Off Topic: The Flood
This topic has moved here: Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!
  • Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Before I forget, which factions make up the Hanchex Pact?

  • 08.07.2008 8:29 PM PDT
Subject: please don't post yet

Ships: 1 Mothership Carries 5 WMD's
198 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
250 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
164 Light Battlecruisers Carries 1 WMD
7800 Landing Craft
7800 Tracers (Recon and Transport Ships)
16000 Stinger Class Fighters (Light-Medium Armament/Armor)
342 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5700 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
22000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
17000 Snipers/Recon


Buildings: 20 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
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles

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.

Nanomachine Basic Layouts/Designs: 5 Turns
Nanomachine IDA Faction Data: 3 Turns
100,000 Nanomachine Shells: 10 Turns

Construction: 500 Nuclear Bomb Shells: 1 Turns
1000 Nuclear Missile Shells: 1 Turns

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive Fleet.

Task Force Three Fleet Rejoin: 1 Turn

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Necrons

Messages to All: Is the Borg situation under control, I shall help if need be.

Requesting All Allies Tactical Unit Data (All data on your ground and space units) For Project Nano

  • 08.07.2008 8:30 PM PDT

Strogg Command: I'm sorry I forgot you had no ships to evacuate the planet

1 Destroyer Moving In-System of Planet 6 to pick up Strogg Units: 1 Turn

  • 08.07.2008 8:32 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg (Quake series)
Location 2nd Asteroid Field

Ships:
1 Assault Carrier.
2 Battle Cruisers
9 Frigates

Ground Forces Soldiers
470 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
20 Gunners
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 2 Frigate 4 turns left (Every 4 turns)
Nexus
Stroyent Factory
(Upgraded)Medical Facility - 50 Strogg Marines/20 Gunners per turn


Finished Research
Reactor Meltdown (Prevents Ship take over)
Stroyent Processor (Increases Soldier Endurance)
(Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type)
Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry)


Research
Neural Implants - 1 turns
Slip Gate technology - 7 turns

Construction

Battlecruiser Bay - 4 turns
Factory - 5 turns
Ore Refinery - 5 turns

Ground Movement
In Combat on Planet 6(postponed)

Space Movement

Standard Patrol around main base.


Allies IDA

Enemies None

Message to all:

attackable

  • 08.07.2008 8:32 PM PDT

___________(˜˜˜||˜˜˜˜||˜˜˜˜˜)_∏______
l | \ --------____.`=====.-.~:________\___|================[oo]
|_|||___/___/_/~```|_|_|_|``(o)----------::

Your faction: hierarchy

Ships:
3 command ships (large carriers)
100 saucers (small fighters)

Ground units: mostly ground units
10 habitat walkers
5 assembly walkers
2 science walkers
150 grunts (infantry)
50 defilers
50 phase tanks



Buildings: shipyards

finished buildings:shipyards-allows the production of space units

Finished Research: sheilding absords a portion of the damage and increases the sheild power by 10% per reaserch

Research: (radioactive rounds 2 turns)

Construction: (foundry 1 turns)

Ground Movement: none

Space movement: none

Allies:

Enemies:

Message to all:looking for strong space units toform an alliance with wi;ll aide with ground troops
turns till i can be attacked 6

  • 08.07.2008 8:36 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

IDA: Don't worry about my ground forces on Planet 6, I have 2 Assault Carriers on the planet, incase of retreat. I'm bunkered down, and prepared to contest the planet.

What factions make up the Hanchex Alliance?

[Edited on 08.07.2008 8:40 PM PDT]

  • 08.07.2008 8:37 PM PDT

Ships: 1 Mothership Carries 5 WMD's
199 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
250 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
164 Light Battlecruisers Carries 1 WMD
7800 Landing Craft
7800 Tracers (Recon and Transport Ships)
16000 Stinger Class Fighters (Light-Medium Armament/Armor)
342 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5700 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
22000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
17000 Snipers/Recon


Buildings: 20 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
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles

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.
500 Nuclear Bombs
1000 Nuclear Missiles

Nanomachine Basic Layouts/Designs: 4 Turns
Nanomachine IDA Faction Data: 2 Turns
100,000 Nanomachine Shells: 9 Turns

Construction: 1000 Nuclear Bombs
1000 Nuclear Missiles

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive Fleet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Necrons

Messages to All: Is the Borg situation under control, I shall help if need be.

Requesting All Allies Tactical Unit Data (All data on your ground and space units) For Project Nano

[Edited on 08.07.2008 8:39 PM PDT]

  • 08.07.2008 8:39 PM PDT

Destroyer Recall

The IDA, The Covenant Union, the Star Trek: Voyager Era.

Hmm, there are a few others who I can't seem to remember.

  • 08.07.2008 8:40 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Thank you, for the information.

Any requirements, for the admittance, into the Alliance?

