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1 P17Y 7H3 F00L

KOTOR

Posted by: mysixe24hoof
Hey Necron Army, does the 40k rule apply where if we destroy a monolith, you are defeated?


No, that's Warhammer 40K Dawn Of War, the computer Game, which really, totally nerfed the Necrons for the sake of "balancing"

I'm going by Necron Warhammer 40K Canon rules, where there are whole armies of Monoliths, and there are many more things worse than Monoliths

  • 07.23.2008 4:45 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Die ghost page.

  • 07.23.2008 4:46 PM PDT
  • 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:


FIGHTER DESIGNATIONS
1000 Viper Mk IIs
500 Viper Mk VIIs
50 Combat Raptors


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


NukeShip DESIGNATIONS
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)


WARSHIP DESIGNATIONS
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)
1 Cylon BaseStar


FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
5000 Stormtroopers
5,000 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


Buildings:
Orbital Super-Shipyard
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
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier
Project: Leviathan Dock


Research:
Faster fuel reaload- 2 turns *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
Cylon Raiders, Mk II- 2 turns
Hybrid Cylons- 5 turns
Human-Form Cylons- 7 turns


Construction:
Unlocking Index- 2 turns
Cylon factory- 4 turns


Ground Movement: Colonial diplomat arrives at summit.


Space movement: Index has arrived at the base. Fleet maintaining orbit.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:
Xenomorph


Message to all:


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

EMPIRE: We have arrived at the summit.

  • 07.23.2008 4:48 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
OMEGA 10 fighters piloted by the new OMEGA race
1 cruiser
1 Capital Ship- Omegisas

Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 500 soldiers
12000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
1000 battle mechs
Survivers all races :380
OMEGA 100 soldiers (omega fighter)
Resources:2500 ore
8000 wood
11000 workers (they build and determine how fast buildings are completed)
10000 omega cells (used to make the clones)
Buildings
Alpha Compound (landing and fleet control)
landing pad
Delta Compound (military and defense control)
1 barracks LVL 2 produces battle drones 2000 (or soldiers 1000) each turn CHOSEN: Battle drones (lesser soldiers but greater in numbers) (non biologic)
Fort trains 3000 new recruits each turns
Mech Factory builds 500 soldier mechs a turn for beta
Beta Compound (economic and research) HQ lvl1
Resource gather (unit) factory
OMEGA omegasis research and cloning facility produces 50 omega fighters per turn (ground units) and researches upgrades for the OMEGA race

OMEGA research:

SPACE Base:OMEGA station x
alpha sentry
Research:

Construction:

Space movement: sending the fleet to The Halo 1 turns

Ground Movement: building and gathering resources

Allies: All who help my people

Enemies: All who attack me



Distress signals:
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)
OMEGA (MIXED as in all race put into a creature) Infection fighters
Other races (assorted abilities)
ATTACKABLE

Messages:
sending blueprints...
they were sent and you now have them BK Burger Boy

we will give knowlegdge of basic cloning and 2 OMEGA cells to allow omega soldiers
in exchange i want anvanced weaponry like plasma or pulse or basic EMP for study to make mech weapons and velichle disabling tech

Alliances:
Elite Combat Group Delta
open member ship
i think i am on planet three after seeing 4-8 clone troopers scouting

  • 07.23.2008 4:50 PM PDT

1 P17Y 7H3 F00L

KOTOR

Posted by: mysixe24hoof
Hey Necron Army, does the 40k rule apply where if we destroy a monolith, you are defeated?


No, that's Warhammer 40K Dawn Of War, the computer Game, which really, totally nerfed the Necrons for the sake of "balancing"

I'm going by Necron Warhammer 40K Canon rules, where there are whole armies of Monoliths, and there are many more things worse than Monoliths

  • 07.23.2008 4:50 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

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) now fully grown. See below for more details.
3 Alien Queens
4 Alien Hierarchs (Become Queens if one of the three already alive dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
28 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)
1,030 Warriors (The average Xenomorph, the height of a Spartan)
1,415 Runners (Weaker, but much faster aliens)
1,435 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
140 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
300 Facehuggers (in eggs or pods) (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:
100 Warriors
125 Drones
125 Runners
20 Carriers
2 Stalkers

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 Queen 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.


Completed Research/Construction

The Alien Empress is now a full fledged leader of her swarm of killing machines. Towering stories over her minions she remains vigilant, using her extra sensory-like perception to maintain constant surveillance of the world surrounding her. With one quiver of her claw, she can send darkness, death, and confusion, gnashing and clawing its way through whatever she desires. She is the Deadliest of All Species.

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

Facehugger Carrier (completed)
- The Empress brings with her a collective knowledge of all the hives of the past, and seeing their wise decisions creates a new caste of Xenomorph. The Carrier Xenomorph can carry up to 10 Facehuggers upon its back, housed within mucous membranes and kept in stasis until the Carrier wakes them, or the facehuggers themselves sense a host. This Xenomorph can be created from any infestation other than small animals.

Viscous Entrapment (completed)
- The passageways and hive-territory ooze a viscous liquid, slowing all advancing forces which tread on infested grounds. This reduces troop speed by 25%, and motorized movement by 30%.

Population Increase (completed)
- More facehuggers means more breeding, and the Xenomorphs continue to hunt and infest the various creatures found within the depths and surfaces of the asteroid, as well as the occasional straggler from LV-385.

Acid Spit (completed) - Warriors/Runners and Hierarchs/Queens/Empress gain the ability to send the same hydrochloric acid that runs through their bodies rocketing forward towards their prey, incapacitating them. This gives the Xenomorph a distinct advantage in any ambush situation.

Facehugger Pod (completed) - a abnormally large pod-like egg which holds a dozen facehuggers at a time and is hidden within an infested area, it cannot be seen unless the thermal signatures of the facehuggers are identified first due to its concealment within the Hive areas. The pod will burst when it senses possible host(s).


