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

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
11812 TIE Fighters
6881 TIE Interceptors
2978 TIE Bombers
218 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
137 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
121 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
48 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
53 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
19 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
25,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3600 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
300 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6800 Sabre-Class Repulsor Tanks
7050 AT-STs
350 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
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)
Missile Silo (20 Nuclear Fission Missiles)
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
Nuclear Fusion 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)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)

Research:
Death Star Plans, 49 turns

Construction: (On Standby until Base is established.)
20 Nuclear Fusion Missiles, 8 turns
1000 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
15 Victorys, 1 turn

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

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

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

  • 07.24.2008 3:55 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

Posted by: Lord Snakie
The Cylon Centurions laugh at the small attempts to contain them. They will break quarentine.

With all of the Xenomoprhs on board, the Jump Drive starts warming up. The Independance Day Aliens attempt to destroy the ship again, but the Jump Drives fully warm up and are able to JUMP the ship before the IDAs could destroy it. Their weapon hits, and it causes a crater, destroying a few Xenomorphs in the immediate area.

The ship re-appears on the surface of Planet 5. The Cylons communicate that they would appreciate it if the brunt of Xenomorph efforts here focus on eliminating the IDA forces. They also communicate that their scanners are sensing that the IDA forces are returning to the planet, and that the Xenomoprh would do well to burrow quickly and begin forming a hive before they are eradicated. The Cylons also convey that they will do their best to attempt to "distract" the IDA.

The Xenomophs are let off, and the BaseStar preforms a short JUMP that positions them in the middle of the IDA's fleet. They self-destruct, exploding over 500 Hydrogen-Grade bombs in their hull. IDA fleet casualties I will leave to the IDA- but it's 500 Hydrogen-Grade bombs. There'll be some damage.


Before the ship even removes itself from their presence, the Rift Alien gathers as many of its kind close to it and opens the rift, drawing them into the invisible plane. The Xenomorphs remaining spot civilian homes, and that means food. One carrier stays behind, and one remains in the rift. The Xenomorphs feast on the unsuspecting populace that surrounds them, some firing back with small arms, killing a few of the deadly intruders.

A boy of only 15 hears the ruckus outside, he opens the door to see people being mutilated in the streets. He turns to his left and sees the bulbous body of a Carrier shambling towards him quickly. He closes and latches the door, hoping to prevent its entry. A faint clicking is heard on the roof as he trembles in waiting. He is not alone.

He hears the muffled screams of his mother and father, he has no idea what to do. He hides in the one place he has known to hide for years. The home's panic room. There is nothing connecting him, and the rest of the house. He could survive here for days.

Outside lay the dead and unconscious, while the Rift Alien chooses an ideal location to delve deeper into the Planet upon which this civilization is built. It closes the rift, and a large group of Xenomorphs make their way into the city's elaborate sewer system.

The Empress communicates to the Rift Alien, a Hierarch must be born soon...

  • 07.24.2008 3:56 PM PDT
Subject: Bow Before The Galactic Empire

Semi-socialist and proud of it.

I feel sorry for Planet 5. With the sewers infested, getting rid of the Xenos would be near impossible.

[Edited on 07.24.2008 4:03 PM PDT]

  • 07.24.2008 3:58 PM PDT
Subject: please don't post yet

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.
5 Alien Queens
4 Alien Hierarchs (Become Queens if one of the five dies) the most intelligent of Xenomorphs other than the Queen and the Empress. While not nearly as large as a Stalker, their cunning makes up for it vastly, and they should be feared perhaps most of all for their potential.
158 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)
7,530 Warriors (The average Xenomorph, the height of a Spartan)
8,630 Runners (Weaker, but much faster aliens)
8,680 Drones (Xenomorphs that are still dangerous, but are more essential to tending to the Hive, and ensuring the Queens and their Facehuggers are safe)
1,380 Carriers (carries 10 Facehuggers on its back, ready to be unleashed, even after its own death)
+
800 Facehuggers (in eggs or pods) (Produced constantly by the Queens, with a current maximum of 200 per Queen. The Facehugger remains in its egg until there is opportunity for attack, otherwise they die in 5 turns.)

