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  • Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Posted by: llamalizard
Posted by: Cooley470
Yes, I did post something.


you've been here almost from the start, right? has anyone taken the star forge from KOTOR as a base?

thanks, holme. how do units work? the same way?


Yup.

  • 07.26.2008 1:58 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

ghost page.

  • 07.26.2008 1:59 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

ghost page

  • 07.26.2008 1:59 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Ships:
1 Swordfish (Battleships)
55 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)

Ground Units:
1 Etheral
12300 Fire worriors
2000 Pathfinders (With Stealth)
10300 Drones(With Stealth)
3200 XV21 Battlesuites (With Stealth)
205 Hammerheads
50 Develfish transports
9600 Gua Val
9600 Vespid
9600Kroot

Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)
WMD proof bunker


Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding
Photon grenades
Tau heavy plasma
Rail Weaponry
High grade Iridium

Research:
XV31 Battle suites (1 turn)
Performance enhancing medical treatments (1 turn)


Construction:
45 Great Whites (6 turns)
Pulse bomb (6 turns) WMD
3 Humpback Capital ships (16 turns)
1000 heavy gun drones (1 turn)
Orbiting WMD firing cannons (11 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked

  • 07.26.2008 2:04 AM PDT

Hahahahaha. Lord Snakie is soooo not going to be angry.

New guy landing on the surface of the planet that the Cylons just forced him from.

Wait a second, hostile Cylons.

Might wanna send a rescue party out, or a morgue shuttle.

[Edited on 07.26.2008 2:06 AM PDT]

  • 07.26.2008 2:04 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Necrons?

  • 07.26.2008 2:05 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Cooley, can you fill me in from page 40?

  • 07.26.2008 2:07 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Ships:
1 Swordfish (Battleships)
55 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)
1000 heavy gun drones

Ground Units:
1 Etheral
12800 Fire worriors
2000 Pathfinders (With Stealth)
10800 Drones(With Stealth)
3200 XV31 Battlesuites (With Stealth)
220 Hammerheads
50 Develfish transports
10100 Gua Val
10100 Vespid
10100Kroot

Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)
WMD proof bunker


Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding
Photon grenades
Tau heavy plasma
Rail Weaponry
High grade Iridium
Performance enhancing medical treatments

Research:
Concentrated pulse weaponry (5 turns)
Super heavy plasma (10 turns)


Construction:
45 Great Whites (5 turns)
Pulse bomb (5 turns) WMD
3 Humpback Capital ships (15 turns)
Orbiting WMD firing cannons (9 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked

  • 07.26.2008 2:15 AM PDT

Oh yeah man, I forgot you might not have known what went on.

Apparently the Necrons, being the only ones in close proximity of the Colonials research of the Cylons, corrupted the Cylons who proceeded to fight a mini-civil war within the Colonials fleet. The Colonials then jumped out of system with a portion of their land and space bases and important structures under forruner shielding. With them they took the plans for the Halo Weapon so that it did not fall into the hands of an enemy. So the Colonials are currently far out of system, without a means of messaging to any other fleet, and could arrive in system at any moment with any motive.

I believe that right now the Colonials and the Hanchex Alliance are closer than the Superpowers Alliance.

Wait, about that. The Superpowers broke up, and formed the Axis Powers, same factions, just different names, and possibly different intentions.

In my opinion, we need to declare to the Colonials if they can recieve messages that the Hanchex Alliance means no harm and we would like to help them. Before they jumped out of system I had a fleet slip in Colonial space to help with the growing problem, but before I could do a thing the damage had been done and the Colonials jumped out of system.

Thats about it, and a bunch of new players who have no idea whats going on.

  • 07.26.2008 2:15 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

I thought Necrons and Colonials were allied?

  • 07.26.2008 2:19 AM PDT

They were.

  • 07.26.2008 2:22 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

This is good for the hanchex pact.

  • 07.26.2008 2:23 AM PDT

Well, actually, it is a complicated situation. But through it all, I am sticking with the Colonials. They have no way of contacting us, their last transmission node was sent to me.

  • 07.26.2008 2:23 AM PDT

jaredpunk@gmail.com is my personal email address. If you want to:
a.) Chat.
b.) Send me requests, invites, etc.
or,
c.) Ask me a question
THANKS, and have a nice day!

(I'm new here so don't bash me for messing up something.)

By any chance can I join someone's faction?

  • 07.26.2008 2:24 AM PDT

I'm offline. See you in three weeks

  • 07.26.2008 2:24 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

See ya.

