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

I made some adjustments to that post to better reflect the topic. However, cultivating molecular layers to near-invincibility would take some time and would make the shipyards vulnerable to attack in the meantime.

Of course, the Imperial Galaxy Gun might give even the Suncrusher a run for its money...

If the Covenant Union wanted to stay in the game against such WMDs, we'd have to make up something for ourselves. I don't think we have something on that kind of scale.

  • 07.27.2008 2:51 PM PDT

Semi-socialist and proud of it.

Posted by: WaNaBeSnIpEr
Wow we'd be screwed if you made that thing

Though if I used it, I lose too.

  • 07.27.2008 2:51 PM PDT

Semi-socialist and proud of it.

Offline.

  • 07.27.2008 3:33 PM PDT
Subject: Lord Snakie's Semi-Famous Flood Forum Fun Game!

I'M GONNA HEADBUT YA!!
I'M GONNA HEADBUT YA!!
I'M GONNA HEADBUT YA!!

Posted by: randyorton619
I activate halo, destroy everything, I WIN!!!!


Uhhhhh....Sorry! No speak english!

O_- *Keeps playing*

  • 07.27.2008 3:36 PM PDT
Subject: please don't post yet

Covenant Union- Fleet of Divine Salvation
Planet 4
Information about the Covenant Union can be found in the earlier posts on page 10 and 14.

Ships:

Single-ship fighters

25000 Seraph Fighters (24.8 metres, all-purpose fighter, lightly shielded w/ pulse lasers and Plasma charges)
5200 Seraph Purifiers
5200 Seraph Hellfires
20 Seraph Optimums

Capital ships
*8 Covenant Stealth Corvettes (485 metres, fast, no armament, no hangar, little protection)
136 Covenant Frigates (1000 metres, Medium speed, few Pulse Laser/Plasma Torpedo Launchers, small hangar for Seraphs, small compared to most Covenant vessels )
62 Covenant Destroyers (1500 metres, slow, many Pulse Laser/Plasma Torpedo Launchers, Hangar bay can launch many Seraphs)
74 CCS-class Battle Cruisers (1782.2 metres, medium speed, more Pulse Lasers/Plasma Torpedo Launchers than a Destroyer, Seraph Hangar bay)
20 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)
2 Reverence-class Cruisers (3000 metres, medium speed, Pulse Lasers/Plasma Torpedo Launchers and two alternating Energy Projectors

***[b]Ground units:

16000 Unggoy (Essentially regarded as cannon-fodder, can be dangerous in large numbers)
9000 Kig-Yar (Deploy Point-defense shield gauntlets in battle, are expert marksmen)
3400 Sangheili (Shielded, intelligent, commanding officers of various ranks)
340 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)
15700 Yanme'e (Large, Sentient insects that attack in swarms, capable of flight)
1400 Huragok (Artificial species built by Forerunners, Non-military maintenance role)
38 Type-47 Ultra Heavy Assault Platforms (Scarab walkers)


Infantry Transports

20000 Covenant Ghosts
8600 Covenant Wraiths
4000 Covenant banshees
2200 Covenant Phantoms
11200 Spectres


Armaments:
44 Covenant Anti-matter bomb
Antimatter Collector
Antimatter storage
EMP-generator
EMP pulse
120 Abyss mines

EMP Mines

Defenses

-Blanket Shield
- Blanket Shield Generator
-30 Automated Sentry Turrets
-52 Covenant Anti-Air Batteries- Planet 4
*-16 Covenant Anti-Air Batteries- Asteroid Field 2 base
-10 Covenant Union Defense Satellites (Equipped an Energy Projector)
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
14 Landing Fields (Two for each type of unit)
Communications centre

Planetoid
Base
mining centre
4-bay Space Station

Construction purposes:
6 Covenant Factories (Production increased by factor of two)
4 Covenant Union Shipyards
-Advanced Gravity generators/Gravity field generator (Can pull resources from the Asteroid field inn the form of small Asteroids. Now upgraded, can pull large planetoids out of the Asteroid Field)


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
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).
-Forerunner Artifact-Blanket Shielding
-Redundant shielding (Answer to EMP effects)
-EMP Mines