Greater Xenomorphs (casters and others with very unique traits; see research for descriptions)
18 Rift Aliens

Random colonization outside the caves have become a small breeding ground for more Xenomorphs, however food and breeding resources have become lower, causing a slowing of breeding:
In 1 turns, these facehuggers will be the following:[/i]
240 Warriors
200 Drones
200 Runners
60 Carriers
12 Stalkers

In 2 turns:
3 Rift Aliens

Buildings

- The Hive Superior -
The main Hive expands, deeper, wider, and stronger. It is 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 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: The Hive Inferior - 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.

Completed Research/Construction (some research must be found in prior posts due to size constraints)

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.

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%.


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).

Chestburster Overgrowth (complete)
- 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.


Hive Mind (complete)
- 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.

Rift Alien (Greater Xenomorph) (complete)
- This Greater Xenomorph has the special ability of being "phased" between multiple dimensions, allowing it to teleport short distance, and assume complete ethereal invisibility while prowling on a second plane. It cannot attack from this plane, and it cannot remain there for long. It is the size of a very large crocodile and moves on all fours with about 3/4 of the speed a Runner has.

Hive Creation (complete)
- All Xenomorphs can create Hive-scape, but with this evolution it will be done twice as fast, with equal effectiveness.

Hierarch Proboscis (complete)
- Hierarchs are unable to lay eggs, but they are destined to be Queens and therefore carry young Xenomorph larvae in their bodies. Realizing the need for more infestation, the Hierarchs begin evolving hidden probosci, allowing them to seize an opponent and infest them directly, while knocking them unconscious by restricting the airways.

Rift Wave (complete) - The Rift Alien gains the ability to gather its surroundings, including Xenomorphs into its Rift, and bring them into another plane. At this point, the Xenomorphs must be removed by the Rift Alien when it exits, otherwise they will remain on the other plane inevitably. The rift has a range of 75 meters.

Research/Construction


Other Research pending:


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

Ground Movement
See below.

Space movement
The Centurions have managed to escape Planet 7, and the Xenomorphs are in tow. See Lord Snakie's post for more details.

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"

Story

See previous post regarding Planet 5.

  • 07.24.2008 4:03 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)
380 Interceptors(One pilot, Very fast, little armament, little protection)
190 Destroyers-(Medium speed, medium protection, medium armament)
8 Superdestroyers-(Medium speed, heavy armament, massive protection)
48 Cruisers(Medium speed, heavy armament, high protection
1 Salvaged Battleship-(Slow, massive armament, massive protection

Building:
20 Destroyers per turn
6 Cruisers per turn
50 interceptors per turn
2 Superdestroyers per turn

Ground units:
1000 Pilots
4500 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
300 mercenary clones per turn (5 cloning facilities)
50 pilot clones per turn (5 cloning facilities)

Hiring:


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/pilots
Cloning
Human augmentation
Advanced armor
Advanced ship defenses
Ship energy shields
Superdestroyers

Research:
Synthetic soldiers- 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)- DONE
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE
5 Cloning facilities- DONE
3 Synthetic soldier facilities- 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: We are willing to trade technology for troops/ships

  • 07.24.2008 4:04 PM PDT

Semi-socialist and proud of it.

nvm

[Edited on 07.24.2008 4:08 PM PDT]

  • 07.24.2008 4:06 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
12812 TIE Fighters
7381 TIE Interceptors
3228 TIE Bombers
218 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
137 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
121 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
63 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
53 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
19 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
26,400 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, and Sniper Rifles)
100 Marines
150 Engineers
3700 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
310 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
6900 Sabre-Class Repulsor Tanks
7150 AT-STs
360 AT-ATs

Buildings:
Kuat Class Orbital Shipyard
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)
Missile Silo (20 Nuclear Fission Missiles)
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
Nuclear Fusion 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)
Focusing Crystals (A required technology for Superlasers)
Adjustable Superlasers (Needed for Death Stars
Quadanium Heavy Armor (Impervious to all but the heaviest firepower. Needed for Death Star)
Jump Drives (Instant Travel)

Research:
Death Star Plans, 48 turns
Thermal Sensors, 3 turns

Construction: (On Standby until Base is established.)
20 Nuclear Fusion Missiles, 7 turns
1000 Stormtroopers per turn
100 Dark Troopers per turn
100 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
100 Sabre-Class Repulsor Tanks per turn
1000 TIE Fighters per turn
500 TIE Interceptors per turn
250 TIE Bombers per turn
20 Nebulons, 1 turn

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

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

Allies:
Alliance of Superpowers
Colonials
Vasari
Necrons

Enemies:
None

Message to all:
Attack us, and the consequences will be great.