Shell of Steel (completed) - The Empress' immense size and strength are supported by an exoskeleton which is immensely stronger and more dense than a typical Xenomorph. Evolving further, the Empress will be invulnerable to normal munitions, and only anti-tank, high-energy laser, or other extremely potent munitions will be able to damage her in the slightest.


Research/Construction

The Hive Superior (4) turns - The main Hive expands, deeper, wider, and stronger. It becomes a labyrinth of immeasurable proportions to make room for the inevitable population boom. Not only does it become larger, but it also becomes more resilient in its old age.

The Hive Inferior (3) turns - The colony of LV-385 is now completely infested, and has been converted to a secondary main Hive. While much of it remains similar to human technology on the surface, the bowels of the colony contain a Hive almost as large as the Superior Hive elsewhere on the Planet. It too, becomes more resilient against attacks.


Other Research pending:

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


Hive Mind (4) turns - The larger its numbers grow, the more intelligent the Xenomorph becomes. The Hive Mind which rules them all now has even more room to store, process, and analyze its findings, allowing the Empress to create newer, more powerful castes, and increase the potency of her forces even moreso. It also allows for communication between all Xenomorphs, transcending all distances.

Chestburster Overgrowth (1) turns - The Empress changes her chemistry, and now broods facehuggers that impregnate victims with four chestbursters. Population growth will be effectively quadrupled in most cases. This effect does not apply to Greater Xenomorphs (yet to be seen), in which case one Chestburster consumes the others for faster growth.

In addition to the breeding overhaul, soldiers that would've been well enough to fight for the one turn they lived are now completely incapacitated, due to the face that there are four carnivorous parasites eating them from the inside out.

Ravenous Fertility (4) turns - Queens now lay eggs containing two Facehuggers rather than one, doubling the amount available to the Hive at any time.



(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).

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 being that can sustain life (organic or not), 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.

  • 07.23.2008 4:50 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
11 Necron Star Dreadnoughts
90 Cairn-class Tombships (Battleships)
160 Scythe-class Harvest Ships (Heavy Cruisers)
230 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
800 Jackal-Class Raiders (Aggressive Heavy Fighter)
2000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
7000 Warriors
3500 Immortals
1300 Pariahs
1300 Flayed Ones
650 Wraiths
650 Tomb Spyders
650 Destroyers
325 Heavy Destroyers
118000 Scarabs in swarm
600 Obelisks
300 Pylons
300 Monoliths
60 Abattoirs
12 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

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple

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

Research:

Construction:
500 Warriors (1 turns)
250 Immortals (1 turns)
100 Pariahs (1 turns)
100 Flayed Ones (1 turns)
50 Wraiths (1 turns)
50 Tomb Spyders (1 turns)
50 Destroyers (1 turns)
25 Heavy Destroyers (1 turns)
50 Obelisks (1 turns)
25 Pylons (1 turns)
25 Monoliths Obelisks (1 turns)
5 Abattoirs (1 turns)
1 Tomb Stalker Titan (1 turns)
1 Necron Star Dreadnought (2 turns)
10 Cairn-Class Tombships (2 turns)
20 Scythe-Class Harvest ships (2 turns)
30 Shroud-Class Cruisers (2 turns)
100 Jackal-Class Raiders (2 turns)
250 Dirge-Class Raiders (2 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (11 turns)

Ground Movement:

Space Movement:
Necron Envoy moving to Superpower Capital (on whatever planet) ARRIVED

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 4:53 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Your faction: Transversal Union. A group of united species.
LOCATION: Planet 4

Tech: Biomechs are being employed to keep potential hosts of parasites safe. Walking high above the ground, all will fall under their advanced weaponry.

Pulse/Dark matter weaponry is now equiped to all soldiers.

Ships:

6 Covenant Assault Carriers: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and bristling with pulse and plasma weaponry.Now equiped with a dark matter charge launcher.

5 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay. Neuclear weapons now attached

110 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor. Now sheilded and equiped with nuclear MAC rounds.

60 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding. Now have energy projectors.

1000 Basilisk fighters: Fast and moderately armed aerospace fighters.

700 Seraph fighters: Lightly sheilded and heavily armed.

100 Sniper Mechs: Stay behind and fire 200mm sniper railguns at enemy craft.

150 Zero-G Phantoms: Completely sealed for space combat and boarding.

20 Light cruisers with hangar space for 4 fighters and equiped with a photon canon. and pulse lasers for anti-air.


Ground units:

4500 NDF Troopers: These specialised Human infantry of the Union are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ Overwatch Dark Matter Pulse rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

700 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenades. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

700 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships. Armed with Plasma Rifles andDark Matter Pulse carbines.

5500 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

400 Stalkers: 60-foot tall, thin, Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

800 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

150 Kestrel attack jets: Small jets that can navagate in city streets and other enclosed airspaces

150 Hunter-Chopper helicopters.

300 Infantry fighting vehicles. Equipped with a pulse cannon on the top with experimental Dark Matter rounds, can hold 12 troops

250 Phantom Dropships: Sangheili craft that hold 20 troops and are heavily armed with plasma weaponry. Support types carry Pulse cannons.

450 Wraith Tanks

4 Type 60 Scarab Ultra Heavy Assault Platforms: Upgraded with a new dark matter cannon on the top deck while retaining it's plasma cannon up front. It has firing ports with fixed Dark Matter Pulse rifles. Can carry crew into heavily contested areas. It has deflector sheilding aroind it's leg joints and reactor. It is a more formidable adversary than it's previous incarnations.

20 Hunter pairs: Heavy assault units that accompany attacks. Equiped with a plasma cannon and Composite sheild. Their armor is graded for starship hulls.

