Off Topic: The Flood
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  • Subject: please don't post yet
Subject: please don't post yet

Semi-socialist and proud of it.

OFFLINE

  • 07.28.2008 10:03 AM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
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there are ghosts on every single page

  • 07.28.2008 10:21 AM PDT
Subject: please don't post yet
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when will it end?

  • 07.28.2008 10:21 AM PDT

Ships:
15 Devestator Warships (DVSs)
15 Planetary Assault Carriers (PACs)

Ground units:
100 Buzzer Swarms
100 Disintegrators

Defensive Structures:
25 Buzzer Hives (AI defence)
15 Photon Cannons (AV defence)
15 Missile Batteries (AA defence)

Status of key structures:
Drone Platform - UNCAPTURED
Nerve Centre - UNCAPTURED
Technology Assembler - UNCAPTURED
Relay Node - UNCAPTURED

Message to all:
Foreman 93 is sad that no-one is interested in Scrin technology. :(
=P

  • 07.28.2008 12:12 PM PDT

Semi-socialist and proud of it.

Since when are the Flood in the Axis Entente?

  • 07.28.2008 1:48 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

That needs to be posted in this thread from now on, not elsewhere.

GOD I wish more Hanchex members were online. I want to come back already!

  • 07.28.2008 2:09 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
44910 TIE Fighters
23430 TIE Interceptors
11250 TIE Bombers
338 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
243 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
211 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:
40,500 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7150 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
710 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9330 Sabre-Class Repulsor Tanks
9070 AT-STs
640 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, 25 turns
Ship Mounted Proton Beam (Fires a concentrated beam of Protons, capable of slicing unshielded ships apart), 4 turns
Diamond-Boron Missiles (WMD), 4 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
25 Tartans, 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 (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)

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 07.28.2008 2:29 PM PDT]

  • 07.28.2008 2:12 PM PDT

Semi-socialist and proud of it.

Your faction:Galactic Empire(Star Wars)
Planet 3

Ships:
45010 TIE Fighters
23480 TIE Interceptors
11275 TIE Bombers
363 Tartan Class Light Frigates (Fast, light armament, No hangars, little protection)
243 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection)
211 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:
40,600 Stormtroopers (Armed with Blaster Rifles, Repeating Blaster Turrets, Homing Rocket Launchers, Sniper Rifles, and Thermal Detonators)
100 Marines
150 Engineers
7200 Dark Troopers (Extremely tough cyborg soldiers, Immune to parasitic infection)
10 R.A.Z.O.R.S. (heavily trained and armored marines)
720 Sith Warriors (Armed with Blaster Rifles, Lightsabers, and the Force)
9360 Sabre-Class Repulsor Tanks
9090 AT-STs
650 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, 24 turns
Ship Mounted Proton Beam (Fires a concentrated beam of Protons, capable of slicing unshielded ships apart), 3 turns
Diamond-Boron Missiles (WMD), 3 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
25 Tartans, 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 (WalkinBonfire)
Necrons (rst7503)
Colonials (Lord Snakie)
The Flood (UnholyFurball382)

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

  • 07.28.2008 2:30 PM PDT
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“To say more would spoil be it’s overall its a game that needs to be played.” - Aristotle

Posted by: UnholyFurball382
Is Lord snakie in Axis Entente as well?
No, I'm nothing.

  • 07.28.2008 2:53 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

" I have heard the bullets whistle; believe me, there is something charming in the sound." - George Washington
_________(˜˜˜||˜˜˜˜||˜˜˜˜˜)_?__________
l Newbs_________.`=====.-.~:________\___|================[00]
|_|||___/___/_/~```|_|_|_|``(o)----------<)

*comes in on roflcopter*

I want my roflcopter!!!

  • 07.28.2008 2:57 PM PDT
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UNSC
Planet- LOCATION CONFIMED
LOCATED ABOVE PLANET 1'S UNINHABITABLE MOON

LOCATIONS
- Planet 1's Moon =
- 12 Bay Space Station
- Ground - Space Shielding
(after conversion into moveable battlestation)
-100 barackes
-500 drone construction labs
-Gauss turrets
-ballistic turrets
-electrical turrets
-1500 planted fly traps
-underground base
-500 outpost scattered across the moon

- 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- can bypass shields
Electrical Torpedos- ships equipped with electrical torpedos
Electrical Storms - study
Improved Gauss Weaponry- Gauss weaponry is more effective in space
Electrical Storm Construction-Able to create electrical storms that disable all elctricities for 3 turns but there is a 4 turn recharge rate
Beam Multiplication- beams can be created at a larger scale
Study of beam- can create beams
Maximum engine efficency- can out race anyone

Reasearching-
Unhackable computer systems (4)
nuclear fission (3)
nuclear fusion (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)
Advance Barrackses (moon)
Gauss Moon Destroyer Bay- can create gauss moon destroyers

Construction-
5000 Advance Stealth Fighters (1)
Asteroid Base (4) ( located near planet 1)(moveable)
8 Frigates (6)
20 Command Ships (60) (Largest UNSC Ship, Contains Giant Gauss Weaponry and 2 Hangers containing 1000 Fighters and 500 Stealth fighters. Fighters Made with ship)
10000 sniper Marines (16)
Command Ship Shipyard (22)
Battleship Shipyard (12)
Equipping Ships with sentinel beam lasers (1)
Constructing experimental Project (1) (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
2600 Fighters
2900 stealth fighters
10 Medical ships

Ground forces- 300 Pilots
21900 Marines (500 rocket trained specialists)
7000 Drones (mechanical soldiers, based on covenant Drones, carry Ballistic weaponry)
600 ODST
300 Hornets
800 Warthogs
390 Scorpions
170 Pelicans
420 Gauss Warthogs
1 Prototype Venus Fly-Trap (size of a scorpion tank but unmovable when planted)
50 Mongooses
2200 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


UNSC REINFORCEMENTS ARRIVING FOR THE UPCOMING WAR (3)

CONVERTING MOON INTO A MOVEABLE BASE (48)

  • 07.28.2008 3:01 PM PDT

Semi-socialist and proud of it.