  • 08.07.2008 8:42 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg (Quake series)
Location 2nd Asteroid Field

Ships:
1 Assault Carrier.
2 Battle Cruisers
9 Frigates

Ground Forces Soldiers
570 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
60 Gunners
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 2 Frigate 3 turns left (Every 4 turns)
Nexus
Stroyent Factory
(Upgraded)Medical Facility - 50 Strogg Marines/20 Gunners per turn


Finished Research
Reactor Meltdown (Prevents Ship take over)
Stroyent Processor (Increases Soldier Endurance)
(Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type)
Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry)
Neural Implants (Increased Target Synchronizing and Aiming)

Research

Slip Gate technology - 5 turns

Construction

Battlecruiser Bay - 2 turns
Factory - 3 turns
Ore Refinery - 3 turns

Ground Movement
In Combat on Planet 6(postponed)

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:

attackable

  • 08.07.2008 8:44 PM PDT

___________(˜˜˜||˜˜˜˜||˜˜˜˜˜)_∏______
l | \ --------____.`=====.-.~:________\___|================[oo]
|_|||___/___/_/~```|_|_|_|``(o)----------::

Your faction: hierarchy

Ships:
3 command ships (large carriers)
100 saucers (small fighters)

Ground units: mostly ground units
10 habitat walkers
5 assembly walkers
2 science walkers
150 grunts (infantry)
50 defilers
50 phase tanks



Buildings: shipyards

finished buildings: foundry adds second construction options

Finished Research:

Research: (radioactive rounds 1 turns)

Construction: (shipyards X2[foundry building] 1 turns)

Ground Movement: none

Space movement: none

Allies:

Enemies:

Message to all:looking for strong space units toform an alliance with wi;ll aide with ground troops
turns till i can be attacked 5

  • 08.07.2008 8:46 PM PDT

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
255 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
169 Light Battlecruisers Carries 1 WMD
8000 Landing Craft
8000 Tracers (Recon and Transport Ships)
17000 Stinger Class Fighters (Light-Medium Armament/Armor)
352 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5700 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
22000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
17000 Snipers/Recon


Buildings: 20 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
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles

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.
500 Nuclear Bombs
1000 Nuclear Missiles

Nanomachine Basic Layouts/Designs: 3 Turns
Nanomachine IDA Faction Data: 1 Turns
100,000 Nanomachine Shells: 8 Turns

Construction: 1000 Nuclear Bombs
1000 Nuclear Missiles

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive Fleet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Necrons

Messages to All: Is the Borg situation under control, I shall help if need be.

Requesting All Allies Tactical Unit Data (All data on your ground and space units) For Project Nano

  • 08.07.2008 8:48 PM PDT

And Strogg, I give you permission to join the Hanchex, but I am not sure of the other members decisions.

We will have to wait and ask them.

  • 08.07.2008 8:49 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg (Quake series)
Location 2nd Asteroid Field

Ships:
1 Assault Carrier.
2 Battle Cruisers
9 Frigates

Ground Forces Soldiers
620 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
80 Gunners
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 2 Frigate 2 turns left (Every 4 turns)
Nexus
Stroyent Factory
(Upgraded)Medical Facility - 50 Strogg Marines/20 Gunners per turn


Finished Research
Reactor Meltdown (Prevents Ship take over)
Stroyent Processor (Increases Soldier Endurance)
(Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type)
Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry)
Neural Implants (Increased Target Synchronizing and Aiming)

Research

Increases Steroid Injection - 4 turns
Slip Gate technology - 4 turns

Construction

Battlecruiser Bay - 1 turns
Factory - 2 turns
Ore Refinery - 2 turns

Ground Movement
In Combat on Planet 6(postponed)

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all: IDA, Unit information has been sent, good luck.

attackable

  • 08.07.2008 8:52 PM PDT
Subject: Lord Snakie's EXTREMELY Famous Flood Foum Game!

Fils Cataclysm

"Charles De Mar: "Suicide is never the answer, little trooper."

Faction: The Ori (Star Gate)

Home Planet: Celestis in the Ori galaxy.

Ships: 1 Mother Ships
6 Battle Crusiers
2 Transporter

Ground Units: 400 Ori Land Warriors
5 Ori Planet Gliders
2 Ori Transports

Buildings: 1-Bay Space Station

Finished Buildings: 1-Bay Space Station allows building of Battle Crusiers and Transporters.

Research: (Faster Warp Drives, 5 Turns)

Finished Research:

Construction: (Barrakcs, 3 Truns)

Ground Movement: None

Space Movement: None

Allies:

Enemies:

Message: Looking for allies, can help with transportation to planets via super star gates.

Turns till I can be attacked: 4.