2 Cobra Anti-air batteries: Plasma cannons that fire magnetically charged bolts with a medium EMP effect.
-----


Buildings: 4 bay Space Station (In orbit around planet 4)

Orbital Shipyards-planet 3,4

Ground factories.-planet 3,4

Barracks-planet 3,4

Anaconda Surface-to-air missile placemeents in the asteroid belt

Planet 4-Shipyards

Finished Research:

-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Neuclear reactors.
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armor Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armor-Integrated Shielding
-Ice Suits
-Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
-Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)
-Covenant Anti-matter bomb (WMD)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armor
-Energy Projector enhancement
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements (The Forerunners could make impossibly fast Slipspace transitions, allowing them the advantage in battle. These documents have yielded information on how this system works, allowing each Covenant Union and allied starship to recieve the very finest Slipspace technology available.
-Energy Shielding for All ships
-Ability to utilize plasma weaponry
-Ability to utilize pulse lasers
-Artificial intelligence

Research: Combat droids. (2 turns)

Construction:

Factories:
50 Stalkers per turn
100 Banshees per turn
100 NDF troopers per turn
100 Sangheili per turn
500 Moblie infantry per turn
10 Kestrel Urban/Recon Jets per turn
20 Phantoms per turn
10 Hunter-Choppers per turn
20 IFVs per turn.
20 Wraiths per turn
2 Scarab walkers per turn.
5 Hunter pairs per turn.
2 Cobra Ant-air batteries per turn

Orbital Shipyards:
1 Assault carrier (Once every 2 turns)
1 Prosecutor per 3 turns
CCS-class cruisers (2 per turn)
4 Sniper mechs per turn.
50 Seraph fighters per turn.
10 Zero-G pahantoms per turn
5 FFGs per turn
10 light cruisers per turn.


Ground Movement: Deployed on Planet 4. Anti-air batteries being constructed.

Space movement: Fleet on defense standby around planet 4

Allies:Hancheck alliance.

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed. I will not attack unless declared a threat by a majotity of factions. Free parking at my bases. Seek refuge and I will fix your fleets. Run parasite check on ships before docking. If out of control infestation is detected, your ship will be glassed. It's the only way to assure the safety of everybody.

Forerunner technologies are being researched with the Covenant Union to better our technology.

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.


WMD:

Glassing: When ships surround the planet, they bombard the crust with 10,000,000 degree raw plasma. Nothing survives.

Slipspace Nukes; When we can't risk an invasion of an infected planet, we nuke strategic targets before we come in. This method also works against non parasitic adversaries.

Dark Matter charge: When detonated, a gravity well opens up and sucks everything within range into a raging heat and energy storm.

  • 07.23.2008 4:54 PM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
10 Destroyers-(Medium speed, medium protection, medium armament)
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Building:
300 Destroyers-10 per turn

Ground units:
500 Pilots
250 Mercenaries
600 Workers

Hiring:
3000 Mercenaries- 7urns

Buildings: 1 Base on Planet 3

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced trade techniques
Total settlement procedures
Armor shielding
Radar Cloaking
Advanced ship sensors
Armor Cloaking
Advanced Mining
Sound dampning materials
Scent masking materials
Advanced Science studies
Mass Relays(See Mass Effect)

Research:
Military training for workers- 2 turns
Cloning- 3 turns
Human augmentation- 3 turns
Advanced armor- 3 turns
Advanced ship defenses- 4 turns
Laser weaponry- 2 turns
Energy shields- 4 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- DONE
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- 4 turns
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-2 turns
Warship building yard- 2 turns

Ground Movement: Traders researching and continuing to set up main base

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

Message to all: Human traders have landed on Planet 3. We wish to trade with other factions.

Turns until I can be attacked: 0

I am not really sure about the planet situation so I just landed on planet 3, tell me if i should change planets.

  • 07.23.2008 4:54 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
74 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
46 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
46 Light Battlecruisers Carries 1 WMD
1000 Landing Craft
1000 Tracers (Recon and Transport Ships)
29000 Stinger Class Fighters (Light-Medium Armament/Armor)
80 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 3000 Raiding/Boarding Parties (100 Man Each)
17000 Pilots
12000 Telepathy Bio-commandos.
12000 Super-soldiers. *Heavy Armor and Shielding*
17000 Infantry *Light Armor and Shielding*
10000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
10 Baracks
30 Shipyards
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility on Planet 5
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
All Shared Allied Research


Research:
1000 Pilots per turn.
1000 Snipers/Recon Men Per Turn
1000 Super-Soldiers Per Turn
1000 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
500 Raiding/Boarding Parties per turn.
10 Destroyer Per Turn
10 Super-Carrier Per Turn
5 Heavy Cruiser Per Turn
5 Light Cruiser per turn
5000 Stinger Fighters Per Turn

Construction: 20 Shipyards: 1 Turns

Space Movement: 75% of My fleet is at my home planet, Planet 5
25% of my fleet is at Planet 4, our Alliance Planet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Message to All: Hostile Forces on an attack vector towards Planet 4 or 5 will be neutralized immediatly.

  • 07.23.2008 4:54 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:


FIGHTER DESIGNATIONS
1000 Viper Mk IIs
500 Viper Mk VIIs
50 Combat Raptors


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


NukeShip DESIGNATIONS
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)


WARSHIP DESIGNATIONS
5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)
1 Cylon BaseStar (INOPERABLE AS OF YET)



FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
5000 Stormtroopers
5,000 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


Buildings:
Orbital Super-Shipyard
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
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier
Project: Leviathan Dock


Research:
Faster fuel reaload- 1 turn *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
Cylon Raiders, Mk II- 1 turn
Hybrid Cylons- 4 turns
Human-Form Cylons- 6 turns


Construction:
Unlocking Index- 1 turn
Cylon factory- 3 turns
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 15 turns
Ressurection Hub- 8 turns


Ground Movement: Colonial diplomat arrives at summit.


Space movement: Index has arrived at the base. Fleet maintaining orbit.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:
Xenomorph


Message to all:


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

EMPIRE: We have arrived at the summit.

