick everyones ass again... I win

  • 08.13.2008 9:08 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:
-45 Pirate Frigates
-170 Warships
-216 Battlecruisers
-208 Assault Ships
-4 Heavy Transports
-1035 Single-Pirate Fighters
-650 ATC's
-1040 Skiffs

Ground units:
-16130 Pirate Troopers
-15180 Aerotroopers
-9340 Commandos
-12295 Shield Troopers
-12295 Advanced Troopers
-105 Rezbits
-82 Metroids
-157 Sentry Drones
-75 Remorse-Class Movable Turrets
-20 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
-Advanced Wormhole Manipulation

Research:
-Dimensional Shielding (5 turns)
-Energy Absorption Shield (1 turn)
-Phazon Radiation Studies (3 turns)
-Bioships (7 turns)
-Antiteleportation Field (6 turns)
-Astroengineering (9 turns)

Construction:
-2500 Troopers
-2300 Aerotroopers
-2000 Shield Troopers
-2000 Advanced Troopers
-1500 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 (7 turns)
-Intalling new habitat rings on SPS-1 and 2 for experiments (3 turns)
-Building aqautic shipyards on SPC-2 (4 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-5 turns, Zebesian Pirates- 9 turns, Kihunters 15 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, we have the abilty to create wormholes at will. Currently, our ships will remain where they are, but we can go to Planet 3 almost instantaneously when it becomes necessary.

Attackable


rst, the locations of my colonies are under my "buildings" category.

  • 08.13.2008 9:09 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:

Fleet enroute to Planet 3. One Turns Until Arrival

ALL SHIPS

2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)
46 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)
93 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)
141 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)
203 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)
9850 CF-18's Space Variant with Tactical Atomic Weaponry.
5 un-manned WMD ships with on-board nukes (Extreme Shielding, medium speed)

Infantry:
13500 JSF2s Infantry (Ship Boarding/ Ground Assault)
5750 APZs Engineer Infantry
3250 HDH Commandos (Special Operations)
500 Armored Vehichles


RECRUITED:
8000 Recruits(1)

Clones:
12,000 clones (3)

Buildings:
1 One Bay Space defense center.
3 6 Dock bay Space defense center
28 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard
1 Genetic Engineering Station
1 Habitable mine of Planet one.
1 Cloning Facility
5 Ground Based Ship Repair centers
1 Heavily Shielded, Well Protected Planetary Base
10 Ground Based Direct Energy Stations

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.
Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.
Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.
Genetic Engineering and bio-enhancement: Can create super soilders by altering their body when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent to weapons fire but not invincible. Most applied use will be to HDHs.
Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.
AI: Allows non-biological intelligence to run bases and pilot ships.
Infantry Pulse Weapons: Plasma Pulse Rifles for my units.
Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.
Un-Manned CF-18: With AI, fighter can fly without the loss of human life.
Cloaking for Ships: every ship in my fleet can become invisible.
Massive Cloning:Humans can be cloned in massive numbers for soilders.
Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles.
Extreme Energy shelding: Even stronger and better shielding for ships.
Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become lowered when activated. Radar can still detect.
Extreme Pulse and Direct Energy Weapons: Infantry gets ultra weaponry
Space Mine Networks (15 000 mines) :Tactical Nuclear Spacemines above planet 1
Elite Ground Forces: Infantry has improved tactics.
Ship to Ship Tactics: Ships have improved tactics.

Research:

NONE

Construction:

15 Medium Payload Nuclear Warhead (WMD) (3)
2 MK1s (3)
15 MK2s (3)
25 G3s (3)
40 MK5s (3)
60 Strike Ships (3)

Automatic Building
4 MK2 per turn.
7 G3s per turn.
10 MK5s per turn.
15 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet.

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.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event
Fleet Cloaks
Fleet HyperSpace Jump to Planet 3 (enroute) 1 turns

Allies: Phazons, Space Pirates

Truces: Flood, Galactic Empire

Enemies:Borg, Necris

Resources
100000 Tons of Metals per turn.

Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion

Space Pirates: Join us at Planet 3!

