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
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)
*=WMD

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-101 Galaxy Class Battleship

Ground units:

-10860 StarFleet Personnel.
-106350 StarFleet Soldiers
-250 Federation Battle Tanks
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 100 Galaxy Class Battleships(2 Turns) Or fully repairs any ten vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base (Large Encampment) 10000 Personnel. (2 Turns)
- Starfleet Academy LVL 3: Complex. Produces 100000 Starfleet Soldiers every 5 turns
(2 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (2 Turns)
- Airponics Farm: Increased Population Production. (50%)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Mechanized Garage: Quadruples Mech Production
- Base Shields: Protects Base planetside.
- Nanite Factory(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Research Lab LVL 3: Scientific Company. Decreased Research times by 2 Turns ONCE
- Engineering School: Decreases time needed for Propulsion-based research ONCE by two turns.
- Defensive Laboratory: Reduces all defensive research times by 2 Turns ONCE
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.

Finished Research:

-Phaser Array (Elevated Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Modulating Disruptors (Extreme Yield) Increased Firepower, range, and versatility. 7 settings: stun, kill, wide-beam, melt, overload, weld, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
-Quantum Torpedoes (Elevated Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded Mid-size vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling.

-Warp Drive- Warp 8 MAX (FTL Travel, ~186k mps) x 10.000.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Multi-Phasic Shields(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-TriTanium Hull Reinforcement (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Nanoprobe therapy: Replaces and upgrades Hyposprays.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-Environmental Stability Armored Pods (ESAP): Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: 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.
-Replicators: Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
-Positronic Brain: Artificial Intelligence.

Active Abilities:

- OMEGA Particle Experimentation: We are close to harnessing the power of the “perfect molecule.”
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a planet, moon, or asteroid.)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research:

- Warp Drive (8 Turns) Warp 9 MAX
-Plasma Torpedoes (Extreme Yield)(4 Turns) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.
-Isokinetic Phasers (Extreme Yield)(5 Turns) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-QuadTanium Hull Reinforcement(9 Turns) (Totally Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)
-Positronic Android:(1 Turns) The Apex of android development. Extremely efficient android crewmember joins every ship, excluding shuttles and support craft. The Warp threshold is upped by 1 level due to android efficiency. (Warp Max 9 goes to Transwarp[10])
-Hirogen Rifles (7 Turns)(Extreme Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Temporal Shielding (8 Turns): The Ultimate Shielding type. All ‘conventional’ weapons are totally ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have any effect. Protects against temporal anomalies.
- Expert Phase-Coil Alignment (11 Turns) Upgrades phaser ‘grade’ by 1.
- Efficient Replicators(6 Turns): Replaces Replicators, reduces every turn-based action except for abilities, construction of units, and travel times by 2 Turns ONCE

Abilities: 4 Turns
- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail the “Perfect Molecule.”

Construction:
- Starbase Docking/Construction Bay {Large, 2 Bay}. (2 Turns) Doubles all ship production.
- Starfleet Academy LVL 4: Earth-Equivalent(2 Turns) Produces 100000 Starfleet Soldiers every 5 turns
- Research Lab LVL 4: Master’s Lab(2 Turns) Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory LVL2(11 Turns) Reduces all construction times by 5 turns. ONCE
- Ground Base LVL4 (3 Turns)(Full Fledged Fortress) 25000 Personnel every 5 turns.
- Propulsion Theory Station (1 Turns) Reduces Propulsion-Based technology by 3 Turns ONCE
- Defensive Laboratory LVL2: (6 Turns) Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: (6 Turns) Decreases time needed for Weapon-based research ONCE by three turns.
- Dyson Sphere (49 Turns): Blocks access of solar power for all except planet 1. Allows for colonization of inner surface. Outer surface will be Quadtanium alloy, nearly indestructible.
-Sensor Net (21 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(34 Turns) The entire moon is reinforced with a lattice of HexTanium Armor, making it resistant to even powerful gravitational fields, and nearly indestructible.

Ground Movement:
- Exploration teams gathering resources.

Space movement:


Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472 (3 Turns)

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs

Message to all:
- 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.”

  • 07.26.2008 9:55 PM PDT

I wish I was still legendary.

opening channels...done

requesting communication with all hanchex allied craft at location [planet 1 moon].

  • 07.26.2008 9:58 PM PDT

Posted by: LiquidNazgul42
All right, SOMEONE tell me who's at Planet 4, I thought no one had claimed it yet.


In response to your Question, in this game Planet 4 was first colonized by my faction, the Covenant Union but now also serves as the primary gathering planet of the Hanchex Pact Alliance.