[Edited on 07.23.2008 5:00 PM PDT]

  • 07.23.2008 4:56 PM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
20 Destroyers-(Medium speed, medium protection, medium armament)
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Building:
10 Destroyers per turn
2 Cruisers per turn

Ground units:
500 Pilots
250 Mercenaries
600 Workers

Hiring:
3000 Mercenaries- 6 turns

Buildings: 1 Base on Planet 3

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced trade techniques
Total settlement procedures
Armor shielding
Radar Cloaking
Advanced ship sensors
Armor Cloaking
Advanced Mining
Sound dampning materials
Scent masking materials
Advanced Science studies
Mass Relays(See Mass Effect)

Research:
Military training for workers- 1 turn
Cloning- 2 turns
Human augmentation- 2 turns
Advanced armor- 2 turns
Advanced ship defenses- 3 turns
Laser weaponry- 1 turn
Energy shields- 3 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- DONE
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- 3 turns
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-1 turn
Warship building yard- 1 turn

Ground Movement: Traders researching and continuing to set up main base

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

Message to all: Human traders have landed on Planet 3. We wish to trade with other factions.

Turns until I can be attacked: 0

I am not really sure about the planet situation so I just landed on planet 3, tell me if i should change planets.

  • 07.23.2008 4:58 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
11 Necron Star Dreadnoughts
90 Cairn-class Tombships (Battleships)
160 Scythe-class Harvest Ships (Heavy Cruisers)
230 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
800 Jackal-Class Raiders (Aggressive Heavy Fighter)
2000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
7500 Warriors
3750 Immortals
1400 Pariahs
1400 Flayed Ones
700 Wraiths
700 Tomb Spyders
700 Destroyers
350 Heavy Destroyers
120000 Scarabs in swarm
650 Obelisks
325 Pylons
325 Monoliths
65 Abattoirs
12 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

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Star is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple

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

Research:

Construction:
500 Warriors (4 turns)
250 Immortals (4 turns)
100 Pariahs (4 turns)
100 Flayed Ones (4 turns)
50 Wraiths (4 turns)
50 Tomb Spyders (4 turns)
50 Destroyers (4 turns)
25 Heavy Destroyers (4 turns)
50 Obelisks (5 turns)
25 Pylons (5 turns)
25 Monoliths Obelisks (5 turns)
5 Abattoirs (5 turns)
1 Tomb Stalker Titan (5 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)
Coaxing 4 C'tan Star Gods into Physical Shells (10 turns)

Ground Movement:

Space Movement:
Necron Envoy moving to Superpower Capital (on whatever planet) ARRIVED

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 4:58 PM PDT

SPIKEY KITTEN! I WILL TEAR YOU APART WITH MY ENERGY SWORD OF DOOOM! Have a nice day.

this is too over complicated. whatever i will try.


Your faction:UNSC marines (halo)

Ships:
Pillar of destiny

Ground units:
1K UNSC marines (standard issue Equipment)
10 squads (5 per squad) of UNSC snipers
3 spartan super soilders (equiped with standard issue equipment and active camo tech)
8platoons of helljumpers (aboard the pillar of destiny)
20 warthogs (3 marines per hog)


Buildings:
3 inderground HQ's
1 command center
2: sheild modulators
2: vehicule factory
2:UNSC weapons development factory

Finished Research:
ballistic weaponry,
plasma weaponry use,

Research:
Plasma weaponry production
upgraded plasma sheilds(2 turns)
scorpion tank development(5 turns)
covenent vehicule research (4 turns)
convenent vehicule production(2 turns can only be completed after ceovenent vehicule research)
Guass warthog (2 turns)

Construction:
60-mile radius base (undergound provides extra protection)- 2 turns
uprgared Shielded base (increaed plasma sheild effiecency)- 5 turns
Advanced mines- 1 turn
hornet landing pad- 2 turns
4-Bay Shipyard- 4 turns

Ground Movement: Marines begin settlement on planet.

Space movement: Pillar of destiny orbits wround planet on constant alert

Allies:


Enemies: xenomorphs




[Edited on 07.23.2008 5:00 PM PDT]

  • 07.23.2008 4:58 PM PDT
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  • last post: 01.01.0001 12:00 AM PDT

Your faction:
Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)

Ships:
-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-4 Type VI Shuttle Craft
-3 UNSC Destroyers

Ground units:
-190 StarFleet Personnel.
-250 UNSC Mercenaries
-50 UNSC Pilots

Buildings:
- Space Staion: One-Bay
- Ground Base (Small Encampment) Will produce 10 Personnel a Turn

Finished Research:
- Ship-Based Phasers (Low-Medium Yield) Weak, energy based projectile weapon. Excellent Against Shields, Not so good against Hull.
- Handheld Phasers: (Medium Yield) Increased Firepower, range, and versatility. Hand-Held defence. Advanced Issue. 4 settings, stun, kill, wide-beam, and vaporize.
- Photon Torpedoes (Low-Medium Yield) Increased Firepower and range. Impact on an unshielded vessel will do moderate damage, and inflict radiation damage as well.

Warp Drive- Warp 2 MAX (FTL Travel, ~186k mps) x 10
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Energy Shields (Low-Grade Defence)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
- EnviroForms: Allows brief deployment of troops/personnel on hostile planets. NOT Vacuums, or Class Y planets.