  • 08.13.2008 9:17 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:
-48 Pirate Frigates
-180 Warships
-233 Battlecruisers
-225 Assault Ships
-4 Heavy Transports
-1100 Single-Pirate Fighters
-710 ATC's
-1120 Skiffs

Ground units:
-18620 Pirate Troopers
-17490 Aerotroopers
-10840 Commandos
-14295 Assault Troopers (Energy drain shields make shields obsolete, so these troopers were stripped of shields and given Assault armor)
-14295 Advanced Troopers
-112 Rezbits
-92 Metroids
-159 Sentry Drones
-75 Remorse-Class Movable Turrets
-21 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
-Advanced Wormhole Manipulation
-Energy Absorption Shield

Research:
-Dimensional Shielding (4 turns)
-Phazon Radiation Studies (2 turns)
-Bioships (6 turns)
-Antiteleportation Field (5 turns)
-Astroengineering (8 turns)

Construction:
-2500 Troopers
-2300 Aerotroopers
-2000 Shield Troopers
-2000 Advanced Troopers
-1500 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 (6 turns)
-Intalling new habitat rings on SPS-1 and 2 for experiments (2 turns)
-Building aqautic shipyards on SPC-2 (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-4 turns, Zebesian Pirates-8 turns, Kihunters-14 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, we have the abilty to create wormholes at will. Currently, our ships will remain where they are, but we can go to Planet 3 almost instantaneously when it becomes necessary.

Attackable


rst, the locations of my colonies are under my "buildings" category.

  • 08.13.2008 9:24 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:

Fleet at planet 3.

ALL SHIPS

2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)

50 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)

100 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)

151 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)

218 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)

9850 CF-18's Space Variant with Tactical Atomic Weaponry.

5 un-manned WMD ships with on-board nukes (Extreme Shielding, medium speed)

Infantry:

17500 JSF2s Infantry (Ship Boarding/ Ground Assault)

7750 APZs Engineer Infantry

5250 HDH Commandos (Special Operations)

500 Armored Vehichles


RECRUITED:
8000 Recruits (3)

Clones:
12,000 clones (2)

Buildings:
1One Bay Space defense center.
3 6 Dock bay Space defense center
28 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard
1 Genetic Engineering Station
1 Habitable mine of Planet one.
1 Cloning Facility
5 Ground Based Ship Repair centers
1 Heavily Shielded, Well Protected Planetary Base
10 Ground Based Direct Energy Stations

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.

Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.

Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.

Genetic Engineering and bio-enhancement: Can create super soilders by altering their body
when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent
to weapons fire but not invincible. Most applied use will be to HDHs.

Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.

AI: Allows non-biological intelligence to run bases and pilot ships.

Infantry Pulse Weapons: Plasma Pulse Rifles for my units.

Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.

Un-Manned CF-18: With AI, fighter can fly without the loss of human life.

Cloaking for Ships: every ship in my fleet can become invisible.

Massive Cloning:Humans can be cloned in massive numbers for soilders.

Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles.

Extreme Energy shelding: Even stronger and better shielding for ships.

Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become
lowered when activated. Radar can still detect.

Extreme Pulse and Direct Energy Weapons: Infantry gets ultra weaponry

Space Mine Networks (15 000 mines) :Tactical Nuclear Spacemines above planet 1

Elite Ground Forces: Infantry has improved tactics.

Ship to Ship Tactics: Ships have improved tactics.

Research:

NONE

Construction:

15 Medium Payload Nuclear Warhead (WMD) (2)
2 MK1s (2)
15 MK2s (2)
25 G3s (2)
40 MK5s (2)
60 Strike Ships (2)

Automatic Building
4 MK2 per turn.
7 G3s per turn.
10 MK5s per turn.
15 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet.

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.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event
Fleet Cloaks
Fleet HyperSpace Jump to Planet 3
Fleet arrived at planet 3.

Allies: Phazons, Space Pirates

Truces: Flood, Galactic Empire

Enemies:Borg, Necris

Resources
100000 Tons of Metals per turn.

Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion

I have arrived at planet 3!

