Off Topic: The Flood
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Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
2012 TIE Fighters
981 TIE Interceptors
528 TIE Bombers
88 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection)
67 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
46 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
18 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
20 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
4 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
17,900 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
1950 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
90 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5400 Sabre-Class Repulsor Tanks
5400 AT-STs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Defensive Anti Vehicle Minefields
Orbital Anti Spacecraft Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Basic settlement procedures
Advanced Settlement Procedures
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)

Research:
Nuclear Fusion Weapons- 7 turns
Focusing Crystals- 7 turns
Quadanium Steel Armor- 10 turns
PROJECT RANCOR- 20 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 20 turns
Missile Silo- 14 turns
20 Nuclear Fission Missiles, 19 turns
300 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
25 Tartar Class Light Frigates , 1 turn

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

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

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

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

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

ATTACKABLE

[Edited on 07.22.2008 12:35 PM PDT]

  • 07.22.2008 12:32 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
10 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
1 Planetary Defense Carrier

Ground Units:
130 Brown Goblins
26 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on upgrading Shipyard 5

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

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

Resources
DiTriDiamond crystals: 105

Research
Cloned DiTriDiamond Decontamiation 6

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

Allies:
None

Nemeses:
None

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

Can be attacked

[Edited on 07.22.2008 1:43 PM PDT]

  • 07.22.2008 12:34 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
2212 TIE Fighters
1081 TIE Interceptors
578 TIE Bombers
113 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
67 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
46 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
18 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
20 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
4 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
18,200 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2050 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
100 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5500 Sabre-Class Repulsor Tanks
5500 AT-STs
50 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Defensive Anti Vehicle Minefields
Orbital Anti Spacecraft Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Basic settlement procedures
Advanced Settlement Procedures
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)

Research:
Nuclear Fusion Weapons- 6 turns
Focusing Crystals- 6 turns
Quadanium Steel Armor- 9 turns
PROJECT RANCOR- 19 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 19 turns
Missile Silo- 13 turns
20 Nuclear Fission Missiles, 18 turns
300 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
50 AT-ATs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
2 Executor Class Star Dreadnaughts , 1 turn

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

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

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

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

ATTACKABLE

[Edited on 07.22.2008 12:53 PM PDT]

  • 07.22.2008 12:37 PM PDT
  • gamertag: [none]
  • user homepage:

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

Your faction:Colonials (Battlestar Galactica)

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

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

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

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Atomic Weapons

Research:
Project: TRINITY- 5 turns *Trinity-Class Battlestar holds over 50 gun batteries on just one side, doubling the firepower of the entire Mercury-Class Battlestar on just one side. It has 3 forward-facing slug tubes, allowing it to fire MAC-Like projectiles at high speeds. It is almost twice the size of the Mercury Battlestar*
CENTURION Blueprints- 4 turns
Hydrogen Bombs- 3 turns

Construction:
Orbital Super-Shipyard- 4 turns
10,000 Ground-To-Air launchers to protect from space assault- 12 turns


Ground Movement: Colonials begin to form an advanced society.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 6 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

GALACTIC EMPIRE: Modified drive will arrive at your base in 2 turns.

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

[Edited on 07.22.2008 1:09 PM PDT]

  • 07.22.2008 12:57 PM PDT

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

Forget it, this is confusing.

[Edited on 07.22.2008 1:03 PM PDT]

  • 07.22.2008 1:01 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
2412 TIE Fighters
1181 TIE Interceptors
628 TIE Bombers
113 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
67 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
46 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
18 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
20 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
6 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
18,500 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2150 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
110 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5600 Sabre-Class Repulsor Tanks
5600 AT-STs
100 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
Basic Landing Zone
Advanced Landing Zone
Imperial Landing Zone
Basic Mines
Advanced Mines
Maximum Mines
Nuclear Materials Mine
Defensive Anti Personnel Minefields
Defensive Anti Vehicle Minefields
Orbital Anti Spacecraft Minefields
Base Shield Generators
Defensive Turbolaser Turrets
Orbital Turbolaser Platforms
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)