Research:

- Warp Drive (1 Turns) Warp 3 MAX
- Phaser Alignment Coils (1 Turns) Will be ‘invisible technology’ and will only up the yield of all phasers 1 ‘grade’ of yield. ie: Low-Medium would become Medium.
-Tractor Beam (3 Turns) Allows manipulation of external objects, and enemy ships.
- Transporters (4 Turns) Allows Instant movement of troops from ground to ship, or vice versa, or ship-to-ship. However, shields must be down, and radiation/interferece must be low.
- Proton Torpedoes (2 Turns) (Medium Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded smaller vessels in 1 hit as well. Hit to an unshielded hull causes extreme damage.
- OMEGA Particle Awareness: (3 Turns): Grants awareness of the “perfect molecule.”
-Replicators (4 Turns) Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
- Positronic Research (7 Turns) Allows for development of Positronic (Android) Technology
- Tricorders (5 Turns) Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- EMH Mobile Emitter (11 Turns) Increased function of EMH.
- First Aid Kits (2 Turns)(Decreased losses on away missions)
- MonoTanium Hull Reinforcement (6 Turns)(Totally Eliminates Damage from Low-Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 5% EMP Damage and 10% Radiation Damage Reduction)

Construction:
- Star Base Core (Undefended, except shielding extended from the Delta Flyer) (1 Turns)
- Starfleet Academy (7 Turns) LVL 1: Training Ground. Produces 100 Starfleet Soldiers a Turn.
- Research Lab (3 turns) LVL 1: Scientific Outpost. Reduces all current technology turns by 1 additional turn. ONCE.
Airponics Farm(2 Turns) Increased Population Production. (50%)
Deuterium Synthesizer (6 Turns) Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
Solar Array (3 Turns) Located on Space Station. Generates power for all operations, backup to Deuterium.

Ground Movement:
- Scouting Parties Exploring Caves, and canyons. Surface Appears Desert-like, with only sparse life, including cacti, and small lifefoms.

Space movement:
- 4 Shuttles loading Technical Schematics for EMH Program and Warp Propulsion Theory. Arrives in 5 Turns in HSM space.

- UNSC Vessels Being Refitted with Federation Technology. MAC cannons are retained, and upgraded with photon warhead. (4 Turns)

Allies:
- HSM
-Covenant Union

Enemies:
-

Message to all:
- Responce To Colonials Command: “Excellent, uh, of what title should I address you by? Anyway, we look forward to possible negotiations in the future.”

- System-Wide Hail: “I am Captain Kathryn Janeway of the Federation Starship Voyager. Any and all assistance will be welcomed. We are peaceful, but if you attempt to do harm to this ship or my crew, I will do everything in my power to stop you.”

- Communication to HSM space: Be advised, without a mobile emitter, the EMH will not be able to function outside of an area equipped with holographic arrays. We will trade you that technology if you desire when it is done.

ATTACKABLE

  • 07.23.2008 4:59 PM PDT
  • gamertag: [none]
  • user homepage:

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

GnarlyGore, the UNSC has already been taken, you don't start out with any research or any buildings, and you must name your class of ship, not it's name.

  • 07.23.2008 5:01 PM PDT

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
84 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
51 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
51 Light Battlecruisers Carries 1 WMD
1200 Landing Craft
1200 Tracers (Recon and Transport Ships)
30000 Stinger Class Fighters (Light-Medium Armament/Armor)
90 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 3000 Raiding/Boarding Parties (100 Man Each)
18000 Pilots
13000 Telepathy Bio-commandos.
13000 Super-soldiers. *Heavy Armor and Shielding*
18000 Infantry *Light Armor and Shielding*
11000 Snipers/Recon

Buildings: Light Fortresses at strategic points on Planet 5.
10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
50 Space Platforms around Planet 5 (Fitted with WMD's)
Underground Weapons Facility on Planet 5
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
All Shared Allied Research


Research:
1000 Pilots per turn.
1000 Snipers/Recon Men Per Turn
1000 Super-Soldiers Per Turn
1000 Telepathy Bio-Commandos per turn.
1000 Infantry Per Turn
500 Raiding/Boarding Parties per turn.
10 Destroyer Per Turn
10 Super-Carrier Per Turn
10 Heavy Cruiser Per Turn
10 Light Cruiser per turn
10000 Stinger Fighters Per Turn

Construction:

Space Movement: 75% of My fleet is at my home planet, Planet 5
25% of my fleet is at Planet 4, our Alliance Planet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: None

Message to All: Hostile Forces on an attack vector towards Planet 4 or 5 will be neutralized immediatly.


[Edited on 07.23.2008 5:04 PM PDT]

  • 07.23.2008 5:03 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction: Human Space Mercenaries
LOCATION: Asteroid Belt 1

Ships:
500 Single-Personnel Fighter
500 Single-Personnel Bomber
50 Salvaged UNSC Hornets
30 Salvaged Covenant Banshees
30 4-Man Boarding Craft
25 Salvaged UNSC Pelicans
17 UNSC Destroyers
15 UNSC Frigates
5 Covenant Battleships
1 Covenant Flagship
2-Bay Space Station

Ground units:
5,000 Mercenaries
1,600 Pilots
1,000 Engineers
700 Scientists
750 Bounty Hunters
500 Medics
500 Miners
100 Shock Troopers
1 Admiral Bruce Hanchex (Creator of Hanchex Pact)

Buildings (Space Based):
4-Bay Space Station
Space Station Laser Towers
Shield Generators
Shipyard Bay (Space Station Addon)
4 Perimeter Laser Platforms
Asteroid Mining Plant
Laboratory Bay (Space Station Addon)

Finished Research:
Asteroid Mining Efficiency (Better Mining from Asteroid Fields)
Space Station Defense Grid (Computerized Defense Grid of Area)
Space Station Laser Weaponry (Laser Technology for Space Station)
Exterior Plating on Space Station (Heavy Armor for Space Station)
Space Station Shield Systems (Shield Systems for Space Station)
Advanced Fleet Thrusters (Faster Ship Movements)
Advanced Space Station Thrusters (Faster Space Station Movements)
Laser Defense Perimeters (Laser Defenses in Base Perimeters)
Quad Radar Defense Grid (Perimeter Radar Grid)
Heavy Ship Cannons (Heavy Ship Damage)
Salvaged Ship Efficiency (Makes Salvaged Ships Stronger)
Diplomatic Relations

Research:
5-Bay Space Station - 4 turns
Cloning Technology (Faster Creation + More Troops) - 5 turns

Construction:
Constructing Hanchex Star Fleet: - 3 turns
150 Hanchex Interceptors
25 Hanchex Destroyers
10 Hanchex Heavy Cruisers
5 Hanchex Battleships
1 Hanchex Command Ship


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

Space movement:
Offering protection to members of the Hanchex Alliance
Mobilizing fleet for possible attack.