[Edited on 08.13.2008 9:37 PM PDT]

  • 08.13.2008 9:32 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:
-51 Pirate Frigates
-190 Warships
-250 Battlecruisers
-242 Assault Ships
-4 Heavy Transports
-1175 Single-Pirate Fighters
-770 ATC's
-1200 Skiffs

Ground units:
-21110 Pirate Troopers
-19800 Aerotroopers
-12340 Commandos
-16295 Assault Troopers
-16295 Advanced Troopers
-119 Rezbits
-102 Metroids
-161 Sentry Drones
-75 Remorse-Class Movable Turrets
-22 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
-Advanced Wormhole Manipulation
-Energy Absorption Shield

Research:
-Dimensional Shielding (3 turns)
-Phazon Radiation Studies (1 turn)
-Bioships (5 turns)
-Antiteleportation Field (4 turns)
-Astroengineering (7 turns)

Construction:
-2500 Troopers
-2300 Aerotroopers
-2000 Shield Troopers
-2000 Advanced Troopers
-1500 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 (5 turns)
-Intalling new habitat rings on SPS-1 and 2 for experiments (1 turn)
-Building aqautic shipyards on SPC-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
-Calling in numerous reinforcements for the new Necris threat (Space Pirates-3 turns, Zebesian Pirates-7 turns, Kihunters-13 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


rst, the locations of my colonies are under my "buildings" category.

  • 08.13.2008 9:39 PM PDT

NO GROUP INVITES

Jesus took 3 days to respawn, talk about lag.

7 BILLION BY 7

Your faction: Canadian Superfleet
Ships:

Fleet at planet 3.

ALL SHIPS

2 MK1 Capitol Carrier (Beyond Massive, Very Slow, Amazing weaponry, Massive Hangers, Outstanding armor, Equiped with 5 medium payload WMDs)

54 MK2 Class Defenders (massive, slow, excellent weaponry, medium hangers, great armor)

107 G3Battleships (Medium size, average speed, above average weaponry, small hangers, great armor)

161 MK5 Cruisers (Medium size, fast, average weaponry, medium hangers, medium armor)

233 X-118 Strike Ships (Small, fast, below average weaponry, no hangers, little armor)

9850 CF-18's Space Variant with Tactical Atomic Weaponry.

5 un-manned WMD ships with on-board nukes (Extreme Shielding, medium speed)

Infantry:

17500 JSF2s Infantry (Ship Boarding/ Ground Assault)

7750 APZs Engineer Infantry

5250 HDH Commandos (Special Operations)

500 Armored Vehichles


RECRUITED:
8000 Recruits (2)

Clones:
12,000 clones (1)

Buildings:
1One Bay Space defense center.
3 6 Dock bay Space defense center
28 Orbital Defense Direct Energy Stations
Ship Building Spacedock
1 Heavy Shipyard
1 Genetic Engineering Station
1 Habitable mine of Planet one.
1 Cloning Facility
5 Ground Based Ship Repair centers
1 Heavily Shielded, Well Protected Planetary Base
10 Ground Based Direct Energy Stations

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.

Renewable Resources: Turns waste into fuel for non-nuclear powerplants. Increases sheld strength and power.

Un-manned vehicles: Could be used for recon, WMD delivery, and fighters.

Genetic Engineering and bio-enhancement: Can create super soilders by altering their body
when cloning. Bio-Enhancement creates un-breakable bones, skin that his heavily resistent
to weapons fire but not invincible. Most applied use will be to HDHs.

Anti-Gravity Armor: Allows Infantry to be launched into space or harshly cold enviroments.

AI: Allows non-biological intelligence to run bases and pilot ships.

Infantry Pulse Weapons: Plasma Pulse Rifles for my units.

Stealth Capability for Infantry: Infantry can cloak for a short period of time before recharging.

Un-Manned CF-18: With AI, fighter can fly without the loss of human life.

Cloaking for Ships: every ship in my fleet can become invisible.

Massive Cloning:Humans can be cloned in massive numbers for soilders.

Armored Ground Vehichles with Direct Energy Turrets: Enable the use of armored ground vehichles.

Extreme Energy shelding: Even stronger and better shielding for ships.

Indefinite Cloaking for Infantry: Infantry can become invisible forever. Shields become
lowered when activated. Radar can still detect.

Extreme Pulse and Direct Energy Weapons: Infantry gets ultra weaponry

Space Mine Networks (15 000 mines) :Tactical Nuclear Spacemines above planet 1

Elite Ground Forces: Infantry has improved tactics.

Ship to Ship Tactics: Ships have improved tactics.