[Edited on 08.07.2008 8:56 PM PDT]

  • 08.07.2008 8:54 PM PDT
Subject: please don't post yet

___________(˜˜˜||˜˜˜˜||˜˜˜˜˜)_∏______
l | \ --------____.`=====.-.~:________\___|================[oo]
|_|||___/___/_/~```|_|_|_|``(o)----------::

Your faction: hierarchy

Ships:
3 command ships (large carriers)
100 saucers (small fighters)

Ground units: mostly ground units
10 habitat walkers
5 assembly walkers
2 science walkers
150 grunts (infantry)
50 defilers
50 phase tanks



Buildings: shipyards

finished buildings: foundry adds second construction options

Finished Research: radioactive rounds fills the area with green radiation 1pt damage for evry turn in that area for 5 turns

Research: (orange radiation 1 turn)

Construction: (10 troop transports has 100 space)

Ground Movement: none

Space movement: none

Allies:

Enemies:

Message to all:looking for strong space units toform an alliance with wi;ll aide with ground troops
turns till i can be attacked 4

  • 08.07.2008 8:55 PM PDT

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
255 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
169 Light Battlecruisers Carries 1 WMD
8000 Landing Craft
8000 Tracers (Recon and Transport Ships)
17000 Stinger Class Fighters (Light-Medium Armament/Armor)
352 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5700 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
22000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
17000 Snipers/Recon


Buildings: 20 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
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles
Nanomachine IDA Faction Data

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.
500 Nuclear Bombs
1000 Nuclear Missiles

Nanomachine Basic Layouts/Designs: 2 Turns
100,000 Nanomachine Shells: 7 Turns
Uploading Strogg Information into Nano-Harddrives: 5 Turns

Construction: 1000 Nuclear Bombs
1000 Nuclear Missiles

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive Fleet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Necrons

Messages to All: Is the Borg situation under control, I shall help if need be.

Requesting All Allies Tactical Unit Data (All data on your ground and space units) For Project Nano

  • 08.07.2008 8:56 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg (Quake series)
Location 2nd Asteroid Field

Ships:
1 Assault Carrier.
2 Battle Cruisers
9 Frigates

Ground Forces Soldiers
620 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
80 Gunners
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 2 Frigate/1 Battlecruiser 1 turns left (Every 4 turns)
Nexus
Stroyent Factory
(Upgraded)Medical Facility - 50 Strogg Marines/20 Gunners per turn


Finished Research
Reactor Meltdown (Prevents Ship take over)
Stroyent Processor (Increases Soldier Endurance)
(Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type)
Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry)
Neural Implants (Increased Target Synchronizing and Aiming)

Research

Increases Steroid Injection - 3 turns
Slip Gate technology - 3 turns

Construction

Battlecruiser Bay - Completed
Factory - 1 turns
Ore Refinery - 1 turns

Ground Movement
In Combat on Planet 6(postponed)

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all: IDA, Unit information has been sent, good luck.

attackable

  • 08.07.2008 9:01 PM PDT

___________(˜˜˜||˜˜˜˜||˜˜˜˜˜)_∏______
l | \ --------____.`=====.-.~:________\___|================[oo]
|_|||___/___/_/~```|_|_|_|``(o)----------::

Your faction: hierarchy

Ships:
3 command ships (large carriers)
100 saucers (small fighters)
10 landing craft

Ground units: mostly ground units
10 habitat walkers
5 assembly walkers
2 science walkers
150 grunts (infantry)
50 defilers
50 phase tanks



Buildings: shipyards

finished buildings: foundry adds second construction options

Finished Research:gamma radiation showers area with gamma radiation 3 points of damage per turn in area

Research: (irradiated shots 1 turn)

Construction: (500 defilers 5 turns)

Ground Movement: none

Space movement: none

Allies:

Enemies:

Message to all:looking for strong space units toform an alliance with wi;ll aide with ground troops
turns till i can be attacked 3



[Edited on 08.07.2008 9:03 PM PDT]

  • 08.07.2008 9:02 PM PDT

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
255 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
169 Light Battlecruisers Carries 1 WMD
8000 Landing Craft
8000 Tracers (Recon and Transport Ships)
17000 Stinger Class Fighters (Light-Medium Armament/Armor)
352 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5700 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
22000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
17000 Snipers/Recon


Buildings: 20 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
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles
Nanomachine IDA Faction Data

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.
500 Nuclear Bombs
1000 Nuclear Missiles

Nanomachine Basic Layouts/Designs: 1 Turns
100,000 Nanomachine Shells: 6 Turns
Uploading Strogg Information into Nano-Harddrives: 4 Turns

Construction: 1000 Nuclear Bombs
1000 Nuclear Missiles

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive Fleet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Necrons

Messages to All: Is the Borg situation under control, I shall help if need be.

Requesting All Allies Tactical Unit Data (All data on your ground and space units) For Project Nano

  • 08.07.2008 9:13 PM PDT

Never tell people on a Video Game forum, "There is no point in a GF" It's like telling fat people, "The cake is a lie."