  • 07.26.2008 2:25 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Ships:
1 Swordfish (Battleships)
55 Great Whites(Cruisers)
1150 Tiger Sharks (Fighter)
1000 heavy gun drones

Ground Units:
1 Etheral
13300 Fire worriors
2000 Pathfinders (With Stealth)
13000 Drones(With Stealth)
3200 XV31 Battlesuites (With Stealth)
235 Hammerheads
50 Develfish transports
10600 Gua Val
10600 Vespid
10600Kroot

Buildings:
Colony on Habitible moon of planet one.
AA guns in orbit and surface
Nuclear launch facillity
Fire caste training centre (500 fire warriors per turn)
4 Bay space station
Drone Defenses
Vehicle Factory (15 Hammerheads per turn)
Drone factory (500 Drones per turn)
Kroot colonies (500 Kroot per turn)
Vespid colonies (500 Vespid per turn)
Gua'val colonies (500 Gua 'Val per turn)
WMD proof bunker


Current tech:
4th expansion phase
Pulse rifles
Markerlight trackers
Medical training
Low grade Iridium armour
Pulse Snipers
Mass recruitment program
Medium shielding
Heat shielding
Photon grenades
Tau heavy plasma
Rail Weaponry
High grade Iridium
Performance enhancing medical treatments

Research:
Concentrated pulse weaponry (4 turns)
Super heavy plasma (9 turns)


Construction:
45 Great Whites (4 turns)
Pulse bomb (4 turns) WMD
3 Humpback Capital ships (14 turns)
Orbiting WMD firing cannons (8 turns)

Ground Movement:
Colony on the surface of the habitle moon of planet one.

Space Movement:
None

Allies: The Hanchex Pact

Enemies: None

Message to All:
For the Greater Good. We shall only attack if provoked

  • 07.26.2008 2:31 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

Cylon rebels, you better run like hell. They cant be infected either.

  • 07.26.2008 2:35 AM PDT

Posted by: roman arrow12
Entertaining in the sense of "Hey Pezz, I figured out how to ban entire ISPs!", then yes, very entertaining.

They don't wont allies, you walk on their planet, you die.

  • 07.26.2008 2:40 AM PDT

I wish I was still legendary.

thanks for that. I think I'll start again now:



Your faction: timelords

Ships:
note: all galifreiyan ships have timelord engineering - they are bigger on the inside.

2x time and relative dimension in space escape and intelligence ships (equipped with adaptive cloaking - morphs outer shape as needed)

1x galifreiyan mother ship (2x void cannons, plasma defence turrets, TARDIS engineering)

30x galifreiyan fighters (primitive TARDIS engineering - essentially slipspace, but instantaneous. armed with small plasma turrets)

3x galifreiyan battleships (equipped with relative dimension technology and 2x void cannons)

1x galifreiyan dreadnought (equipped with 12 plasma turrets, shielding (12 direct hits), 2 void cannons and 1 free weapon slot)

Ground units:
*all ground units are equipped with a sonic device, allowing them to crack lockc and reprogram devices on the go.

3000x galifreiyan recruits, armed with plasma cannons.
2000x galifreiyan captains, armed with miniature rift cannons.
100x galifreiyan command squads, armed with a single large rift cannon, 4x plasma cannons and a laser designator.
100x galifreiyan war walkers, armed with rift torpedoes, large plasma cannons and weak shielding (2 direct hits)
50x fixed gun emplacements, armed with large plasma cannons.

Buildings:

1x galifreiyan orbital defence platform (1-bay space station)
1x galifreiyan shipyard
1x barracks, which creates 200 recruits, 100 captains each turn.
1x portal of time - trains new gun emplacements (30 p/t) and war walkers (100 p/t). also an R/D facility.


Finished Research:
relative dimension technology: bigger on the inside.
void cannon: opens a small rift, able to destroy up to a 400 man transport or disable a battle cruiser's shields.
plasma turret: generic weaponry, average strength. developed specially to disable ships in order to capture them.

Research:
improved TARDIS vehicle - larger size by 25%, enabling holding of 500 troops instead of 400. (2)

improved void cannon - opens a larger rift, enabled to destroy the equivalent of a battle cruiser. (3)

black hole generator: can only be mounted on a dreadnaught, which needs to be researched. opens a rift large enough to pull in ANY ship, but not a space station. can also pull in allied cruisers. (6)

dreadnought: the largest ship in the galifrey arsenal. can hold 1x black hole generator along with 2x pulse lasers, 2x void cannons and 12 plasma turrets. (4)

galifreiyan stellar engineering: enables the use of WMD via an orbital space station, which has an effective range of 2 astronomical units. (4)

WMD: build a WMD such as a rift portal, but inactive until stellar engineering is researched. (3)

rift portal: enables the rift portal WMD, which tears open space at a range of 2 AU. also a hazard to all allied ships withing its vicinity. (3)

orbital defense platform: orbits inhabited planets, and can be mounted with either 5 plasma turrets, 2 void cannons or 1 black hole generator. (2)

mobile shipyard: a shipyard vehicle that can create ships up to the size of a TARDIS intelligence and transport on the fly. (2)

energy shields: enables energy shields for all ships except dreadnaught, which already has them. stats: (6 turns to enable)
TARDIS: 6 direct hits
fighter: 3 direct hits
battleship: 9 direct hits
mothership: 15 direct hits + regeneration (2 turns of cover)

system override: allows a dreadnought to launch a probe, which overrides an enemy vehicle's systems and turns it to an ally of the timelords.

Construction: (Current Construction)
1x barracks (2 turns)
1x governmental building: trains command squads, 12 each turn. (3 turns)
12x orbital defense platform, or 1x orbital defense grid. (7 turns)

Ground Movement: inside of TARDIS transports

Space movement: searching for a colonisable planet (unknown turns)

Allies:

Enemies:

Message to all: the timelords are here.we would appreciate a place to colonise, and will offer you research into our war walkers if you do.

TURNS LEFT: 5

  • 07.26.2008 2:40 AM PDT