Research:

NONE

Construction:

15 Medium Payload Nuclear Warhead (WMD) (1)
2 MK1s (1)
15 MK2s (1)
25 G3s (1)
40 MK5s (1)
60 Strike Ships (1)

Automatic Building
4 MK2 per turn.
7 G3s per turn.
10 MK5s per turn.
15 Strike Ships per turn


Ground Movement:

500 JSF2s, 250 Engineers, 30 HDHs dispatched to to defend bases at planet one while fleet leaves planet.

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.
Spacemine WMDs deployed around my stations.
WMD Ship testing underway.
CS ships fire on ship to test shields.
Shields hold.
Fleet stays put while ship goes to safe distance.
KABOOM!
Test successful.
Fleet returns to original location.
Fleet Preparing for a classified event
Fleet Cloaks
Fleet HyperSpace Jump to Planet 3
Fleet arrived at planet 3.

Allies: Phazons, Space Pirates

Truces: Flood, Galactic Empire

Enemies:Borg, Necris

Resources
100000 Tons of Metals per turn.

Message to all: GO TO PLANET 3. Put aside your differences and fight the Necris invasion

I have arrived at planet 3!

  • 08.13.2008 10:05 PM PDT
  • gamertag:
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  • last post: 01.01.0001 12:00 AM PDT

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

Ships:
-54 Pirate Frigates
-200 Warships
-267 Battlecruisers
-259 Assault Ships
-4 Heavy Transports
-1250 Single-Pirate Fighters
-830 ATC's
-1280 Skiffs

Ground units:
-23600 Pirate Troopers
-22110 Aerotroopers
-13840 Commandos
-18295 Assault Troopers
-18295 Advanced Troopers
-126 Rezbits
-112 Metroids
-163 Sentry Drones
-75 Remorse-Class Movable Turrets
-23 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
-Advanced Wormhole Manipulation
-Energy Absorption Shield
-Phazon Radiation Studies

Research:
-Dimensional Shielding (2 turns)
-Phazon Molecular Structure (15 turns)
-Bioships (4 turns)
-Antiteleportation Field (3 turns)
-Astroengineering (6 turns)
-Metroid Genome (12 turns)

Construction:
-2500 Troopers
-2300 Aerotroopers
-2000 Shield Troopers
-2000 Advanced Troopers
-1500 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 (4 turns)
-Building aqautic shipyards on SPC-2 (1 turn)

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-2 turns, Zebesian Pirates-6 turns, Kihunters-12 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


rst, the locations of my colonies are under my "buildings" category.

  • 08.13.2008 10:21 PM PDT
Subject: please don't post yet

1 P17Y 7H3 F00L

KOTOR

Posted by: UnholyFurball382
Posted by: Sir Killalot33
10 Days!?!?!?!? Wait, if you have no ships besides fighters I can just own all your troops with orbital bombardment.

BTW I am in orbit over Planet 1 with a base on it.


That's true, His strength is in ground combat, that's also his weakness, unless he pops out 10,000 drop ships out of thin air, with 50,000 warships then were totally screwed.



Well, Why don't I have a one vs. one fight with one of you, and we'll see

  • 08.13.2008 10:49 PM PDT

1 P17Y 7H3 F00L

KOTOR


I am going to do anything that appears in the Unreal series, specifically Tournament 3. It may seem like I do things all of a sudden, but if you are good, you'll be able to see it coming

  • 08.13.2008 10:53 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

1 P17Y 7H3 F00L

KOTOR

Nevermind

[Edited on 08.14.2008 12:10 AM PDT]

  • 08.13.2008 10:59 PM PDT
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:
29000 Furies (atmospheric space-capable fighters)
10500 Necris-held Cicadas (atmospheric gunships)

Ground Units:
87000 Necris Riflemen (armed with Shock Rifles)
28000 Necris Anti-Armor (armed with Trident Rocket Lawn Chairs and AVRLs)
48000 Necris Combat Engineers (armed wtih Link Guns and Impact Hammers)
25500 Necris Heavy Gunners (armed with Tarydium Stingers)
9000 Necris Snipers
23000 Necris Shocktroopers/ Assault (armed with Flak Cannons and Bio-Rifles)
1030 Necris Redeemers (armed with Redeemers)
54000 Vipers
26500 Scavengers
20750 Nemesis(s)
5400 Nightshades
2950 Darkwalkers
625 Necris-held Self-Propelled Mobile Artillery Units
256 Necris-held Leviathan Super-Vehicles