Research: (To-do List)

Mass Density Generator- 3 turns (WMD- Mounted only on Reverence/CCS-class Cruisers and higher, creates a 10-second Micro-black hole from the explosion radius. Anything within the event horizon is crushed)

-Gravity Lift crush -2 turns

Forerunner Artifact

Construction:


-10 Defense Satellites- 3 turns

- 5 Plasma Torpedo Batteries- 3 turns

*-Geothermal dynamos (On Standbye until further notice.)- 4 turns

-Covenant Supercarrier (This collossus of a Covenant vessel is over 5000 metres and easily the largest capital ship in the Covenant Union Armada. It boasts over 7 Energy Projectors as well as multiple Plasma Torpedo launchers, Pulse lasers and can carry a crew of thousands. A ship of this caliber is powered by staggeringly effective shielding and may just be the last and most amazing sight seen by the commander of an enemy fleet. The downside? It moves like an Elephant dipped in quick-dry cement... Very slow)- 8 turns

Covenant Union Shipyards Construction**

2000 Seraph Fighters per turn
1200 Seraph Purifier per turn
1200 Seraph Hellfire per turn
4 Seraph Optimum per turn
8 Covenant Frigates per turn
12 Stealth Corvettes per turn
4 Covenant Destroyer per turn
4 CCS-class Cruiser per turn
2 Covenant Assault Carrier per turn(2 Shipyards required)
1 Reverence-Class Cruiser per turn(4 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
5 Automated Sentry Turrets per turn
20 Abyss mines 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 each turn

*On standby
** Multiplier for each factory/shipyard
*** Will be reinforced once every turn, due to advanced Slipspace drives.
**** Research being resumed for improvements.

Ground Movement:

-factories continue to build Troop transportation.
-The Gravity field generator is being turned towards the planet in the hopes of heating Planet 4's long-frozen core. By compressing it, the atoms that make up the centre of this world will speed up, generating heat and eventually warming the core. In time, we will bring this dead world back to life!)- 6 turns

Space movement:
-Mining of Asteroid Field 2 in progress.

In orbit around Planet 4.

-Fourth Covenant Union Shipyards complete.
-Covenant Reinforcements continuing to arrive.
- All four Shipyards operational. Construction in progress.

"Moon" in orbit around Planet 4

-Gravity Field Generator activated, a planetoid from the asteroid field is now in orbit around Planet 4, serving as an artificial moon.
-Plasma Torpedo batteries under construction



Allies: [The Hanchex Pact]

Enemies: Xenomorphs

Message to all:

-

Covenant Union Tactical Updates: 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
-EMP
-Enhanced Gravity Field Generators

----Covenant Union Offline

Turns until I can be attacked: 0

  • 07.27.2008 3:38 PM PDT

[Scrin offline]

  • 07.27.2008 4:02 PM 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)
260 Skarovas Enforcers (Medium battleships)
210 Serevun Overseers (Able to delay phase jumps by one turn, able to recharge one ship's shields per turn)
215 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
235 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
235 Junsurak Sentinels (Anti-Fighter Escort)
225 Kanrak Assailants (Long-range combat)
250 Karrastra Destructors (Orbital-bombardment)
245 Jakara Navigators (Stealthed strike-team transport)
315 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 (4)

Ground Movement:

Space movement: Ships move to form protective barrier around Planet 3.

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

Enemies:

Base: In orbit of planet 3

Message to all: The Vasari will turn back anyone trying to land on Planet 3. We will not tolerate incursions onto our soil.

  • 07.27.2008 4:04 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
44710 TIE Fighters
23330 TIE Interceptors
11200 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)
143 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection)
103 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection)
44 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection)

Ground units:
40,300 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7050 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
690 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9270 Sabre-Class Repulsor Tanks
9030 AT-STs
620 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)
Miniaturized Thermal Exhaust Ports (Eliminate exhaust port weakness)
Jump Drives (Instant Travel)
Hypermatter Fuel Systems (Allows use of Jump Drives every 2 turns)
Thermal Sensors