Being told the truth is different than seeing the truth

It's not fun living in NJ, it's like spectating the Special Olympics:

You may thinking your helping, but you really just watching retards hurt themselves

Your Faction: Strogg (Quake series)
Location 2nd Asteroid Field

Ships:
1 Assault Carrier.
3 Battle Cruisers
11 Frigates

Ground Forces Soldiers
670 Strogg Marines
100 Grunts.
100 Strogg Tacticals
5 Heavy Hover Tanks
5 Gladiators
100 Gunners
40 Beserkers.
5 Harvesters.
10 Scientists
10 Technicians.
5 Iron Maidens per Ship(extra Protection against boarding parties) , 10 Per Building (When built)

Buildings
(Upgraded) Space Port. - 2 Frigate/1 Battlecruiser 4 turns left (Every 4 turns)
Nexus
Stroyent Factory
(Upgraded)Medical Facility - 50 Strogg Marines/20 Gunners per turn
Factory: 20x Light Tank/Heavy Hover Tanks, 5x Harvesters per turn
Ore Refinery

Finished Research
Reactor Meltdown (Prevents Ship take over)
Stroyent Processor (Increases Soldier Endurance)
(Advanced)Soldier Reprocessing (Every 5 Strogg killed, one is made of that unit type)
Titanium Exoskeleton (More Protection against Energy/Ballistic Based weaponry)
Neural Implants (Increased Target Synchronizing and Aiming)

Research

Increases Steroid Injection - 2 turns
Slip Gate technology - 2 turns

Construction

Upgraded Medical Facility - 4 turns
Factory - Completed
Ore Refinery - Completed


Ground Movement
In Combat on Planet 6(postponed)

Space Movement

Standard Patrol around main base.


Allies Hanchex Alliance

Enemies Necrons

Message to all:

attackable

  • 08.07.2008 9:17 PM PDT

Ships: 1 Mothership Carries 5 WMD's
200 Supercarriers(Extremely High Armor and Weaponry) Carries 2 WMD
255 Heavy Battlecruisers(High Armament/Armor) Carries 2 WMD
169 Light Battlecruisers Carries 1 WMD
8000 Landing Craft
8000 Tracers (Recon and Transport Ships)
17000 Stinger Class Fighters (Light-Medium Armament/Armor)
352 Destroyers (Medium Armor and Armament, Fast, Maneuverable and agile) 1 WMD

Ground Units: 5700 Raiding/Boarding Parties (100 Man Each)
25000 Pilots
22000 Telepathy Bio-commandos.
25000 Super-soldiers. *Heavy Armor and Shielding*
29000 Infantry *Light Armor and Shielding*
17000 Snipers/Recon


Buildings: 20 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
Twist-Fusion/Fission Reaction Nuclear Bombs/Missiles
Nanomachine IDA Faction Data
Nanomachine Basic Layouts/Designs

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.
500 Nuclear Bombs
1000 Nuclear Missiles

100,000 Nanomachine Shells: 5 Turns
Uploading Strogg Information into Nano-Harddrives: 3 Turns

Construction: 1000 Nuclear Bombs
1000 Nuclear Missiles

Space Movement: Task forces.
Task Force One: Defend the Hanchex Alliance Home Planet: Planet 4
Task Force Two: Defensive or Offensive
Task Force Three: Offensive Fleet.

Ground Movement:

Allies: The Hanchex Alliance

Enemies: Necrons

Messages to All: Is the Borg situation under control, I shall help if need be.

Requesting All Allies Tactical Unit Data (All data on your ground and space units) For Project Nano

  • 08.07.2008 9:23 PM PDT

___________(˜˜˜||˜˜˜˜||˜˜˜˜˜)_∏______
l | \ --------____.`=====.-.~:________\___|================[oo]
|_|||___/___/_/~```|_|_|_|``(o)----------::

Your faction: hierarchy
location planet 1 moon 1
Ships:
3 command ships (large carriers)
100 saucers (small fighters)
10 landing craft

Ground units: mostly ground units
10 habitat walkers
5 assembly walkers
2 science walkers
150 grunts (infantry)
50 defilers
50 phase tanks



Buildings: shipyardsX3
foundry

finished buildings: foundry adds second construction options

Finished Research:irradiaded shots turns all non robotic infantry into radiation affected zombies very weak are used as meatsheilds and attacking other infantry

Research: (volatile reactors 1 turn)

Construction: (500 defilers 4 turns)

Ground Movement: none

Space movement: defensive cluster around base

Allies:

Enemies:

Message to all:looking for strong space units to form an alliance with wi;ll aide with ground troops
turns till i can be attacked 3


[Edited on 08.07.2008 9:29 PM PDT]

  • 08.07.2008 9:27 PM PDT