Finished Research:
Shielding Technology (Allows deflector shields to be developed)
Nuclear Fission (Allows research of Fission weapons)
Nuclear Fusion (Allows research of Fusion weapons)
Basic settlement procedures
Advanced Settlement Procedures
Total settlement procedures
Advanced Mining
Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.)
Anti Vehicle Mine Blueprints (Allows productions and deployment of AT mines.)
Anti Spacecraft Mine Blueprints (Allows productions and deployment of ASC mines.)
Proton Torpedoes (Small Warheads, ideal for destroying Fighters)
Concussion Missiles (Heavy missiles, ideal for damaging capital ships)
Turbolasers (Fires a high power particle beam, doing massive damage to Armor)
Ion Cannons (Fires a burst of high energy Ions, doing heavy damage to shields)
Thermal Detonators (Extremely powerful explosives. A Grenade version is capable of reducing everything within 10 meters to dust)
Nuclear Fission Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)

Research:
Nuclear Fusion Weapons- 5 turns
Focusing Crystals- 5 turns
Quadanium Steel Armor- 8 turns
PROJECT RANCOR- 18 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 18 turns
Missile Silo- 12 turns
20 Nuclear Fission Missiles, 17 turns
300 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
50 AT-ATs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
5 Imperator Class Star Destroyers , 1 turn

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

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

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

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

ATTACKABLE

  • 07.22.2008 1:03 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) has been born, and is maturing to adulthood in (2) turns.
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
180 Warriors (The average Xenomorph, the height of a Spartan)
345 Runners (Weaker, but much faster aliens)
350 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
200 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
50 Warriors
65 Drones
65 Runners

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Hierarch watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Research/Construction
The Alien Empress has been born. In 2 turns (after her birth) she will be fully grown. The Alien Empress is immensely powerful, and is literally a walking WMD. However, she is slow to move, and has no real "super-long range" ability, which sort of removes the need for the long WMD research period.

When reaching maturity the Empress will attempt to create another Queen, bringing the total to 3. This Queen will be created from the Hierarch at LV-385.



(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.



Sssssssss.

  • 07.22.2008 1:36 PM PDT
  • gamertag: [none]
  • user homepage:

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

Your faction:Colonials (Battlestar Galactica)

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

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

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

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Atomic Weapons

Research:
Project: TRINITY- 4 turns
Project: Alexander- 4 turns
Project: NOVA- 6 turns
Project: Equus- 8 turns
Project: Star Hunter- 10 turns
Project: Oden- 2 turns
Project: Leviathan Dock- 12 turns
Project: Cobol- 10 turns
Project: Hermes- 3 turns
Project: Cronus- 6 turns
Project: Colonial Fleet Carrier- 10 turns
Project: Bellerophron- 8 turns
CENTURION Blueprints- 3 turns
Hydrogen Bombs- 2 turns

Construction:
Orbital Super-Shipyard- 3 turns
10,000 Ground-To-Air launchers to protect from space assault- 11 turns
90 Cygnus-Class Firestars- 5 turns
9,000 Marines- 8 turns
900 R.A.Z.E.R.S.- 8 turns

Ground Movement: Colonials begin to form an advanced society.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 5 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

GALACTIC EMPIRE: Modified drive will arrive at your base in 1 turn.

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

[Edited on 07.22.2008 2:08 PM PDT]

  • 07.22.2008 1:44 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
15 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
2 Planetary Defense Carrier

Ground Units:
135 Brown Goblins
27 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on upgrading Shipyard 4

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

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

Resources
DiTriDiamond crystals: 110

Research
Cloned DiTriDiamond Decontamiation 5

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

Allies:
None

Nemeses:
None

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

Can be attacked

  • 07.22.2008 1:45 PM PDT
  • gamertag: [none]
  • user homepage:

I seriously needed to update my signature. I'll never forget it, though.

Your faction: Goa'uld

Ships:
6 Ha'tak
1 Ha'tak(Ancient enhanced)
1 Ha'tak(Cloak enabled)
3 Al'kesh
240 Death Gliders
8 Tel'ac

Ground units:
8000 Jaffa

Buildings:
Haven't gone to a planet yet

Finished Research:
none as of now

Research:
None as of now

Construction:
None as of now

Ground Movement: Bored Jaffa do the Hare Hare Yukai

Space movement: Looking for a planet

Allies: None

Enemies: None

Message to all: Is there any uninhabited planet?