Lord Snakie posted the Planets and their occupiers in the third post on page 1.

Covenant Union Tactical Update: Covenant Union Offline.

  • 07.26.2008 10:01 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Your faction:

Star Trek: Voyager Era
(Planet 1's Inhabitable Moon)
*=WMD

Ships:

-USS VOYAGER NCC-74656: Intrepid Class Starship
-Delta Flyer
-3 Type VI Shuttle Craft
-101 Galaxy Class Battleship

Ground units:

-10860 StarFleet Personnel.
-106350 StarFleet Soldiers
-250 Federation Battle Tanks
-232 UNSC Mercenaries
-46 UNSC Pilots

Buildings:

SPACE
- Starbase Core: Powers Station (NOW OPERATING)
- Starbase Defence Grid: Top of the line shields and weapons.
- Starbase Command Deck: Allows for use of Station, grants leadership bonus at home
- Starbase Engineering Section: Allows use of Station, grants speed bonus at home
- Starbase Medical Ward: Reduces Losses from battles at home
- Starbase Docking/Construction Bay [1] (Produces 100 Galaxy Class Battleships(1 Turns) Or fully repairs any ten vessels in one turn.)
- Starbase Solar Array: Generates power for all operations, backup to Deuterium.
*- Fluidic Space Singularity Generator: Allows generation of singularities, which lead to “Fluidic Space.”

PLANET1: MOON
- Ground Base (Large Encampment) 10000 Personnel. (1 Turns)
- Starfleet Academy LVL 3: Complex. Produces 100000 Starfleet Soldiers every 5 turns
(1 Turns)
- Mech Factory: Allows for production of 1000 Federation Battle Tanks. (1 Turns)
- Airponics Farm: Increased Population Production. (50%)
-Deuterium Synthesizer Harvests Deuterium supply. Deuterium is primary fuel source for all Standard Starfleet systems.
-Mechanized Garage: Quadruples Mech Production
- Base Shields: Protects Base planetside.
- Nanite Factory(Replaces Facility) Reduces all construction times by 3 turns. ONCE
- Research Lab LVL 3: Scientific Company. Decreased Research times by 2 Turns ONCE
- Propulsion Theory Station: Reduces Propulsion-Based technology by 3 Turns ONCE
- Defensive Laboratory: Reduces all defensive research times by 2 Turns ONCE
- Weapons Lab: Decreases time needed for Weapon-based research ONCE by two turns.

Finished Research:

-Phaser Array (Elevated Yield) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-Modulating Disruptors (Extreme Yield) Increased Firepower, range, and versatility. 7 settings: stun, kill, wide-beam, melt, overload, weld, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
-Quantum Torpedoes (Elevated Yield) Further Increase of Damage+ Range. More severe radiation damage. Destroys Shielded fighter in 1 hit. Unshielded Mid-size vessels in 1 hit as well. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling.

-Warp Drive- Warp 9 MAX (FTL Travel, ~186k mps) x 100.000.000
-Manuvering Thusters (Manuvering Jets for minute adjustments)
- Impulse Engines (Standard Sublight Engines)

- Multi-Phasic Shields(High-Grade Defence) Further Upgrade of shields. Allows entry of shielded ship into the corona of a star.
-TriTanium Hull Reinforcement (Totally Eliminates Damage from Medium Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 20% EMP Damage and 30% Radiation Damage Reduction)

- EMH (Emergency Medical Hologram) Decreases losses in battle significantly.
- EMH Mobile Emitter: Increased function of EMH
- First Aid Kits (Decreased losses on away missions)
- Tricorders: Medical Upgrade. Decreases loss in battle. (People only. Not Ships)
- Medical Tricorders: Upgrades Tricorders.
-Nanoprobe therapy: Replaces and upgrades Hyposprays.

-Deflector Control: Allows more power to shields in a pinch. Also, stronger communications.
-Environmental Stability Armored Pods (ESAP): Upgraded EnviroSuits. Allows deployment of troops/personnel in nearly any area, except for black holes, etc. Augmentation of physical stamina and strength.
- Borg Implants: Allows for assimilation of enemy troops.
-Tractor Beam: Allows manipulation of external objects, and enemy ships.
- Transporters: 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.
-Replicators: Increased production of weapons, ships, and technology. (Reduced by 1 turn current)
-Positronic Android: The Apex of android development. Extremely efficient android crewmember joins every ship, excluding shuttles and support craft. The Warp threshold is upped by 1 level due to android efficiency.