Offline.

  • 07.28.2008 3:02 PM PDT
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Would the flood wish an alliance?

  • 07.28.2008 3:23 PM PDT
Subject: My Faction

Lets Boogie


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

Location: 1st Asteroid Field

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 - 2 Turns
Advanced Warp Drive - 2 Turns
Advanced Plasma Canons - 2 Turns
Tractor Beam - 3 Turns

Construction: None

Ground Movement: None

Space movement: 100 Shuttle crafts being sent to a unihabital Asteroid to start colonization - 3 Turns

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 4.

  • 07.28.2008 3:37 PM PDT
Subject: please don't post yet

Lets Boogie

Which Faction is in the 1st Asteroid Field other then me? Can i lay claim to the Asteroid Field?

  • 07.28.2008 3:39 PM PDT
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mecenaries are there, but wait and if he dosent respond in a few turns its yours

  • 07.28.2008 3:41 PM PDT
Subject: My Faction

Your Faction: Independence Day Aliens (IDA)

Ships: 1 Mothership Carries 5 WMD's
180 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
222 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
135 Light Battlecruisers Carries 1 WMD
5000 Landing Craft
5000 Tracers (Recon and Transport Ships)
10000 Stinger Class Fighters (Light-Medium Armament/Armor)
283 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5000 Raiding/Boarding Parties (100 Man Each)
20000 Pilots
15000 Telepathy Bio-commandos.
20000 Super-soldiers. *Heavy Armor and Shielding*
25000 Infantry *Light Armor and Shielding*
10000 Snipers/Recon


Buildings: 10 Baracks (1000 Soldiers Each Per Turn)
50 Shipyards (One Vessel Each Per Turn, 5000 Fighters Per 5 shipyards Per Turn)
Large Hadron Collider
Anti-Matter Containment Canisters
Anti-Matter Canister Cannon
WMD Neutral Magnetic Cannon to launch Canisters (On Super-Carriers/Motherships/Planetary Defense Platforms/Planet 5):


Finished Research: Ship Shielding: Penetrable by EMP blasts, WMD EMP aftershock, and extreme amounts of ballistic and plasma damage.
Ice and Rock drills.
Wide-Range Temp. Suits (Protect against any temp. weather)
(Borrowed) Covenant Ice Suits
Super Soldier Invisibility
Psychokinesis Training (Gives All Units Ability to use mind control, telepathy, and even stop time.
Backup Shielding (Extra Support Shields in case of Main Failure)
Soldier Shielding
Plasma Weaponry
Plasma-Beam WMD For Ships and Planet Defense Platforms
10,000 Swivel Mount Turrets with 360 degree view. For ships and Defense Platforms (Capable of Firing Ionic Plasma Rays and Ballistic Weaponry.
Large Hadron Collider (Super-Speed Particle Collisions, Creates Massive amounts of energy to power the entire species needs, and used to form 1 mm of anti-matter per turn)
Anti-Matter(The opposite of matter, any matter it comes into contact with has a violent reaction, with brightness 10 times that of the sun and 100% particle power release. A one mm drop of Anti-Mater can destroy an entire ship, or an entire squadron of fighters.)
Reaction-Shielding: If sensors detect enemy coming out of slip-space/jumpdrive, all power is immediatly rerouted using preset orders to shielding. While the shields duration may not be long (2 Turns) nothing can get through them. There is a 1 Turn cool-down time as power is flooded back through the system, relieving the shields
All Shared Allied Research
Slipspace/Jump-Drive Emp Blast (Sends an Electro-Magnetic-Pulse through slipspace/jump-drive space to make any ships traveling there useless for 2 Turns when they exit

Research: 1 Super-Carrier per turn
10 Destroyers per turn
5 Light Battlecruisers per turn
5 Heavy Battlecruisers per turn
1000 Stinger Fighters per turn
500 Tracers per turn.
500 Landing Craft per turn
1000 Infantry per turn
1000 Pilots per turn.
1000 Super-Soldiers per turn
1000 Telepathy Bio-Commandos per turn.
100 Raiding/Boarding Parties per turn
1000 Sniper/Recon per turn.


Construction: 10 Baracks: 7 Turns

Space Movement: Remainder of Cylon Rebellion crusade on the way home: 1 Turns

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Xenomorph Horde
Cylon Rebels

Messages to All: Reaction-Shielding on proximity.

Broad-Spectrum Transmission Throughout Space: Colonials, we have taken heavy fleet damage from a trap lay by the Cylons. They had captured one of your ships and we thought it was yours. We were mistaken and punished for our ignorance. Where are you?

*End Transmission*

  • 07.28.2008 3:47 PM PDT