Allies:
Hanchex Alliance (Under Rules of Hanchex Pact)
Star Trek: VE
Colonist Expansion Corporation (ll Hunt3r ll)
Transversal Union (BK Burger Boy)
Human Traders (mysixe24hoof)
Independance Day Aliens (Cooley470)

Enemies:


Message to all:
[//BEGINNING LONG-RANGE TRANSMISSION]
This is Admiral Bruce Hanchex of the HSM. I am proposing an alliance between willing factions to protect and fight for each other. In this time of war, any independant factions need to rely on each other to survive. A pact, named the Hanchex Pact, will be written with the approval of leaders from other factions. I hope whoever receives this will comply.
[//END LONG-RANGE 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.

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.

  • 07.23.2008 5:03 PM PDT

Your faction:Human Traders

Ships:
100 Trade Ships-(Fast, very little armament, little protection)
50 Scout ships-(Very fast, very little armament, very little protection)
30 Destroyers-(Medium speed, medium protection, medium armament)
2 Cruisers(Medium speed, heavy armament, high protection
1 Salvaged Battleship-(Slow, heavy armament, massive protection

Building:
10 Destroyers per turn
2 Cruisers per turn
20 interceptors per turn

Ground units:
500 Pilots
250 Mercenaries
600 Workers

Hiring:
3000 Mercenaries- 5 turns

Buildings: 1 Base on Planet 3

Finished Research:
Basic settlement procedures
Advanced settlement procedures
Advanced trade techniques
Total settlement procedures
Armor shielding
Radar Cloaking
Advanced ship sensors
Armor Cloaking
Advanced Mining
Sound dampning materials
Scent masking materials
Advanced Science studies
Mass Relays(See Mass Effect)
Laser Weaponry
Military training for workers

Research:
Cloning- 1 turn
Human augmentation- 1 turn
Advanced armor- 1 turn
Advanced ship defenses- 2 turns
Energy shields- 2 turns

Construction:
3 Ship building factories- DONE
Motion sensors around base- DONE
Advanced base-DONE
Underground research labs- DONE
Basic cloaking for base- DONE
Light turrets around base- DONE
Basic landing zone- DONE
Advanced landing zone- DONE
Space station orbiting planet 3- DONE
Mass Relays(See Mass Effect)- 2 turns
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE

Ground Movement: Traders researching and continuing to set up main base

Space movement: Ships orbiting Planet 3.

Allies:
Hanchex Pact

Enemies:
None

Message to all: Human traders have landed on Planet 3. We wish to trade with other factions.

Turns until I can be attacked: 0

I am not really sure about the planet situation so I just landed on planet 3, tell me if i should change planets.

  • 07.23.2008 5:03 PM PDT

SPIKEY KITTEN! I WILL TEAR YOU APART WITH MY ENERGY SWORD OF DOOOM! Have a nice day.

Posted by: Lord Snakie
GnarlyGore, the UNSC has already been taken, you don't start out with any research or any buildings, and you must name your class of ship, not it's name.


it wasnt when i got here: i really have no idea what the hell i am doing. This is completly over complicated and takes to long to do. Why the hell are we even doing this really? lets just all go play the games.

[Edited on 07.23.2008 5:04 PM PDT]

  • 07.23.2008 5:03 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Your faction: Transversal Union. A group of united species.
LOCATION: Planet 4

Tech: Biomechs are being employed to keep potential hosts of parasites safe. Walking high above the ground, all will fall under their advanced weaponry.

Pulse/Dark matter weaponry is now equiped to all soldiers.

Ships:

7 Covenant Assault Carriers: An enormous ship capable of storing Hundreds of troops and craft in it's launch bays. It is heavily sheilded and bristling with pulse and plasma weaponry.Now equiped with a dark matter charge launcher.

6 Prosecutor Class Carrier: The result of fusion between Human and Covenant tech, this fires rockets coated in plasma to puncture armor then detonate. This can carry a wide array of craft and troops. Up to 75 fighters can fit in it's launch bay. Neuclear weapons now attached

120 FFG-Missile Frigates: Basic Support frigate of the Union High power but low armor. Now sheilded and equiped with nuclear MAC rounds.

70 CCS-class battle cruisers: Covenant cruiser that were donated by the Sangheili to help destroy planets and rapidly insert troops. Very fast and combat effective, equiped with moderate sheilding. Now have energy projectors.

1000 Basilisk fighters: Fast and moderately armed aerospace fighters.

1000 Seraph fighters: Lightly sheilded and heavily armed.

120 Sniper Mechs: Stay behind and fire 200mm sniper railguns at enemy craft.

200 Zero-G Phantoms: Completely sealed for space combat and boarding.

30 Light cruisers with hangar space for 4 fighters and equiped with a photon canon. and pulse lasers for anti-air.


Ground units:

5000 NDF Troopers: These specialised Human infantry of the Union are clad with ballistic armor and gasmasks. They are primarily equiped to deal with enemies Necrotic or Parisitic in nature. The flood and Xenomorphs are primary adversaries of them. They employ Overwatch Dark Matter Pulse rifles and MAG-PUL PDR-Cs with incendiary rounds. Plasma rifles are encorporated into close combat when Sangheili are present.

800 Sangheili Troops: Proud warriors of the Covenant carry their pride into the Union. They employ plasma weapony and grenades. More skilled than the basic NDF trooper. A sangheili usually controls a squad.