Active Abilities:

- OMEGA Particle Experimentation: We are close to harnessing the power of the “perfect molecule.”
- Mastered Agricultural Tech (Increases Soldier/Personnel Production by 500%)
- Mastered Diplomatic Tech (Increases Success in Negotiations with NPCs)
- Mastered Borg Tech (Allows for Regenerative systems. Reduces Repair time for damaged ships)
- Mastered Terraformation Tech (Allows for more hospitable conditions on a planet, moon, or asteroid.)
- Mastered Engineering Tech (Increases Engine Output. Increases Ship-construction by 500%)
- Mastered Leadership Tech (Increases Discipline)
- Mastered Security Tech (Increases Training, Decreases Losses in combat)
- Mastered Astrometric Tech (Increases Scanning technology)
- Mastered Exploration Tech (Increases Explorational abilities. Assists with story missions)

Research:

- Transwarp Drive (4 Turns) Grade I: Far faster than warp drive, allows for very fast transportation. The slowest of 3 grades.
-Plasma Torpedoes (Extreme Yield)(3 Turns) Further Increase of Damage+ Range. More severe radiation damage. Destroys Mid-size vessels in 1 hit. Hit to an unshielded hull causes enormous damage. Further EMP Damage increase. Area of Effect Damage. Phases random parts of ship, causing hull buckling. Enemy shield systems are permanently damaged.
-Isokinetic Phasers (Extreme Yield)(4 Turns) Powerful, energy based projectile weapon. Excellent Against Shields, Not so good against Hull. Great as missile and mine defence.
-QuadTanium Hull Reinforcement(8 Turns) (Mostly Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)
-Hirogen Rifles (6 Turns)(Extreme Yield) Increased Firepower, range, and versatility. 8 settings: stun, kill, wide-beam, melt, overload, weld, Neural Shock, and vaporize. Adaptive Shields are useless against this modulating frequency weapon.
- Temporal Shielding (7 Turns): The Ultimate Shielding type. All ‘conventional’ weapons are nearly ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have effect. Protects against temporal anomalies.
- Expert Phase-Coil Alignment (10 Turns) Upgrades phaser ‘grade’ by 1.
- Efficient Replicators(5 Turns): Replaces Replicators, reduces every turn-based action except for abilities, construction of units, and travel times by 2 Turns ONCE

Abilities: 3 Turns
- OMEGA Particle breakthrough: One more step and OMEGA will be harnessed. All hail the “Perfect Molecule.”

Construction:
- Starbase Docking/Construction Bay {Large, 2 Bay}. (1 Turns) Doubles all ship production.
- Starfleet Academy LVL 4: Earth-Equivalent(1 Turns) Produces 100000 Starfleet Soldiers every 5 turns
- Research Lab LVL 4: Master’s Lab(1 Turns) Reduces all current technology turns by 2 additional turns. ONCE.
- Nanite Factory LVL2(10 Turns) Reduces all construction times by 5 turns. ONCE
- Ground Base LVL4 (2 Turns)(Full Fledged Fortress) 25000 Personnel every 5 turns.
- Propulsion Theory Station LVL2(15 Turns) Reduces Propulsion-Based technology by 5 Turns ONCE
- Defensive Laboratory LVL2: (5 Turns) Reduces all defensive research times by 3 Turns ONCE
- Weapons Lab LVL2: (5 Turns) Decreases time needed for Weapon-based research ONCE by three turns.
- Dyson Sphere (48 Turns): Blocks access of solar power for all except planet 1. Allows for colonization of inner surface. Outer surface will be Quadtanium alloy, nearly indestructible.
-Sensor Net (20 Turns): Large, near-indestructable Space facility. Allows for monitoring of all in-system activities.
- Lunar Reinforcement(33 Turns) The entire moon is reinforced with a lattice of HexTanium Armor, making it resistant to even powerful gravitational fields, and nearly indestructible.

Ground Movement:
- Exploration teams gathering resources.

Space movement:


Top-Secret Project: Project THEENEMYOFMYENEMYISMYFRIEND.
Voyager Returns from its meeting with
Species 8472 (2 Turns)

Allies:
- Hanchex Pact

Enemies:
- Xenomorphs

Message to all:
- 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.”

OFFLINE FOR NOW


[Edited on 07.27.2008 10:04 AM PDT]

  • 07.26.2008 10:04 PM PDT

I wish I was still legendary.

Sontaran High Command communication:

Baras Sontar, phase your fleet out of that system and report to high command. we have something special in mind for you and your ships.

-high command


new sontaran status: in transit to sontaran high command (until I come back, then they'll arrive here again.)

  • 07.26.2008 10:08 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Chuck Norris BAM!i own you all!