Special:
50 Tentacles/ Infection Tubes

Buildings:
Necris City modelled after Absolon 6
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
Supplementary Armor Vests
Infantry Stealth
Infantry Supplementary Shield Belts
Nightshade Mines (HE, EMP, Slow-Field, Spider)
Interplanetary Portals
Infection Tubes/ Invasion Tentacles
Infantry Beserker Ability (enables VERY FAST firing of weaponry)

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
5 Tentacles/ Infection Tubes per turn

Research:
Instagib Rifle (replaces Shock Rifle, is one-shot anti-matter kill) 1 turns)
Respawner Technology (respawns a set number of soldiers wherever killed) (2 turns)
Buying Out Liandri Robotics Corporation (can create Liandri Combat Robots) (2 turns)

Ground Movement:
Building Base-done
Prepping for combat

Space Movement:

Special Movement:
Nightshades on Secret Mission (5 turns)

None

Allies:
None

Enemies:
All factions- in non-violent stage

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

-Favorite Sayings of Malaki and Judas (of Necris)

[Edited on 08.13.2008 11:41 PM PDT]

  • 08.13.2008 11:06 PM PDT

1 P17Y 7H3 F00L

KOTOR

I just researched UT3, they respawn, not by teleporting, but with something else

Besides, you can't stop teleporation, only hyperspace travel.

[Edited on 08.14.2008 12:06 AM PDT]

  • 08.14.2008 12:02 AM PDT

KOTOR
Also: Swine Flu
Posted by: Achronos
We don't need a rule for every single freaking thing someone thinks is spam.

Your faction: Omnicronians

Ships:
4000 x level 20 scout + 2000 per turn
10 000 x level 20 war ships + 10 000 per turn
10 000 x level 20 troop cruisers + 10 000 per turn
200 000 x level 20 attack fighters + 100 000 per turn
10 000 x Gigas-class Star-destroyers + 5000 per turn
40 x Capital ships + 5 per turn
1000 x level 20 SuperDreadnoughts + 1000 per turn


Ground units: 100 000 x defensive platoons + 100 000 per turn
400 000 x colonists + 200 0000 per turn
200 000 x Assault platoons + 100 000 per turn
20 000 x level 20 tanks +10 000 per turn

Buildings: level 5 command center and level 5 planetary defenses, Ore mines and refineries, Construction foundry level 5, shipyard level 5, mass planetary defense grid level 5, Duridium mine and refinery level 5, research center, Orbital pulse cannons level 5, Latinum mint level 5, Duridium mine level 5, Cloning vats level 5, Orbital space-port level 5,Troop Center level 5, Galactic bridge at sol-2, Galactic bridge at sol-3, Dilithium mine and refinery, Vehicle factory, Gigas-class star-destroyer port level 5, Aviation school, Capital ship port level 5, Brain-nexus, Mass research center, Armory, Dreadnaught dock-yard, Dark matter harvester, Construction-droid speed boost, Planetary matter constructor, Sol-2 moon power cores, Space-mounted Dark-matter WoMD launch systems, Cloning fields, Mass Space-Station, Sol-2 moon-2

Finished Research: Cloning vats level 5, Rotating shield frequencies, Construction Bots, mass planetary defense grid level 5, Automated mining systems + 2x to mining/ harvesting rate, Orbital pulse cannons level 5, Planetary Life Support, mass planetary defense grid level 5, Space worthy vehicles, Ship mounted plasma cannons level 5, Warp-drives, Nervous stem-implants, Genetic manipulation, Orbital Shield grids, Gigas Bombs, Gigas Lasers, Gigas attack-fighter squadrons, In-ship hangers, Gigas main-cannons, Space mines, Neutronium alloys, Ion drilling, Construction lasers, Power-matter converter, Dark matter weaponry, Dark matter power cores, Synthesizers, Gigas systems, Capital systems, Ship-yard efficiency, Weaponry upgrades, Cloaking, Dark matter compressors, Cargo-hold extensions, Dark matter generator, Super Dreadnoughts, Dark matter WoMD’s, Mass large-vehicle Production, Dread-Holds, Dry-dock, Power-rigging, Mass Cloning, Standardized process, Neutronium bodies, Level 5 basics, Terra-forming, Planetary construction, Hand-Held Molecular-deconstructors, Ship mounted Molecular-deconstructors

Research: Ship mastery x 1 turn

Construction: Vessels
level 20 scout + 2000 per turn
level 20 war ships + 10 000 per turn
level 20 troop cruisers + 10 000 per turn
level 20 attack fighters + 200 000 per turn
Gigas-class Star-destroyers + 5000 per turn
Capital ships + 5 named ships per turn
level 20 SuperDreadnoughts + 1000 per turn.