ATTACKABLE

[Edited on 07.24.2008 4:21 PM PDT]

  • 07.24.2008 4:08 PM PDT
  • gamertag: [none]
  • user homepage:

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

Posted by: Sergeant Matt
Colonials, would you like my assistance with the IDA? They have very high troop numbers, so alone they'd be tough to defeat.
We are an alliance. We are all at war.

  • 07.24.2008 4:08 PM PDT

Semi-socialist and proud of it.

Posted by: Lord Snakie
Posted by: Sergeant Matt
Colonials, would you like my assistance with the IDA? They have very high troop numbers, so alone they'd be tough to defeat.
We are an alliance. We are all at war.

Thought so. PM me any plans.

  • 07.24.2008 4:08 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)
4300 Interceptors(One pilot, Very fast, little armament, little protection)
210 Destroyers-(Medium speed, medium protection, medium armament)
10 Superdestroyers-(Medium speed, heavy armament, massive protection)
54 Cruisers(Medium speed, heavy armament, high protection
1 Salvaged Battleship-(Slow, massive armament, massive protection

Building:
20 Destroyers per turn
6 Cruisers per turn
50 interceptors per turn
2 Superdestroyers per turn

Ground units:
1050 Pilots
4800 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers

Aquiring due to cloning:
300 mercenary clones per turn (5 cloning facilities)
50 pilot clones per turn (5 cloning facilities)

Hiring:


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/pilots
Cloning
Human augmentation
Advanced armor
Advanced ship defenses
Ship energy shields
Superdestroyers

Research:
Synthetic soldiers- 1 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)- DONE
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE
5 Cloning facilities- DONE
3 Synthetic soldier facilities- 1 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: We are willing to trade technology for troops/ships

The Human Traders are obviously in no shape for an all out war, but because of the Hanchex Pact we are sending the imformation on all of our technologies to the IDA in a Cruiser with an entourage of 15 Destroyers. The small fleet is for defensive purposes only and will only fire if fired upon. The small fleet will return to Human Trader space immidiately after contact with the IDA. Trip = 1 turn

Due to our Mass Relay's, we are able to travel to our destination almost immidiately. Mass Relays are similar to the Colonials Jump Drives.

[Edited on 07.24.2008 4:19 PM PDT]

  • 07.24.2008 4:16 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.

Should we make the call and have a truce pact to deal with the greater Xenomorph threat? All my availible ships have entered slipspace and will arrive at Planet 5 in 1 turn.

  • 07.24.2008 4:16 PM PDT

Semi-socialist and proud of it.

Wait a second, why do the Human Traders have a base on me and Snakies planet?

  • 07.24.2008 4:18 PM PDT

Posted by: Sergeant Matt
Wait a second, why do the Human Traders have a base on me and Snakies planet?


I just chose a planet when I first joined, I wrote a little thing that if my planet didn't work i'd change planets but i took it off after no one said anything.

  • 07.24.2008 4:21 PM PDT

Semi-socialist and proud of it.

Posted by: mysixe24hoof
Posted by: Sergeant Matt
Wait a second, why do the Human Traders have a base on me and Snakies planet?


I just chose a planet when I first joined, I wrote a little thing that if my planet didn't work i'd change planets but i took it off after no one said anything.


Doesn't really matter to me, since I could crush you any time I wanted to, but let's see what Snakie says.

  • 07.24.2008 4:22 PM PDT

Posted by: Sergeant Matt
Posted by: mysixe24hoof
Posted by: Sergeant Matt
Wait a second, why do the Human Traders have a base on me and Snakies planet?


I just chose a planet when I first joined, I wrote a little thing that if my planet didn't work i'd change planets but i took it off after no one said anything.


Doesn't really matter to me, since I could crush you any time I wanted to, but let's see what Snakie says.


I'd prefer you didn't

  • 07.24.2008 4:24 PM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.

Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:
7500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*4 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
38 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
18 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
24 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
5 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)

***Ground units:
4000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
2250 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
800 Sangheili (Shielded, intelligent, commanding officers of various ranks)
90 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
3700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
350 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
11 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

7000 Covenant Ghosts
2800 Covenant Wraiths
1100 Covenant banshees
700 Covenant Phantoms
3100 Spectres

Armaments:
11 Covenant Anti-matter bomb
34 Covenant Anti-Air Batteries- Planet 4
4 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage

Buildings:

Base:

Planet 4

4-bay Space station
Basic Base/Advanced Base
Second Base
Third Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Communications centre

Asteroid Field 2- Planetoid
Base- Asteroid Field 2
mining centre- Asteroid Field 2

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
2 Covenant Union Shipyards


Finished Research:
-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 Armour Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armour-Integrated Shielding
-Ice Suits
-Unknown Forerunner Artifact Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour found:
-Energy Projector enhancment
-Voice-activated Self-destruct system
[i]Forerunner Artifact
Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts
EVA suits
EMP study
Forerunner Artifact- Forerunner Terraforming techniques- (The Forerunner were light-years ahead of the rest of the galaxy in terms of Stellar engineering and remain that way today. Using their documents as research notes, the Covenant Union has learned how to create gravity manipulation mechanisms to pull Asteroids out of Asteroid field 2 for resources. With a powerful generator, they could eventually pull a large Asteroid out of the field to use as a planetary satellite. Research is still underway in this field and adnvancements will appear in the Covenant Union Tactical Updates)

Research: (To-do List)
Redundant shielding- 1 turn (Answer to EMP effects)
EMP pulse-2 turns (An offensive weapon that when launched will activate, sending out EMP waves to lower enemy shields and disable electronic functions of enemy capital ships.
EMP-generator-1 turn

Forerunner Artifact
Forerunner Artifact

Construction:
5-bay Space Station- 1 turn
Gravity field generator- 4 turns
1-bay Space Station (Asteroid Field 2)- 1 turn


Covenant Union Shipyards Construction**

1000 Seraph Fighters per turn
4 Covenant Frigates per turn
4 Stealth Corvettes per turn
2 Covenant Destroyer per turn
2 CCS-class Cruiser per turn 2
1 Covenant Assault Carrier per turn(2 Shipyards required)

Covenant Factories**2

500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres per turn
1 Covenant Antimatter bomb per turn
2 Covenant Anti-air Batteries per turn

Landing zone reinforcments
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab- 2 turns

*On standby
** Multiplier for each factory/shipyard
*** Will be reinforced once every 2 turns, if neccessary.

Ground Movement:

-factories continue to build Troop transportation.

Space movement: In orbit around Planet 4.
-Construction of second Shipyard facility in orbit is complete.
-Covenant Reinforcements have arrived. Updating garrison informarion now. More will be arriving in 1 turn.
- Both Shipyards operational. Construction in progress.
-Pondering possible mining of the second Asteroid field (Uninhabited). Facilities are being built. Mining and transportation will begin upon completion.

Allies: [The Hanchex Pact]

Enemies: Xenomorphs
Message to all:

-Covenant Union Shipyards are now up and running.
-The Hanchex Pact is now signed. Any and all factions of this Pact are now allies. Welcome to the fold.
-Asteroid Field 2 mining is underway. Gravity field generators are under construction.

IDA, the Xenomorphs have broken quarantine over your world. A CCS-class battlecruiser and 3 Frigates will be in high-orbit to eliminate the infestation. Suggest immediate evacuation from infested area!

Covenant Union Tactical Updates: The Covenant Union retains most of the tactics of its predecessor and will not hesitate to use them if under attack. Listed here is a sample of our technological benefits, which will be updated as more become available. For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
-Active Camouflage
-Superluminal Transition
Shield grid:


----No new updates

Turns until I can be attacked: 0

[Edited on 07.24.2008 4:28 PM PDT]

  • 07.24.2008 4:25 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.

Crisis at Planet 5.

Thunder rips through the blackness of space and the Transversal fleet spills out of it like water down a drain. Carriers launch fighters like angry hornets and dozens of frigates slide into normal space. As time freezes, a broadcast goes out.