  • 07.26.2008 10:20 PM PDT

It's like taking candy from a grown man!

how do guys figure all this text wall

  • 07.26.2008 10:21 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
60 Necron Star Dreadnoughts
175 Armageddon-Class Carnage Ships
320 Cairn-Class Tombships (Battleships)
470 Scythe-Class Harvest Ships (Heavy Cruisers)
520 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
3500 Jackal-Class Raiders (Aggressive Heavy Fighter)
6000 Dirge-Class Raiders (really fast Interceptor/Fighter)

Ground Units:
C'tan Star God "Nightbringer" WMD/Unit
C'tan Star God "Deceiver" WMD/Unit
C'tan Star God "Void Dragon" WMD/Unit
C'tan Star God "Outsider" WMD/Unit
Aeonic Orb (WMD/unit, see WMD section for details)
100 Lords w Staff of Light, Chronometron, Lightning Field, Resurrection Orb, Phase Shifter
200 Rebirth Hybrids
400 Canisters of Rebirth Nanites
16000 Warriors
8000 Immortals
2800 Pariahs
2800 Flayed Ones
1400 Wraiths
1400 Tomb Spyders
1400 Destroyers
700 Heavy Destroyers
190000 Scarabs in swarm
1000 Obelisks
550 Pylons
550 Monoliths
110 Abattoirs
27 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 Anti-Matter Mines
Planet 3 Secondary Base

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
Information File: N/A

C'tan Star God WMD: (needs 1 part, 1 research, resource gathering) Complete
C'tan Star God Astro-Physical Incarnation (WMD Tech)
C'tan Star God Incarnation Temple
Coaxing 4 C'tan Star Gods into Physical Shells
Information Files: N/A

Technology:
Advanced Necrodermis Metallurgy (Armor)
Advanced Gauss Weaponry
Advanced Necron Shielding
Advanced Necron Shield Leeches
Advanced Necron Inertia-less Drive Engines
Naval On-Board Rebirth Nanite Complement
Necron Advanced Regeneration
Advanced Repair Speed
Necrodermis Anti-acid sealing and protection
Naval Sepulchre (psychological and mental warfare and precision targetting)
Advanced Sepulchre (upgraded of naval sepulchre, also found on abattoirs)
Gaze of Flame (stops momentums of all enemy attack charges in visual range of a Necron)
Naval Scarab Complement
Necron Phase Shifters (all ships)
Anti-Matter Naval Torpedoes
Naval Scarab Special Ordinance
Necron Lord Special Wargear Equipment
Necron Technological Warping
All-Unit EMP Shielding
Nuclear Fission
Nuclear Fusion
Project: Rebirth

Research:
Ancient Viral Research and Development *specific strains unrevealed* (1 turns)

Construction:
50 Rebirth Nanites Canisters (3 turns)
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 (1 turns)
5 Armageddon-Class Carnage Ships (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)
Necron Anti-Ground Weapons (Planet 3) (2 turns)
Necron Planetary Shielding (Planet 3) (5 turns)
Necron Planetary Cannons (Planet 3) (5 turns)
Necron Anti-Matter Naval Mines (Planet 3) (5 turns)
Necron Orbital Defense Platforms (Planet 3) (5 turns)

Ground Movement:
Units preparing for War
Defenses powered up
Long Range Sensors set to active scanning
Colonizing Planet 3 Under Crust Done

Space Movement:
Ship Combat systems and shielding powering up, preparing for war
WMD's primed and ready to fire
Necron Patrols active and scouting for potential threats
Necron Phase Shifters Powered up and ready to activate

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

Enemies: None

Message to All:

Necrons Offline

[Edited on 07.27.2008 12:02 AM PDT]

  • 07.27.2008 12:01 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:
3 Humpback Capital ships
1 Swordfish (Battleships)
100 Great Whites(Cruisers)
1050 Tiger Sharks (Fighter)
1950 heavy gun drones
Pulse bomb

Ground Units:
1 Etheral
20300 Fire worriors
2000 Pathfinders (With Stealth)
20300 Drones(With Stealth)
3200 XV31 Battlesuites (With Stealth)
325 Hammerheads
50 Develfish transports
17600 Gua Val
17600 Vespid
17600 Kroot

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
Concentrated pulse weaponry
Orbiting WMD firing cannons
Super heavy plasma

Research:
Ship super heavy iridium (7 turns)
Ship ION engines (7 turns)


Construction:
50 Great Whites (7 turns)
1000 Tiger sharks (7 turns)
3 Humpback apital ships (10 turns)
50 Eal destroyers (10 turns)

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

Space Movement:

Allies: The Hanchex Pact

Enemies:

Combat:

[Edited on 07.27.2008 12:47 AM PDT]

  • 07.27.2008 12:46 AM PDT

I wish I was still legendary.