  • 07.22.2008 1:54 PM PDT
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Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

Ships:
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
20 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

**1 UNSC Frigate en route to LV-385
**5 Covenant Banshees en route to LV-385

Ground units:
3,000 Mercenaries
500 Bounty Hunters
500 Pilots


**10 Pilots en route to LV-385
**100 Mercenaries en route to LV-385
**50 Medics en route to LV-385


Buildings (Space Based):
2-Bay Space Station
Space Station Laser Towers
Shield Generators
Shipyard Bay (Space Station Addon)
4 Perimeter Laser Platforms

Finished Research:
Asteroid Mining Efficiency
Space Station Defense Grid
Space Station Laser Weaponry
Exterior Plating on Space Station
Space Station Shield Systems
Advanced Fleet Thrusters
Advanced Space Station Thrusters
Laser Defense Perimeters

Research:
Heavy Ship Cannons - 2 turns
Quad-Radar Defense Grid - 2 turns
Salvaged Ship Efficiency - 3 turns


Construction:
3-Bay Space Station - 1 turn
4 Perimeter Laser Platforms - DONE
Recruiting 500 Bounty Hunters - DONE
Recruiting Technical Team: ALL IN 1 turn
1,000 Engineers
700 Scientists
500 Medics
500 Miners
Constructing 500 Single-Manned Fighters - 2 turns
Constructing 500 Single-Manned Bombers - 2 turns
Recruiting 1,000 Pilots - 3 turns
Asteroid Mining Plant - 4 turns

Ground Movement:
Mercenaries are resting in their barracks on the Flagship.

Space movement:
Sending 1 UNSC Destroyer and 5 Covenant Banshees to LV-385 - 1 turn
Crew of Search and Rescue team:
10 Pilots
100 Mercenaries
50 Medics

Allies:


Enemies:


Message to all:
Intercepting transmission from "Balinda Richmond"....
Message received.
Sending reply to area "LV-385" on channel 105.
"This is the Mercenaries. We have received your message, and hope you are still intact. A search-and-rescue team will be sent soon. Hang in there."
End transmission.

Mercenary Salvaging:
The Mercenaries are able to recover a small amount of ships from a battle, either by passing one or engaging in one. They will be able to repair it and fit it with their weapon systems, using it for their own army.

Expert Training:
Every mercenary is has come to the faction through their own rigorous training, making each soldier a toughened fighter, outiftted with their own unique weapons and defenses.

  • 07.22.2008 2:04 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

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

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

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

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Atomic Weapons

Research:
Project: TRINITY- 3 turns
Project: Alexander- 3 turns
Project: NOVA- 5 turns
Project: Equus- 7 turns
Project: Star Hunter- 9 turns
Project: Oden- 1 turn
Project: Leviathan Dock- 11 turns
Project: Cobol- 9 turns
Project: Hermes- 2 turns
Project: Cronus- 5 turns
Project: Colonial Fleet Carrier- 9 turns
Project: Bellerophron- 7 turns
CENTURION Blueprints- 2 turns
Hydrogen Bombs- 1 turn

Construction:
Orbital Super-Shipyard- 2 turns
10,000 Ground-To-Air launchers to protect from space assault- 10 turns
90 Cygnus-Class Firestars- 4 turns
9,000 Marines- 7 turns
900 R.A.Z.E.R.S.- 7 turns

Ground Movement: Colonials begin to delve up the old archives and take out the blueprints for old BattleStars. Work progresses in getting the schematics into the computers and preparing construction of more varied fleet.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 4 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

GALACTIC EMPIRE: Modified drive HAS ARRIVED. Good luck with it.

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

  • 07.22.2008 2:13 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Again, Gentlemen, there IS a new story plot! Third post down on the first page under the Story Plots section! Look there before you could be missing out on an amazing opprotunity!

To SpartanElite: I think that the 2nd planet hasn't been colonized yet. Check on the third post down on the first page. There's a list of all factions and what planet's they've settled on there. Remember, I DO keep track of these things to make this game easier!