Research:
Death Star Plans, 27 turns
Ship Mounted Proton Beam (Fires a concentrated beam of Protons, capable of slicing unshielded ships apart), 6 turns
Diamond-Boron Missiles (WMD), 6 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
20 Nebulons, 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.
Do not land on Planet 3, as it will be taken as an invasion
Do not land on Planet 7, as it is infested with parasitic Xenomorphs

ATTACKABLE

[Edited on 07.27.2008 5:07 PM PDT]

  • 07.27.2008 5:05 PM PDT

1 P17Y 7H3 F00L

KOTOR

Ok, Now I'm Online, sorry everybody

Let's get this started

My first act back online: I think the Hanchex Alliance people are a bunch of babies

  • 07.27.2008 5:10 PM PDT

1 P17Y 7H3 F00L

KOTOR

Faction: Necrons (of Warhammer 40K)

Ships:
65 Necron Star Dreadnoughts
200 Armageddon-Class Carnage Ships
350 Cairn-Class Tombships (Battleships)
500 Scythe-Class Harvest Ships (Heavy Cruisers)
550 Shroud-Class Cruisers (Stealth Cruiser ship-ship/ship-fighter)
3800 Jackal-Class Raiders (Aggressive Heavy Fighter)
6500 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 *carries viruses*
16000 Warriors
8000 Immortals
2800 Pariahs
2800 Flayed Ones
1400 Wraiths
1400 Tomb Spyders
1400 Destroyers
700 Heavy Destroyers
192000 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
Ancient Viral Research and Development *specific strains unrevealed*

Research:

Construction:
50 Rebirth Nanites Canisters (2 turns)
500 Warriors (2 turns)
250 Immortals (2 turns)
100 Pariahs (2 turns)
100 Flayed Ones (2 turns)
50 Wraiths (2 turns)
50 Tomb Spyders (2 turns)
50 Destroyers (2 turns)
25 Heavy Destroyers (2 turns)
50 Obelisks (3 turns)
25 Pylons (3 turns)
25 Monoliths Obelisks (3 turns)
5 Abattoirs (3 turns)
1 Tomb Stalker Titan (3 turns)
1 Necron Star Dreadnought (6 turns)
5 Armageddon-Class Carnage Ships (6 turns)
10 Cairn-Class Tombships (6 turns)
20 Scythe-Class Harvest ships (6 turns)
30 Shroud-Class Cruisers (6 turns)
100 Jackal-Class Raiders (6 turns)
250 Dirge-Class Raiders (6 turns)
Necron Anti-Ground Weapons (Planet 3) (1 turns)
Necron Planetary Shielding (Planet 3) (4 turns)
Necron Planetary Cannons (Planet 3) (4 turns)
Necron Anti-Matter Naval Mines (Planet 3) (4 turns)
Necron Orbital Defense Platforms (Planet 3) (4 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:

  • 07.27.2008 5:17 PM 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
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos
Electrical Torpedos
Electrical Storms

Reasearching-
Electrical Storm Construction (2)
Improved Gauss Weaponry (2)
Maximum engine efficency (3)
Unhackable computer systems (7)
Study of beam (3)
Beam Multiplication (3)

Buildings- 12 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
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)

Construction-
5000 Advance Stealth Fighters (5)
Asteroid Base (8) ( located near planet 1)(moveable)
8 Frigates (10)
20 Command Ships (64) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
5000 Rocket Marines (3)
10000 sniper Marines (20)
Advance Barrackses (moon) (2)
Command Ship Shipyard (26)
Battleship Shipyard (16)
Gauss Moon Destroyer Bay (3)
Equipping Ships with sentinel beam lasers (5)
Constructing experimental Project (5) (its a secret!)


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
2400 Fighters
2700 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
14700 Marines
6200 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
260 Hornets
720 Warthogs
350 Scorpions
150 Pelicans
360 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
1400 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


FORERUNNER ARTIFACT FOUND-- SENTINEL BEAM TECHNOLOGY
OFFLINE (again)

[Edited on 07.27.2008 5:21 PM PDT]

  • 07.27.2008 5:19 PM PDT

Semi-socialist and proud of it.