Your faction: Sontarans

Ships:
1x sontaran mothership (heavy armor, 2x plasma autogun)
20x sontaran scouts (no weapons, light armor)
12x sontaran escorts (1x plasma autogun, light armor)
100x Sontaran fighters (1x plasma autogun, 2x plasma rifles, medium armor)

Ground units:
320x foot soldiers with plasma rifles
40x commanders with plasma rifles

Buildings:
1-bay space station
x barracks: creates 100 foot soldiers per turn, and 5 commanders.
2-bay space station

Finished Research:
plasma autogun: space vehicles are armed with a rapid-fire plasma rifle.
projectile weaponry: ground units are armed with the equivalent of an SMG.
primitive mining: allows mining of metals to create war walkers and vehicles.
plasma rifles: all ground units are armed with base plasma rifles.

Research:

CQB division: ground units can be made that have powered blades for close combat. (1turns)
Sontaran atmospheric vehicles: allows the use of a Sontaran atmospheric vehicle, essentially a stealth&surveillance plane. (3 turns)
advanced atmospheric conversion: acts like an environment suit, converting the atmosphere to a Sontaran's needs. (5 turns)
War Walkers: allow Sonatarans to build a mech unit, which can be armed with either 1 autogun or 2 powered blades. (9 turns)
nitrogen fission: acts like nuclear fission. (14 turns)
nitrogen fusion: acts like nuclear fusion. (18 turns)
nitrogen power collector: collects the power made from nitrogen fusion. (24 turns)
nitrogen powered auto cannon: a WMD, essentially shoots the equivalent of 2 mac cannon bolts. needs to recharge over 6 turns. (30 turns)
robotics factory: allows the building of war walkers and sontaran atmospheric vehicles. (12 turns)
sontaran weapons upgrade 2: ground units that had a plasma rifle are now armed with a plasma railgun. (12 turns)
Sontaran chemical and biotechnology: allows the use of a flamethrower or a biological weapon. (34 turns)
flamethrower: used by ground forces, spreads between units. (35 turns)
biological incubator: stores energy for use of a biological WMD. (36 turns)
spore cannon: biological WMD, causes a rain of spores to fall, which cause the disease rust lung. (44 turns)
Sontaran battleship: a larger Sontaran ship, bristling with plasma auto cannons and can hold an extended plasma railgun. (49 turns)
extended plasma railgun: a starship mountable version of the railrun. (39 turns)
extended mining (2 turns)
battle shielding (19 turns)
improved battle shielding (52 turns)
world ship: acts as a mobile planet for the Sontarans, large enough to hold their civilization. perfectly suited to their environmental needs. (6 turns)
cloning: allows the Sontarans to reproduce faster, doubling the output of troops per turn. (6 turns)

Construction: (Current Construction)
shipyard: allows the building of sontaran spacecraft - 100x scouts, 50x escorts p/t. (2 turns)
battle academy: improves a soldier's chances of winning a fight by 5%. (4 turns)
barracks (4 turns)
deep-space transmitter relay (1 turns)

Ground Movement:
atmospheric alterations in progress.

Space movement:
orbiting planet 1, detecting outer realm movement by unknown species. requesting communication uplink now. uplink not yet received.

Allies:Hanchex pact.

Enemies:

Message to all: We have returned from Sontar - high command has granted us access to the shipyard research facility, in order to build our own fighters. additionally, they have gifted us with 70 fighter reinforcements.

high command update: project codename: Solaris is proceeding as planned. with luck, it may be finished and ready to be transferred within 5 cycles.

[Edited on 07.27.2008 1:39 AM PDT]

  • 07.27.2008 1:37 AM PDT
  • gamertag: [none]
  • user homepage:

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

-QuadTanium Hull Reinforcement (Totally Eliminates Damage from High Yield Weapons. Decreases damage to hull from projectile weapons and higher yield energy weapons. 50% EMP Damage and 75% Radiation Damage Reduction)

- Temporal Shielding: The Ultimate Shielding type. All ‘conventional’ weapons are totally ineffective, since these shields remove the shielded ship from the time line physically. Only time/chroniton based weapons have any effect. Protects against temporal anomalies.
Not only do these technologies not exist in Star Trek(according to Memory Alpha), they're overpowered.