800 Ship to Ship Marines: When the fight goes to aerospace, the marines board enemy ships in squads of 5 abord Phantom Dropships. Armed with Plasma Rifles andDark Matter Pulse carbines.

6000 Mobile infantry: The basic human groundpounders of the Union. Armed with combat armor and Overwatch Dark Matter Pulse Rifles.

500 Stalkers: 60-foot tall, thin, Tripedal biomechs that are autonomously piloted to seek out enemy troops and suppress them with a 50.cal BMG turret.

1000 Havok-class Banshee interceptors: Upgraded Sangheili glider with longer range and Sheilding capabilities.

200 Kestrel attack jets: Small jets that can navagate in city streets and other enclosed airspaces

180 Hunter-Chopper helicopters.

350 Infantry fighting vehicles. Equipped with a pulse cannon on the top with experimental Dark Matter rounds, can hold 12 troops

300 Phantom Dropships: Sangheili craft that hold 20 troops and are heavily armed with plasma weaponry. Support types carry Pulse cannons.

500 Wraith Tanks

8 Type-60 Scarab Ultra Heavy Assault Platforms: Upgraded with a new dark matter cannon on the top deck while retaining it's plasma cannon up front. It has firing ports with fixed Dark Matter Pulse rifles. Can carry crew into heavily contested areas. It has deflector sheilding aroind it's leg joints and reactor. It is a more formidable adversary than it's previous incarnations.

40 Hunter pairs: Heavy assault units that accompany attacks. Equiped with a plasma cannon and Composite sheild. Their armor is graded for starship hulls.

6 Cobra Anti-air batteries: Plasma cannons that fire magnetically charged bolts with a medium EMP effect.
-----


Buildings: 4 bay Space Station (In orbit around planet 4)

Orbital Shipyards-planet 3,4

Ground factories.-planet 3,4

Barracks-planet 3,4

Anaconda Surface-to-air missile placemeents in the asteroid belt

Planet 4-Shipyards

Finished Research:

-Ballistic Weaponry
-Plasma
-Slipspace drives.
-Biomechanics.
-Pulse weaponry.
-Dark matter.
-Neuclear reactors.
-Basic Settlement Procedures/Advanced Settlement Procedures
-Landing Field schematics(Will allow the Covenant Union to deploy additional forces in this system)
-mining Protocols/Improved Mining Protocols
-Energy Application study
-Point-Defense Shield-gauntlet
-Basic Armor Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armor-Integrated Shielding
-Ice Suits
-Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping (Covenant already uses Basic Plasma shaping)
-Plasma/Magnetic jamming system (Can be used to disrupt the trajectory of any plasma-based weapon, protecting all Covenant Union and allied ships from harm)
-Covenant Anti-matter bomb (WMD)
- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding (Research obsolete due to finding of artifact below)
-Complete Forerunner combat armor
-Energy Projector enhancement
-Voice-activated Self-destruct system
Forerunner Artifact Superluminal Slipspace Enhancements (The Forerunners could make impossibly fast Slipspace transitions, allowing them the advantage in battle. These documents have yielded information on how this system works, allowing each Covenant Union and allied starship to recieve the very finest Slipspace technology available.
-Energy Shielding for All ships
-Ability to utilize plasma weaponry
-Ability to utilize pulse lasers
-Artificial intelligence

Research: Combat droids. (2 turns)

Construction:

Factories:
100 Stalkers per turn
100 Banshees per turn
500 NDF troopers per turn
100 Sangheili per turn
500 Moblie infantry per turn
50 Kestrel Urban/Recon Jets per turn
50 Phantoms per turn
40 Hunter-Choppers per turn
50 IFVs per turn.
50 Wraiths per turn
4 Scarab walkers per turn.
20 Hunter pairs per turn.
4 Cobra Ant-air batteries per turn

Orbital Shipyards:
1 Assault carrier (Once every 2 turns)
1 Prosecutor per 2 turns
CCS-class cruisers (5 per turn)
10 Sniper mechs per turn.
100 Seraph fighters per turn.
10 Zero-G phantoms per turn
10 FFGs per turn
10 light cruisers per turn.


Ground Movement: Deployed on Planet 4. Anti-air batteries being constructed.

Space movement: Fleet on defense standby around planet 4

Allies:Hancheck alliance.

Enemies: Xenomorphs.

Message to all: Special operations and Parasitic disposal. Allies needed. I will not attack unless declared a threat by a majotity of factions. Free parking at my bases. Seek refuge and I will fix your fleets. Run parasite check on ships before docking. If out of control infestation is detected, your ship will be glassed. It's the only way to assure the safety of everybody.

Forerunner technologies are being researched with the Covenant Union to better our technology.

Hanchex Pact
The Hanchex Pact vows for the members of the United Factions Alliance to fight for one another in times of war, and to assist one another with trade and advancement in a time of peace. This pact is signed by those willing, and will hopefully lead to a better galaxy.


WMD:

Glassing: When ships surround the planet, they bombard the crust with 10,000,000 degree raw plasma. Nothing survives.

Slipspace Nukes; When we can't risk an invasion of an infected planet, we nuke strategic targets before we come in. This method also works against non parasitic adversaries.

Dark Matter charge: When detonated, a gravity well opens up and sucks everything within range into a raging heat and energy storm.