  • 07.22.2008 2:15 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
15 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
2 Planetary Defense Carrier

Ground Units:
140 Brown Goblins
28 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on upgrading Shipyard 3

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

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

Resources
DiTriDiamond crystals: 115

Research
Cloned DiTriDiamond Decontamiation 4

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

Allies:
None

Nemeses:
None

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

Can be attacked

  • 07.22.2008 2:17 PM PDT

Sword and Scales has a permanent +10 intelligence aura that has a 1 page range.
Enjoy your +10 intelligence, page 2 - Rampancy

*sigh* In case you couldn't tell, the original post was so amazingly full of sarcasm that it killed a few babies. -Waffle

Xenomorph Horde

The Xenomorph Horde is a unique faction. It holds no alliances, but all are nemeses (in a way). It simply feeds. Similar to the Flood, but much more deadly, the Xenomorphs have colonized after a Queen who was floating in space (probably that same one from the first movie) landed and began laying eggs to infest the local fauna on an unknown planet in your solar system. Colonization is still occuring, and when human life arrives, it is very likely this infestation will spread further.

Ships: The Xenomorph faction may only utilize ships which it takes over via infestation. For example, a humanoid faction may arrive on the planet, and become aware of the alien presence. If the Xenomorph is able to infest the ship, than they will continue to move to the planet where the ship is headed. Upon reaching the planet, the infesting Xenomorphs will either kill off the remaining crew, or infect them.

Ground Units
1 Alien Empress (Super-powerful version of the Queen) has been born, and is maturing to adulthood in (2) turns.
2 Alien Queens
2 Alien Hierarchs (Become Queens if one of the three already alive dies)
15 Stalkers (Very large aliens who are much more powerful, but considerably slower to move. They are also unable to infest ships, but may accompany a post-infested ship)
180 Warriors (The average Xenomorph, the height of a Spartan)
345 Runners (Weaker, but much faster aliens)
350 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
200 Facehuggers (Produced constantly by the Queens, with a current maximum of 100 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Random colonization outside the caves have become a small breeding ground for more Xenomorphs.
In 1 turns, these facehuggers will be the following:
50 Warriors
65 Drones
65 Runners

Buildings

-The Hive (set within a network of caves, and one large chamber) and the surrounding area.

The Xenomorphs recognized this area as a good hunting ground, and began breeding and growing in this location. The terrain gives them the upper hand due to their swiftness and stealth amongst the shadows and crevices of Planet 7.

-LV-385

An infested colonist facility. The Horde made a recent attack on the survivors of this small colony and brought many humans back to the Hive for breeding. The facility has been assimilated and is now a branch of the Hive itself. A Hierarch watches over the facility and with her she has a small pack of warriors and runners who remain at her side, or waiting in ambush.


Research/Construction
The Alien Empress has been born. In 1 turn (after her birth) she will be fully grown. The Alien Empress is immensely powerful, and is literally a walking WMD. However, she is slow to move, and has no real "super-long range" ability, which sort of removes the need for the long WMD research period.

The Alien Hierarch has entered a phase of metamorphosis and will become a Queen in 2 turns, increasing the growth rate of the Hive, and adding up to 100 more facehuggers to their numbers.

Other Research:

Sensing imposing threats even thousands of miles away, the Hive begins to grow in strength and vitality:

Hardened Carapace (2) turns - The chitin-like armor of the Xenomorph becomes harder, and resistant to medium-range small arms fire.

Viscous Entrapment (3) turns - The passageways and hive-territory began to ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. It will reduce troop speed by 25%, and motorized movement by 30%.





(Let me know if I should adjust my times ^^)

Ground Movement
The majority of LV-385 has been consumed and infested, it is unlikely that there are any survivors.

Space movement
The Xenomorphs, unable to pilot spacecraft, prudently destroyed all interplanetary transport on LV-385. They remain "restricted" to their confines on the asteroid.


Base/Facility Locations
The Hive is located deep within the depths of the asteroid. Encroaching this area is not a one turn operation due to the terrain in which the Hive is hidden. One must first traverse the asteroid, and then enter the caves in which the Hive has its if they wish to reach its core. The terrain within the cave is inaccessible by larger vehicles (tanks for example).