"This is Fleet Admiral Bishop, I have no hostile intentions to other factions. We all understand the depth of the threat, and we are on standby. Decide the fate of the planet, I'll be waiting. I advise a quick decision before they spread to the entire planet."

The admirals southern voice shatters the radio silence that shadowed the planet. Through the viewscreen, Bishop observed pockets of explosions flash in the capitol city. It was do or die...

  • 07.24.2008 4:27 PM PDT
  • gamertag:
  • user homepage:
  • 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
3 drop ships
2 escort class drop ship defenders
1 Base class ship (hangar far up to six ships and able to stay inbound for drop ship pick up)
1 Massive capital shielding ship (were gonna shield and quarantine planets)
1 heavy missile pod ship
1 plasma fighter/drop ship (destroys it self if a single xenomorph is detected on bored)
1 suicide cruiser (dies in attack and cause massive damage on inpact





Ground Army
Alpha 500 Soldiers
20 builder drones
Delta 3500 soldiers
18000 drones (battle)
40 carriers (supply carriers)
Beta 20 Harvester Mechs (resource gatherers)
600 Defender Drones (soldiers)
1000 battle mechs
Survivers all races :380
OMEGA 280 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:
Mech mounted missile pod 1 turns

SPACE Base:OMEGA station x
alpha sentry
Research:
EMP 6 turns
Nuclear fission DONE
Nuclear Fusion 5 turns
Nuclear missiles 6 turns
shielding building grade DONE
shielding fighter grade DONE
shielding city grade 3
shielding battleship grade 3
shielding continent grade 8
shielding Heavy frigate grade 8
shielding planet (or halo) grade 10
shielding capital ship grade 10
forerunner research (research for the ring of halo) 18
advanced Technology upgrade 23
Heavy proton cannons 4
Heavy plasma cannons 4
Heavy laser cannons 4
Project:Genesis (or The Begging) 25 (large fleet build up and upgrade period) (current stage:1 5/30 ships made)


WMD research (after Nuclear Fission and Fusion

Self Destruct
Anti matter
Deathcharge

Construction:
8 drop ships 4 turns
6 capital ship class Battle Cruisers 6 turns
Space movement: Sending drop ship down to deploy 60 Omega Troopers
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:
all of my soldiers on planet seven have died
and i do not want to send any there again

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:
The Hanchex pact
BK Burger Boy

  • 07.24.2008 4:28 PM PDT

Semi-socialist and proud of it.

OFFLINE brb

  • 07.24.2008 4:32 PM PDT

Covenant Union- Fleet of Divine Salvation
Planet 4 : The reliquery has picked up many relics sheathed beneath the ice. Excavation teams will be deployed and a forward command base will be set up. Additional reports indicate this should prove ideal for defensive purposes.

Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:
8500 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
*4 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
42 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
20 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
26 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
6 Covenant Assault Carriers (5346 metres, slow, Pulse Lasers/Plasma Torpedo Launchers as well as a single Energy Projector, large Hangar Bay, can launch Drop pods containing ground troops for atmospheric entry)

***Ground units:
4500 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
2500 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
900 Sangheili (Shielded, intelligent, commanding officers of various ranks)
100 Lekgolo pairs (Gestalt colonies that form bipedal warriors sheathed in near-impervious armour, Carry a fuel-rod cannon and are vulnerable where colony is exposed through shield plates)
4200 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
400 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
12 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

8000 Covenant Ghosts
3200 Covenant Wraiths
1300 Covenant banshees
800 Covenant Phantoms
3400 Spectres

Armaments:
13 Covenant Anti-matter bomb
*34 Covenant Anti-Air Batteries- Planet 4
6 Covenant Anti-Air Batteries- Asteroid Field 2 base
Antimatter Collector
Antimatter storage
EMP-generator


Buildings:

Base:

Planet 4

5-bay Space Station
Basic Base/Advanced Base
Second Base
Third Base
12 Covenant Union forward Outposts
Basic Mines/Improved mines
7 Landing Fields (One for each type of unit)
Communications centre

Asteroid Field 2- Planetoid
Base
mining centre
1-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
2 Covenant Union Shipyards