  • 07.23.2008 5:05 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
12 Necron Star Dreadnoughts
100 Cairn-class Tombships (Battleships)
180 Scythe-class Harvest Ships (Heavy Cruisers)
260 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
1000 Jackal-Class Raiders (Aggressive Heavy Fighter)
2250 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
Aeonic Orb (unit/WMD, see WMD section for details)
10 Necron Lord w/ Staff of Light, Chronometron, Lightning Field, Resurrection, Phase Shifter
7500 Warriors
3750 Immortals
1400 Pariahs
1400 Flayed Ones
700 Wraiths
700 Tomb Spyders
700 Destroyers
350 Heavy Destroyers
122000 Scarabs in swarm
650 Obelisks
325 Pylons
325 Monoliths
65 Abattoirs
12 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

Aeonic Orb WMD: (need 2 parts, 1 research, resource gathering) COMPLETED
Aeonic Orb Containment Arms
Aenoic Orb Support Base
Necron Star Binding Tech (WMD)
Finding a Star to use in Aeonic Orb and powering up
The Aeonic Orb is a small, dense, magnetar star, held in containment by Necron technology. It can be moved from place to place like any ground unit or any starship. When attacking, it's containment field will fluctuate to create a directed solar flare, annihilating matter on a catastrophic scale. It still abides the WMD attack rules

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering)
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple

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

Research:

Construction:
500 Warriors (3 turns)
250 Immortals (3 turns)
100 Pariahs (3 turns)
100 Flayed Ones (3 turns)
50 Wraiths (3 turns)
50 Tomb Spyders (3 turns)
50 Destroyers (3 turns)
25 Heavy Destroyers (3 turns)
50 Obelisks (4 turns)
25 Pylons (4 turns)
25 Monoliths Obelisks (4 turns)
5 Abattoirs (4 turns)
1 Tomb Stalker Titan (4 turns)
1 Necron Star Dreadnought (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)
Coaxing 4 C'tan Star Gods into Physical Shells (9 turns)

Ground Movement:

Space Movement:
Necron Envoy moving to Superpower Capital (on whatever planet) ARRIVED

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

Enemies: None

Message to All:

The Necron Non-Aggression Pact has Expired!!!

  • 07.23.2008 5:05 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:


FIGHTER DESIGNATIONS
1000 Viper Mk IIs
500 Viper Mk VIIs
50 Combat Raptors


CARRIER DESIGNATIONS
100 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection, no nuclear armament)


NukeShip DESIGNATIONS
5 Oden Class Battlestars (Medium, minimum armament, small hangars, medium protection, heavy nuclear armament)


WARSHIP DESIGNATIONS
5 Defender-Class Battlestar *Actual Image* (Slow, heavy armament, medium hangars, medium protection, no nuclear armament)
5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection, small nuclear armament)
5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection, medium nuclear armament)


CAPITAL SHIPS
5 Columbia-Class Battlestars *Actuall Image*(Slow, heavy armament, large hangars, massive protection, medium nuclear armament)
2 Mercury-Class Battlestars *Actuall Image*(Medium, heavy armament, medium hangars, massive protection, medium nuclear armament)
1 Cylon BaseStar (INOPERABLE AS OF YET)



FLAGSHIPS
1 Trinity-Class Battlestar (Slow, Maximum Armament, Medium Hangars, Maximum Protection, Heavy Nuclear Armament)


Ground units:
1000 R.A.Z.O.R.S. (heavily trained and armored marines)
5000 Stormtroopers
5,000 Cylon Mk II Centurions
10,000 Marines
5550 Pilots
10,000 Ground-To-Air Cannons


Buildings:
Orbital Super-Shipyard
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
Faster fuel reaload *More advanced fuel reloading systems allow ships to use their Jump Drives once every 2 turns instead of once every 5*
Project: Oden
Project: Hermes
Project: TRINITY
Project: Alexander
Project: NOVA
Project: Cronus
Project: Equus
Project: Bellerophron
Project: Star Hunter
Project: Cobol
Project: Colonial Fleet Carrier
Project: Leviathan Dock


Research:
Hybrid Cylons- 3 turns
Human-Form Cylons- 5 turns
Halo Weapon- 15 turns


Construction:
Cylon factory- 2 turns
Producing- 70 Defender Battlestars, 45 StrikeStar and Tiger Battlestars, 20 Columbia Battlestars, 23 Mecury Battlestars, 3 Trinity Battlestars- 14 turns
Ressurection Hub- 7 turns
Forerunner-Grade Shielding- 5 turns
Forerunner Beam Weaponry- 5 turns


Ground Movement: Colonial diplomat arrives at summit.


Space movement: Index has arrived at the base. Fleet maintaining orbit.


Allies:
Vasari
Galactic Empire
Necrons
[Faction of Superpowers]


Enemies:
Xenomorph


Message to all:


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

EMPIRE: We have arrived at the summit.

[Edited on 07.23.2008 5:09 PM PDT]

  • 07.23.2008 5:06 PM PDT

Posted by: cB4d93
Posted by: Silent Eli
you are a good translator
Idiot can be a hard language to learn, but once you get it down, everything becomes so clear! The whole world will make sense to you.

Posted by: GnarlyGore
Posted by: Lord Snakie
GnarlyGore, the UNSC has already been taken, you don't start out with any research or any buildings, and you must name your class of ship, not it's name.


it wasnt when i got here: i really have no idea what the hell i am doing. This is completly over complicated and takes to long to do. Why the hell are we even doing this really? lets just all go play the games.


Then leave. Some people like to be commanders than just shooting people.

[Edited on 07.23.2008 5:07 PM PDT]

  • 07.23.2008 5:06 PM PDT

SPIKEY KITTEN! I WILL TEAR YOU APART WITH MY ENERGY SWORD OF DOOOM! Have a nice day.


ok i am sorry but this makes the games look nerdy. i am going to stop playing the real games now.


Posted by: BK Burger Boy
Posted by: GnarlyGore
Posted by: Lord Snakie
GnarlyGore, the UNSC has already been taken, you don't start out with any research or any buildings, and you must name your class of ship, not it's name.


it wasnt when i got here: i really have no idea what the hell i am doing. This is completly over complicated and takes to long to do. Why the hell are we even doing this really? lets just all go play the games.


Then leave. Some people like to be commanders than just shoot people.



ya i like to be a commader as well buttis is a froum it is just stupid doing it here. It makes the games of warhammer and such look nerdy.

[Edited on 07.23.2008 5:09 PM PDT]

  • 07.23.2008 5:07 PM PDT