Ground Movement: Constructing vessels and harvesting Dark-matter

Space movement: All units deployed to sol-3

Allies: The Hapan Royal Family

Enemies: -

Treaties with: All races – the destruction of the Necris

Resources: Dark matter 10 000 (all others rendered unnecessary via research.)
Dark-matter gathering ceased until further notice.

Events: All planetary bases have been transferred to sol-3

Capital ships:
“Umbra” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

"Shadow-whither" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

"Sword of Kinareth" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

"Fist of Kahn" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

"Carnac Agialor" Weapons-Ship, We need guns, lot's of guns. – Orbiting sol-3- cloaked

"Atlantian" Weapons-Ship, We need guns, lot's of guns. – Orbiting sol-3- cloaked

"Spirit of Kayles" Weapons-Ship, We need guns, lot's of guns. – Orbiting sol-3- cloaked

"Omega 5" full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

“Sapheron I” Weapons-Ship, We need guns, lot's of guns. – Orbiting sol-3 - cloaked

“Sapheron II” Weapons-Ship, We need guns, lot's of guns. – Orbiting sol-3 - cloaked

“Sapheron III” Weapons-Ship, We need guns, lot's of guns. – Orbiting sol-3 - cloaked

“Kitty-Pow” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

“The Hyperion” Dark-Matter deployment craft – Orbiting sol-3- cloaked

“Hollow-man” Unit movement craft– Orbiting sol-3- cloaked

“Theta X” Unit movement craft– Orbiting sol-3– cloaked

“Theta Y” Dark-Matter deployment craft – Orbiting sol-3- cloaked

“Hands of Almalexia” Construction craft – Orbiting sol-3 - cloaked

“Honor of Kayles” Flag-ship – Command unit. - Orbiting sol-3 - cloaked

“Empire I” Dark-Matter deployment craft – Orbiting sol-3– cloaked

“Empire II” Dark-Matter deployment craft – Orbiting sol-3– cloaked

“Profit and Loss” Cargo vessel. – Orbiting sol-3– cloaked.

“The Cisko” Escort vessel – tailing “Profit and Loss – cloaked.

“Rock-head” Cloning vessel - Orbiting sol-3– cloaked.

“Rock-fist” Manufacturing vessel - Orbiting sol-3– cloaked.

“Revenge of Kahn” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

“First Contact” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

“Nemesis” Dark-Matter deployment craft – Orbiting sol-3– cloaked

“Nemesis I” Dark-Matter deployment craft – Orbiting sol-3– cloaked

“Nemesis II” Dark-Matter deployment craft – Orbiting sol-3– cloaked

“Nemesis III” Dark-Matter deployment craft – Orbiting sol-3 – cloaked

“First Contact I” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3– cloaked

“First Contact II” full compliment -10 Gigas cruisers, 2 SuperDreadnaughts ,20 transports, 50 war ships, 1000 attack fighters, 1000 assault platoons, 20000 colonists, 6000 defensive platoons. 1000 tanks, 100 scout ships. - Orbiting sol-3- cloaked

“Final days” Dark-matter pulse cannon – orbiting sol-3 - cloaked

“Armageddon” Dark-matter pulse cannon – orbiting sol-3 – cloaked

“Armageddon I” Dark-matter pulse cannon – orbiting sol-3 – cloaked

“Armageddon II” Dark-matter pulse cannon – orbiting sol-3 – cloaked

“Armageddon III” Dark-matter pulse cannon – orbiting sol-3 – cloaked

“Armageddon IV” Dark-matter pulse cannon – orbiting sol-3 – cloaked

“Armageddon V” Dark-matter pulse cannon – orbiting sol-3 – cloaked

Message to all: I have begun the transfer of all my defenses and weaponry to sol-3, a considerable armada, from there they will bombard the Necris home-world with Dark-matter WoMD and conventional weapons, the planet will be vaporized within 15 turns, victory is assured provided you maintain a defensive perimeter around my ships.

However, I require Dark-matter at 1000 units per turn to maintain the bombardment, any and all Dark-matter would be appreciated.

  • 08.14.2008 12:16 AM PDT