Allies: None

Nemeses: All

Message to all:

"In Space, No One Can Hear You Scream"

Important Traits:

Due to the nature of the Xenomorph, and it's lack of allegiance, they are a naturally formidable force to anyone. However, they gain a couple of abilities to counterattack the lack of help from anyone.

Increased Forces
Xenomorphs are ravenous hunters, and breeders. They continue to grow exponentially even in harsh conditions. The Xenomorph horde is very difficult to defeat completely due to the nature of their kind. They must be completely obliterated, in order to be gone from the game. Not one facehugger can remain, or the Xenomorph horde will regain their ground.

"Acid for Blood"
Aliens have more death to deal once they are killed. A player attacking a large group of aliens, or the Hive itself, will suffer more casualties than if they were facing a normal opponent. Due to their acidic nature, facehuggers are also unremovable. This attribute also makes the Xenomorphs invincible to Flood infection, as the organic material could not enter the body of the Xenomorph.

The Life Cycle
Xenomorphs are a parasite at birth, being implanted in the chest of any organic being they will gestate and emerge quite violently. A chestburster will emerge from the victim of a facehugger attack in 1 turn. However, the size of the creature can dictate the number of turns as well. Exceptionally powerful enemies will take longer to gestate, but will create much more powerful Xenomorphs. There are more dangerous creatures than the Stalker, and those who choose to attack the Hive will reap the consequences of allowing their powerful units to be infected.



Sssssssss.

  • 07.22.2008 2:31 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT



Race:MIXED (i can use all species that have a language and can learn new ones)(Currently known allies Alpha Light Aliens , Delta Metallic Aliens , Beta Humans (main race of all mixed species)

Fleet:(mixed races so i have different classes based on race)
Alpha(race) 10 basic fighters
1 freighter (trans port class ship)
delta 60 basic fighters
1 hanger (fighter launcher class)
Beta 10 human drop ships (non halo)
supply freighter (50 tons of building grade metal

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)

Buildings
Alpha Compound (landing and fleet control)
landing pad
20 shelters
Delta Compound (military and defense control)
1 turret
1 barracks (produces 1000 combat drones or 500 Delta Soldiers each turn)
Beta Compound (economic and reshearch)
1 Drop off for resources
1 HQ (my base)
SPACE Base:
(none)
Research:
turrets LVL2 4
Anti Air 3
missiles 3
Space station 18
(only what i need is being researched)

Construction:
40 houses 8 turns

Walling to defend compounds 28 turns

Space movement: sending small fighter to scout for survivors of the signal

Ground Movement: none

Allies: All who help my people

Enemies: All who attack me

turns:1 (i am mainly ready for an attack and may have better defending force)

Distress signals: 1 Humans(Beta): help we or under attack by unknown forces 420 dead 380 survivors (note: survivors go down 10 each turn till i send help)

Race roles:
Alpha able to settle fights with no violence (diplomat)
Delta able to secure areas faster than any other race and i non biologic life (Military)
Beta (human) What humans do best..... Adapt (economic)
Other races (assorted abilities) There is some research being done to fuse the races together [attempts:2 success:0 deaths:0 (traits are not there but the creature do live and are pretty smart ) ]

  • 07.22.2008 2:42 PM PDT

Rebel Aliens:
Planet: Planet 2

Ships:
1 Heavy Attack Galley
20 Planetary Assault Fighters
2 Refractor Shield Generators
4 Reconstruction Drone Ships
3 Planetary Defense Carrier

Ground Units:
145 Brown Goblins
29 Valkalry Spiders

Ground Movement:
Reconstruction Drones work on upgrading Shipyard 2

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

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

Resources
DiTriDiamond crystals: 120

Research
Cloned DiTriDiamond Decontamiation 3

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

Allies:
None

Nemeses:
None

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

Can be attacked

  • 07.22.2008 2:43 PM PDT

Wait, you actually checked this?

Will you be my friend?

Your faction: Colonist Expansion Corporation

Ships: 1 Battleship, the Domain, fitted primarily with defensive weaponry, 15 missle launchers per side, 8 tubes per launcher, 1 cannon; ballistic, capable of rotating 360 degrees with clear lines of sight in all directions, and 30 vulcan cannons, spread evenly across the ship. It cannot enter atmosphere, and holds no colonists, and only a small outfit of Expansion Marines (50).