  • 07.27.2008 1:49 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:
3 Humpback Capital ships
1 Swordfish (Battleships)
100 Great Whites(Cruisers)
1050 Tiger Sharks (Fighter)
1950 heavy gun drones
Pulse bomb

Ground Units:
1 Etheral
20800 Fire worriors
2000 Pathfinders (With Stealth)
20800 Drones(With Stealth)
3200 XV31 Battlesuites (With Stealth)
325 Hammerheads
50 Develfish transports
18100 Gua Val
18100 Vespid
18100 Kroot

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
Concentrated pulse weaponry
Orbiting WMD firing cannons
Super heavy plasma

Research:
Ship super heavy iridium (6 turns)
Ship ION engines (6 turns)


Construction:
50 Great Whites (6 turns)
1000 Tiger sharks (6 turns)
3 Humpback apital ships (9 turns)
50 Eal destroyers (9 turns)

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

Space Movement:

Allies: The Hanchex Pact

Enemies:Xenomorph

Combat:

  • 07.27.2008 2:17 AM PDT
  •  | 
  • Noble Member
  • gamertag: [none]
  • user homepage:

Russian scientists have done it. They have somehow managed to replicate the power of the Norris on a miniature scale. This weapon, which they have named "Tsar Bomba" (King Bomb) could hold 100 megatons of viable round-kicks. The first testing of this device was done using only 0.000000000000001% of this weapon's true power in the Tunguska region in Siberia in 1908. The incident was cleverly covered up by the Russian government and was covered up as an exploding meteor.

Faction: Zerg
Troops:
1 Sarah Kerrigan
1 Lieutenant Duran
1 Guardian
1 Devourer
200 Mutualisks
1 Scourge
220 Hydralisk
400 zerglings
170 Lurkers

Buildings:
1 Lair
1 spawining pool
1 evolution chamber
2 Hatcheries
1 Hydralisk den
1 queen's nest
1 Spire
1 Ultralisk mound
1 Defiler mound
Buildings in construction:
1 Hive
1 Greater Spire

Upgrades:
Melee attacks (lvl1)
Missile Attacks (lvl 1)
Carapace (lvl 1)
Faster movement: Ground troops

Alliances: None
Enemies: None



"My queen we've received a transmission from the other side of the planet."
"Well, who is it?"
"It shows a Terran base asking for reinforcements, then the screen turns blue, then it ends."
"Well then, if they want reinforcements, we'll give them some."

  • 07.27.2008 7:26 AM PDT
  • gamertag: [none]
  • user homepage:

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

SpartanCommander, SpartanElite is right. Those technologies are overpowered. Those would pretty much make your ships impossible to destroy.

And OD97, I am not counting you as playing. You started the game with buildings, which is against the rules. Unless you want to start over now with only a 1-bay shipyard and no research, you're not included in playing this game.

  • 07.27.2008 8:23 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

what the hell is going on =[

  • 07.27.2008 8:24 AM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
44210 TIE Fighters
23080 TIE Interceptors
11075 TIE Bombers
338 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
223 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
191 Nebulon B Class Escort Frigates (Fast, medium armament, medium hangars, little protection)
128 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
83 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
39 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
39,800 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
6800 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
640 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9120 Sabre-Class Repulsor Tanks
8930 AT-STs
570 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 Bunkers
Defensive Trenches
Laser Wires
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, 20 Nuclear Fusion 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)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 32 turns
Miniaturized Thermal Exhaust Ports, 5 turns

Construction: (On Standby until Base is established.)
100 Stormtroopers per turn
50 Dark Troopers per turn
20 AT-STs per turn
10 AT-ATs per turn
10 Sith Warriors per turn
30 Sabre-Class Repulsor Tanks per turn
100 TIE Fighters per turn
50 TIE Interceptors per turn
25 TIE Bombers per turn
5 Executors, 1 turn

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

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

Allies:
Axis Entente
Vasari
Necrons

Enemies:
None

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


ATTACKABLE

  • 07.27.2008 8:46 AM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Still offline, but to anyone who's interested, I'll be on in a half hour or so.

[Edited on 07.27.2008 9:53 AM PDT]

  • 07.27.2008 9:52 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 8 Bay Space Station
- Ground - Space Shielding

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes

Reasearching-
Flashbang Missles (3)
Drone Self Destruction (3)
Explosive Bullets (3)
Electrical Storms (4)
Electrical Storm Construction (7)
Electrical Torpedos (4)
Proton torpedos (4)
Improved Gauss Weaponry (7)
Gauss Moon Destroyer Blueprints (3)
Maximum engine efficency (8)
Unhackable computer systems (12)

Buildings- 8 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn

Construction-
1 Command Ship (1)
Cloning Labs x5 (Moon) (4)
5000 Advance Stealth Fighters (10)
9,10,11,12 bays space station (3)
5000 Drones (2)
2000 Marines (4)
8 Frigates (15)
20 Command Ships (69) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
5000 Rocket Marines (8)
10000 sniper Marines (25)

Space Forces- 4 Battleships
2 Frigates - Smaller Battleship
2150 Fighters
2450 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
10050 Marines
400 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
210 Hornets
620Warthogs
300 Scorpions
125 Pelicans
285 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
800 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY

500 Colonists have been sent to build the Relays. You may keep them until all relays are finished.

[Edited on 07.27.2008 10:09 AM PDT]

  • 07.27.2008 10:01 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Fixed Quadtanium and temporal engine effects.