Finished Research:
-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 Armour Integrated Shielding
-Atomic research
-Active Camouflage
-Advanced Armour-Integrated Shielding
-Ice Suits
-Unknown Forerunner Artifact Slipspace precision
-Antimatter study
-Shield Doors
-Antimatter collector
-Antimatter storage
-Complete Settlement Procedures
-Advanced Plasma shaping
-Plasma/Magnetic jamming system
-Covenant Anti-matter bomb (WMD)
-Unknown Forerunner Artifact- Forerunner Cruiser Firing Core
-All-accessible Armour-integrated shielding
-Forerunner Artifact Analysis complete Forerunner combat armour found:
-Energy Projector enhancment
-Voice-activated Self-destruct system
[i]Forerunner Artifact
Superluminal Slipspace Enhancements
-Forerunner Artifact-Forerunner Sentinel shielding readouts
EVA suits
EMP study
Forerunner Artifact- Forerunner Terraforming techniques- Further advancement will be detailed in future CUTU (Covenant Union Tactical Update).
Redundant shielding (Answer to EMP effects)

Research: (To-do List)

EMP pulse-1 turn (An offensive weapon that when launched will activate, sending out EMP waves to lower enemy shields and disable electronic functions of enemy capital ships.


Forerunner Artifact
Forerunner Artifact

Construction:

Gravity field generator- 3 turns
2-bay Space Station (Asteroid Field 2)- 2 turns
Third Covenant Union Shipyards- 4 turns


Covenant Union Shipyards Construction**

1000 Seraph Fighters per turn
4 Covenant Frigates per turn
4 Stealth Corvettes per turn
2 Covenant Destroyer per turn
2 CCS-class Cruiser per turn 2
1 Covenant Assault Carrier per turn(2 Shipyards required)

Covenant Factories**2

500 Covenant Ghosts per turn
200 Covenant Wraiths per turn
100 Covenant banshees per turn
50 Covenant Phantoms per turn
300 Spectres per turn
1 Covenant Antimatter bomb per turn
2 Covenant Anti-air Batteries per turn

Landing zone reinforcments
100 Additional Sangheili each turn
500 additional Unggoy each turn
250 additional Kig-Yar each turn
10 Lekgolo pairs each turn
500 Yanme'e each turn
50 Huragok each turn
1 Scarab- 2 turns

*On standby
** Multiplier for each factory/shipyard
*** Will be reinforced once every 2 turns, if neccessary.

Ground Movement:

-factories continue to build Troop transportation.

Space movement: In orbit around Planet 4.
-Construction of second Shipyard facility in orbit is complete.
-Covenant Reinforcements have arrived. Updating garrison informarion now. More will be arriving in 2 turns.
- Both Shipyards operational. Construction in progress.
-Mining of Asteroid Field 2 in progress.

Allies: [The Hanchex Pact]

Enemies: Xenomorphs
Message to all:

-Covenant Union Shipyards are now up and running.
-The Hanchex Pact is now signed. Any and all factions of this Pact are now allies. Welcome to the fold.
-Asteroid Field 2 mining is underway. Gravity field generators are under construction.

IDA, the Xenomorphs have broken quarantine over your world. A CCS-class battlecruiser and 3 Frigates will be in high-orbit to eliminate the infestation. Suggest immediate evacuation from infested area!

Covenant Union Tactical Updates: The Covenant Union retains most of the tactics of its predecessor and will not hesitate to use them if under attack. Listed here is a sample of our technological benefits, which will be updated as more become available. For further information of previous updates, please search your archives for a copy of our tactical information.

-Glassing
-In-atmosphere Slipspace jump
-Shipyards
-Shields
-In-system Micro-jump
-Boarding -Boarding craft-Ship Destruction
-Active Camouflage
-Superluminal Transition
Shield grid:


----No new updates

Turns until I can be attacked: 0

  • 07.24.2008 4:37 PM PDT

How was that fair game?

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
175 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
180 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
193 Light Battlecruisers Carries 1 WMD
4000 Landing Craft
4000 Tracers (Recon and Transport Ships)
110000 Stinger Class Fighters (Light-Medium Armament/Armor)
209 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 15000 Raiding/Boarding Parties (100 Man Each)
30000 Pilots
30000 Telepathy Bio-commandos.
30000 Super-soldiers. *Heavy Armor and Shielding*
40000 Infantry *Light Armor and Shielding*
25000 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:
All Ship and Soldier producing is down due to minimal resources.