5 Transport ships, the Tiburon, the Point, the Apogee, the Select, and the Starter. Each ship carries 100 persons, including crew (7), Security (15), colonists (60), and Expansion Marines(18).

7 Tugs, manned 2 crew per ship, no armaments. Used for towing Out-of-commission ships

Ground units: (NOTE: All of my ground units are still in space, these numbers are for reference)
140 Expansion Marines
75 Security Guards
300 Colonists
64 Crew (15 aboard the Domain)

Buildings: 1-Bay Shipyard, currently empty, Crew members are the only ones aboard (Thanks Snakie for reminding me, P.S., can the shipyard be mobile?)

Finished Research: None

Research: The Science team aboard the Domain has begun researching Dark Matter, hoping to learn enough about it to turn it into a tangible resource [10 turns].

Construction: None

Ground Movement: None

Space movement: The CEC Fleet moves into the system and surveys the area.

Allies: The CEC requests an alliance with the Rebel Aliens

Enemies: (Currently) None

Message to all: Mai roflcopter goes soi soi soi

5 Turns Until I can be Attacked


[Edited on 07.22.2008 2:55 PM PDT]

  • 07.22.2008 2:44 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

I want your children.
Flood Roll
Courtesy of Sponejerk ;)

How do you play?

  • 07.22.2008 2:45 PM PDT
Subject: please don't post yet
  • gamertag: [none]
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Your faction:Colonials (Battlestar Galactica)

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

Ground units:
5000 Stormtroopers
1,000 Marines
150 Pilots
50 R.A.Z.O.R.S. (heavily trained and armored marines)

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

Finished Research:
Ship Shielding
City-Grade Shielding
"Jump" Tech *Instantaneous Travel-by-Ship to Anywhere*
Nuclear Fission
Nuclaer Fusion
Planet-Grade Shielding
Hack-Proof Computer Networks *Impossible-to-breach Computer Security*
Jump Drives for Vipers
In-System Ion Engines
Hydrogen Bombs
Project: Oden

Research:
Project: TRINITY- 2 turns
Project: Alexander- 2 turns
Project: NOVA- 4 turns
Project: Equus- 6 turns
Project: Star Hunter- 8 turns
Project: Leviathan Dock- 10 turns
Project: Cobol- 8 turns
Project: Hermes- 1 turn
Project: Cronus- 4 turns
Project: Colonial Fleet Carrier- 8 turns
Project: Bellerophron- 6 turns
CENTURION Blueprints- 1 turn

Construction:
Orbital Super-Shipyard- 1 turn
10,000 Ground-To-Air launchers to protect from space assault- 9 turns
90 Cygnus-Class Firestars- 3 turns
9,000 Marines- 6 turns
900 R.A.Z.E.R.S.- 6 turns
Producing Hydrogen Bombs/Loading Hydrogen bombs into BattleStars for Nuclear Missions (Gives BattleStars the ability to fire off Nukes)- 10 turns
Producing 5 Oden BattleStars- 2 turns

Ground Movement: Colonials begin to delve up the old archives and take out the blueprints for old BattleStars. Work progresses in getting the schematics into the computers and preparing construction of more varied fleet.

Space movement: Vipers have scanned the object... it appears to be an index of some kind, holding vast amounts of knowledge. They can't pry it from the field, however... meaning that the bigger ships will have to help. 3 turns until the Index is pried from Beta Halo.

Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]

Enemies:
Xenomorph

Message to all:

GALACTIC EMPIRE: Modified drive HAS ARRIVED. Good luck with it.

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

[Edited on 07.22.2008 2:56 PM PDT]

  • 07.22.2008 2:45 PM PDT
  • gamertag: [none]
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I seriously needed to update my signature. I'll never forget it, though.