(Yeah, temporal shielding is in star trek, and the Quadtanium armor? It seems like the logical development of TRItanium armor, even if its not implicitly listed in the star trek wiki. This game still is about creativity, right? Oh, and they are so powerful because I don't have a lot of ships, so I think the ones I do have should be able to take on the large amounts of weaker ships everyone else has. And its not like I haven't spent 50+ turns researching all of that.

  • 07.27.2008 10:09 AM PDT

1 P17Y 7H3 F00L

KOTOR

Necrons Still Offline

I'll be online around 4 PDT, though, and then things are going to get interesting

  • 07.27.2008 10:16 AM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

daamit

  • 07.27.2008 10:17 AM PDT

Posted by: Parthath
Truth. Respect++, Intelligence+, [maxed out]

Posted by: Kamatzu
Luv. We all can has it. Togethr.

Faction: Vasari Exodus Fleet (Sins of a Solar Empire)

Ships:
1 Vulkoras Destroyer (Seige Battlestations) (Ten squadrons, five bomber squads)
1 Kortul Devastator (Heavy battleships) (Five squadrons, two bomber squads)
1 Jarrasul Evacuator (Worldships)
255 Skarovas Enforcers (Medium battleships)
205 Serevun Overseers (Able to delay phase jumps by one turn, able to recharge one ship's shields per turn)
210 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
230 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
230 Junsurak Sentinels (Anti-Fighter Escort)
220 Kanrak Assailants (Long-range combat)
245 Karrastra Destructors (Orbital-bombardment)
240 Jakara Navigators (Stealthed strike-team transport)
310 Ravasta Skirmishers (Light battleships))

All ships carry one squadron (One hundred ships) of fighters unless otherwise noted.

Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our navy is considerably larger than most, as we have no choice but to wipe out and bombard.

Buildings:
Metal and Crystal mines in belt 1
Metal and Crystal Refineries and storage in orbit of Planet 3
Capital Shipyards
Phase Jump Docks
Ten Fighter/Bomber orbital hangers (Each containing Five thousand fighters and bombers)
F/B Shipyards
Phase Jump Gates in orbit of planets three, six, and seven, and in the two belts
Outer shield
Flagship factory and crew training school (Allows production of flagships)
Network of Orbital Phase Missile Emplacements
Uranium mines in Belt 1
Antimatter production facility
Network of orbital repair platforms (Repair Nanite hangars)
Orbital Kastura Cannon (Fires shockwaves through phase space, disrupting reality at the targeted planet and doing huge damage to all ships and buildings within its gravity well, destroying half of them, as well as shutting the surviving ships down for two turns. Seven turn recharge time.)

Finished Research:
Shielding
Shield Modulation (Allows shields to protect more as they're more heavily damaged)
Phase Space Manipulation (Allows for further ftl research)
Phase Weaponization (Allows all weapons to bypass shields of any ship)
Phase Jump Technology (Allows two turn travel to any planet in the system, belts unaffected)
Phase Gates (Able to build a no-turn jump system)
Jump drive inhibitors (Able to build anti-ftl deices)
Nanotech building (Takes two turns off build time, allows Flagship construction)
Energy missile tech (Allows Phase missiles to detonate in a ball of energy, allows phase lasers)
Anti-ftl weaponization (All new ships can disable other ships' ftl, all orbital platforms can lock down ftl travel around the planet)
Precision Phase Jumps (Allows short, precise phase jumps within gravity wells)
Planet-class Shields
Nuclear Fission
Nuclear Fusion
Antimatter containment (All advanced abilities use antimatter)
Nanotech repair (Allows orbital repair stations to be built)
Antimatter reactors (Allows for one-turn travel anywhere in-system)
Phasic barriers (Allows orbital platforms to temporarily warp into phase space to repair, all functions stopped)
Reintigration (Allows for ships to become invulnerable for short periods of time to repair, all functions stopped)
Atomic lattice armor (Allows hulls to take a great deal of punishment)