Construction:

Space Movement: The remnaints of the explosion. 25 Super-Carriers, 9 Destroyers, 15 Heavy Battlecruisers, 13 Light Battlecruisers, 13,000 Stinger class fighters left. Zero landing and recon ships left. These survivors, running on backup shielding, join the rest of our fleet at Planet 4. The whole IDA fleet moves willfully towards Planet 5. Our home. We will not let it fall to the Xenomorph: 1 Turn (Borrowed Slipspace drives from Hanchex Alliance)

Ground Movement: The remnants of our ground forces on Planet 5 are commencing guerilla warfare against the Xenomorph threat, preventing them from establishing underground hives untill reinforcements arrive.

Allies: The Hanchex Alliance

Enemies: None

Messages:

To member of the Hanchex Alliance: Are we, friends, going to let the Xenomorph horde take one of our planets? We must fight back! Any reinforcements available would be welcomed to our aid. I have sustained heavy damage from the 500 Hydrogen bombs detonated in the center of my small-fleet. The situation is grim, but we shall take the day.

To members of the Superpowers: Why are we fighting? Isn't it our common goal to destroy the Xenomorph? Was it necessary to destroy much of my fleet at Planet 7. Sure, I did fire on one of your ships, but I was just trying to protect my children. Your children. What would the universe be if the Xenomorph took over. Please, stop the fighting. If you agree to stop with this nonsense, I will let the Xenomorph have my home planet. We don't want to fight, we just want to see the safety of our people, and our allies people too.








[Edited on 07.24.2008 4:42 PM PDT]

  • 07.24.2008 4:39 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.

I'm waiting for the call, destroy the city and surrounding area thouroghly or what else would you suggest?

[Edited on 07.24.2008 4:42 PM PDT]

  • 07.24.2008 4:42 PM PDT

It is hopeless, if we extract my men from the planet, there is a chance the outbreak could spread even further. This hurts me to say, as my family is on the surface, but we must eradicate all life on the planet.

  • 07.24.2008 4:44 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)
480 Interceptors(One pilot, Very fast, little armament, little protection)
230 Destroyers-(Medium speed, medium protection, medium armament)
12 Superdestroyers-(Medium speed, heavy armament, massive protection)
60 Cruisers(Medium speed, heavy armament, high protection
1 Battleship-(Slow, massive armament, massive protection

Building:
20 Destroyers per turn
6 Cruisers per turn
50 interceptors per turn
2 Superdestroyers per turn
1 Battleship per turn

Ground units:
1050 Pilots
4800 Mercenaries(augmentated and with cloaking, shielding, sound dampening, scent masking and laser rifles)
600 Workers
150 Synthetic super soldiers (with cloaking, shielding, sound dampening, scent masking and laser rifles)

Aquiring due to cloning:
300 mercenary clones per turn (5 cloning facilities)
50 pilot clones per turn (5 cloning facilities)
150 Synthetic super soldiers per turn (3 Synthetic soldier facilities)

Hiring:


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/pilots
Cloning
Human augmentation
Advanced armor
Advanced ship defenses
Ship energy shields
Superdestroyers
Synthetic soldiers

Research:

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)- DONE
Representative transport ship- DONE
Mining Facility- DONE
Advanced cloaking for base- DONE
Weapons creation facility-DONE
Warship building yard- DONE
5 Cloning facilities- DONE
3 Synthetic soldier facilities- 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: We are willing to trade technology for troops/ships

The Human Traders are obviously in no shape for an all out war, but because of the Hanchex Pact we are sending the imformation on all of our technologies to the IDA in a Cruiser with an entourage of 15 Destroyers. The small fleet is for defensive purposes only and will only fire if fired upon. The small fleet will return to Human Trader space immidiately after contact with the IDA. Trip = DONE IDA now has access to any Human Trader technology.

Due to our Mass Relay's, we are able to travel to our destination almost immidiately. Mass Relays are similar to the Colonials Jump Drives.

  • 07.24.2008 4:44 PM PDT

IDA read the bottom of my last post

  • 07.24.2008 4:46 PM PDT