Your faction: Goa'uld

Ships:
6 Ha'tak
1 Ha'tak(Ancient enhanced)
1 Ha'tak(Cloak enabled)
3 Al'kesh
240 Death Gliders
8 Tel'ac

Ground units:
8000 Jaffa

Buildings:
Space station

Finished Research:

Research:
Goa'uld shielding(4 turns)
Goa'uld gravity manipulation technology(4 turns)


Construction:
Goa'uld basic ship yards(5 turns)

Ground Movement: None, really

Space movement: Orbit over Planet 1's inhabitable moon

Allies: None

Enemies: None

Message to all: Found one that wasn't inhabited according to third post

  • 07.22.2008 2:47 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
2612 TIE Fighters
1281 TIE Interceptors
678 TIE Bombers
113 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
67 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
46 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection)
18 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
25 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
6 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
18,800 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
2250 Dark Troopers (Extremely tough cyborg soldiers)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
120 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
5700 Sabre-Class Repulsor Tanks
5700 AT-STs
150 AT-ATs

Buildings:
12-bay Space Station
60-Mile Radius Base
Barracks
Vehicle Factory
Sith Temple
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 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 light Frigate)
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)
Nuclear Fission Weapons
Enhanced Cooling Units (Allows E-Web Repeating Blaster Turrets to be deployed to Stormtrooper Squads)
Walker Gyroscopes (Allows construction of Walkers)
Repulsorlifts (Allows construction of Repulsorlift Vehicles)
Gravitational Field Generators (Prevent retreat)
CGT Sensors (Detect cloaked ships)
FTL Sensors (Detects ships jumping in, prevents ambushes)
Redundant Systems (Provides resistance to EMP)
Hypermatter Reactors (A required Technology for Superlasers)
Executor Jump Drives (Instant Travel)

Research:
Nuclear Fusion Weapons- 4 turns
Focusing Crystals- 4 turns
Quadanium Steel Armor- 7 turns
PROJECT RANCOR- 17 turns
Reverse Engineering Jump Drives for all ships- 8 turns

Construction: (On Standby until Base is established.)
Kuat Class Orbital Shipyard- 17 turns
Missile Silo- 11 turns
20 Nuclear Fission Missiles, 16 turns
100 Stormtroopers per turn
50 Dark Troopers per turn
500 AT-STs per turn
20 AT-ATs per turn
10 Sith Warriors per turn
50 Sabre-Class Repulsor Tanks per turn
200 TIE Fighters per turn
100 TIE Interceptors per turn
50 TIE Bombers per turn
10 Victory Class Star Destroyers , 1 turn

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

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

200 TIE Fighters, 100 TIE Interceptors, 50 TIE Bombers, 20 Tartar Class Light Frigates, 15 Acclamator Class Assault Ships, 10 Nebulon B Class Frigates, 5 Victory Class Star Destroyers, 3 Imperator Class Star Destroyers, and 1 Executor Class Star Dreadnaughts en route to Beta Halo reinforcing Colonial positions at Beta Halo

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Other Allies:
Scrin

Enemies:
None

Message to all:
Colonials: We appreciate the technology. The 5,000 Stormtroopers are under your command.


ATTACKABLE

[Edited on 07.22.2008 2:53 PM PDT]

  • 07.22.2008 2:48 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • gamertag: [none]
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

UNDEAD, Check your PMs.

Posted by: Mudkipz_kool
How do you play?
Read the rules on the front page, and if you still don't understand it, PM me.

Hunter, you start out automatically with a 1-bay Shipyard. Please reflect that. Otherwise, you're good. Welcome to the game.

SpartanElite, look at the third post again. The Tau [Holme118] are on "Planet 1 Moon". That's been settled.

[Edited on 07.22.2008 2:53 PM PDT]

  • 07.22.2008 2:49 PM PDT
Subject: please don't post yet

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

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

Ground Units:
1 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
2000 Warriors
1000 Immortals
300 Pariahs
300 Flayed Ones
150 Wraiths
150 Tomb Spyders
150 Destroyers
75 Heavy Destroyers
50000 Scarabs in swarm
200 Obelisks
100 Pylons
100 Monoliths
20 Abattoirs
2 Tomb Stalker Titans
Scarab Swarm of 5 million for Defense

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

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

Research:
Necron Star Binding Tech (WMD) (5 turns)

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

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

Space Movement:
None

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

Enemies: None

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

  • 07.22.2008 2:54 PM PDT

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

Meanwhile, Shadowman235 was eating popcorn while he watched the battle unfold...

  • 07.22.2008 2:56 PM PDT