Research:

Construction:
Capital shipyard now building five of each ship class per turn
Building one Skirantra Carrier (5)

Ground Movement:

Space movement: Five Jakaras lost to Cylon fleet

Allies: Axis Entente [Necrons (rst7503), Galactic Empire (Sergeant Matt)]

Enemies:

Base: In orbit of planet 3

Message to all:

[Edited on 07.27.2008 10:42 AM PDT]

  • 07.27.2008 10:22 AM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Buuurp

  • 07.27.2008 10:25 AM PDT
Subject: please don't post yet
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 8 Bay Space Station
- Ground - Space Shielding

- Outpost - 1 Bay Space Station
- Barackes
- Ground - Space Defense Shielding

Research- Increase firepower
Basic Stealth- All ships now contain basic stealth generators
Basic Medical-All ships now support a basic medical staff- 10 units injured are healed per turn
Increased armor
Advance Stealth-All ships now contain advance stealth generators
Advance Med-all med equivilents are doubled
Anti Plasma Shielding- double defensed against plasma
Scorpion plasma defenses-triple defense against plasma
Guass Warthogs available
Maximum Stealth-only the most up to date stealth tech can find us
Maximum Med- All med factors are doubled AGAIN
Advance Teraforming- Can Teraform Extreme Heat or Cold
Flora and Fauna DNA Splicing- New Prototype Unit -Giant Venus Fly Trap
DNA Splicing - Give Different Traits to Animals
DNA Cloning -Ablilty to Clone
Flora and Fauna Drop pods
Maximum Teraforming
Battleship size Gauss Cannons- Giant guass Canons equipped to battleships
Computer hacking basic- can hack basic and undefended systems
Computer hacking Advanced
Long Distance Hacking - Able to Hack ship controls from long distance
FTL Travel
Computer hacking Maximum- Can hack all but the most upto date systems
Drone Flight - Drones can fly!
Flashbang Projectors- Stealth Fighters may fire flashbangs for quick escapes

Reasearching-
Flashbang Missles (2)
Drone Self Destruction (2)
Explosive Bullets (2)
Electrical Storms (3)
Electrical Storm Construction (6)
Electrical Torpedos (3)
Proton torpedos (3)
Improved Gauss Weaponry (6)
Gauss Moon Destroyer Blueprints (2)
Maximum engine efficency (7)
Unhackable computer systems (11)

Buildings- 8 bay space station
Stealth Fighter Facility
Scorpion Creation Facility-10 scorpions created per turn
Warthog Creation Facility-20 warthogs created per turn
Med Bay- 200 units healed per turn
Recriutment Facility - 50 Marines trained per turn
Hornet Creation Facility-10 hornets trained per turn
Battleship Creation Bay- Now able to Create Battleships
Space Fighter Cration facility - 50 reg. Fighters a turn
Gauss Warthog Creation Facility - 15 Gauss Warthogs a turn
Pelican Creation Facility - 5 pelicans a turn
Gauss and Bullet turrets
Basic Settlement Procedures (planet 1 moon)
Ground Space Shielding
Advanced Settlement Procedures (planet 1 moon)
Cloning Bay- 100 Venus Fly Traps, 500 Marines per turn
Maximum Settlement Procedures (planet 1 moon)
Turrets (moon)
Baracks (moon)
Basic Space Mines
Advance Cloning Labs- 100 more fly traps a turn
Drone Construction lab- 200 Drones a turn

Construction-
Cloning Labs x5 (Moon) (3)
5000 Advance Stealth Fighters (9)
9,10,11,12 bays space station (2)
5000 Drones (1)
2000 Marines (3)
8 Frigates (14)
20 Command Ships (68) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
5000 Rocket Marines (7)
10000 sniper Marines (24)
Advance Barrackses (moon) (5)
Gauss Automated turrets (moon) (3)
Searching Surface for Forerunner Artifacts (4)
Command Ship Shipyard (30)
Battleship Shipyard (20)

Space Forces- 1 Command Ship (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
4 Battleships
2 Frigates - Smaller Battleship
2200 Fighters
2500 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
10600 Marines
600 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
220 Hornets
640Warthogs
310 Scorpions
130 Pelicans
300 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
1000 Giant Venus Fly Traps

Ground Movement- 2000 Marines colonize Planet 1's moon
Space Movement- PLANET 1's MOON INHABITABLE

ALLIED - ORFOI
HANCHEX I WISH TO JOIN
REBEL ALIENS - WISH TO ALLY

500 Colonists have been sent to build the Relays. You may keep them until all relays are finished.

  • 07.27.2008 10:29 AM PDT