Offline

  • 07.27.2008 5:41 PM PDT

1 P17Y 7H3 F00L

KOTOR

I'm going offline for now, but I'll be back soon

  • 07.27.2008 5:49 PM PDT

1 P17Y 7H3 F00L

KOTOR

Why are the Flood orbiting Planet 6?

  • 07.27.2008 6:03 PM PDT
Subject: My Faction

Lets Boogie

Your faction: The Random People (you can call it TRP).

Ships:

1 Random Mothership (RM)
30 Dude Cruisers
15 Texas Ranger Battleships
800 Surfer Fighters
500 Hobo Shuttle Crafts


Ground units: None (all my men are in the ships)

Buildings: None

Finished Research: None

Research:

Advanced Shields - 3 Turns
Advanced Warp Drive - 3 Turns
Advanced Plasma Canons - 3 Turns

Construction: None

Ground Movement: None

Space movement: Are in the 1st Asteroid Field.

Allies: None

Enemies: None

Message to all: Hello, we are the Random group of asorted people. Some of our members are from smaller Factions of the Past.

Turns until i can be attacked is 5.

[Edited on 07.27.2008 7:11 PM PDT]

  • 07.27.2008 6:50 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

you get a 1 bay space station at the beggining 2

  • 07.27.2008 6:52 PM PDT

1 P17Y 7H3 F00L

KOTOR

haha. Texas Rangers and Army of Hobos, I remember those. They had the funniest equipment and ship names

  • 07.27.2008 6:52 PM PDT

Lets Boogie

Posted by: WaNaBeSnIpEr
you get a 1 bay space station at the beggining 2


How many Ships can the Space Station hold again?

  • 07.27.2008 7:10 PM PDT

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

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

I never got how you were able to actually fight with those.

  • 07.27.2008 7:11 PM PDT
Subject: please don't post yet

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)
265 Skarovas Enforcers (Medium battleships)
215 Serevun Overseers (Able to delay phase jumps by one turn, able to recharge one ship's shields per turn)
220 Lasurak Transporters (Each carrier five fighter and five bomber squadrons)
240 Stilakus Subverters (Shield-weakening, ultra-precise ftl)
240 Junsurak Sentinels (Anti-Fighter Escort)
230 Kanrak Assailants (Long-range combat)
255 Karrastra Destructors (Orbital-bombardment)
250 Jakara Navigators (Stealthed strike-team transport)
320 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 (3)

Ground Movement:

Space movement: Ships move to form protective barrier around Planet 3.

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

Enemies:

Base: In orbit of planet 3

Message to all: [b]The Vasari will turn back anyone trying to land on Planet 3. We will not tolerate incursions onto our soil.[/b

Offline.

  • 07.27.2008 7:46 PM 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
Gauss Moon Destroyer Blueprints
Explosive Bullets- Bullets explode on Contact ensuring death
Drone Self Destruction- Drones may self destruct
Flashbang Missles- Command ships and battleships contain flashbang missles that pierce hulls and "flash"
Proton torpedos
Electrical Torpedos
Electrical Storms

Reasearching-
Electrical Storm Construction (1)
Improved Gauss Weaponry (1)
Maximum engine efficency (2)
Unhackable computer systems (6)
Study of beam (2)
Beam Multiplication (2)

Buildings- 12 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
Gauss Automated turrets (moon)
Cloning Labs x5 (Moon) (cloning available)

Construction-
5000 Advance Stealth Fighters (4)
Asteroid Base (7) ( located near planet 1)(moveable)
8 Frigates (9)
20 Command Ships (63) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
5000 Rocket Marines (2)
10000 sniper Marines (19)
Advance Barrackses (moon) (1)
Command Ship Shipyard (25)
Battleship Shipyard (15)
Gauss Moon Destroyer Bay (2)
Equipping Ships with sentinel beam lasers (4)
Constructing experimental Project (4) (its a secret!)


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
2450 Fighters
2750 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
15250 Marines
6400 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
270 Hornets
740 Warthogs
360 Scorpions
155 Pelicans
375 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
1600 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


FORERUNNER ARTIFACT FOUND-- SENTINEL BEAM TECHNOLOGY
OFFLINE (again)

  • 07.27.2008 8:21 PM PDT