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Surf a Flood of random discussion.
7/21/2008 2:45:22 AM
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Lord Snakie's EXTREMELY Famous Flood Foum Game!

As for us from the Dev team, we’d like to announce the… “rebirth” of the Flood Forum Games. Before, we tried to narrow the spectrum with rules and ignore the success we had with the second game. Which is why 3.0 was a bust. As such, we’re coming back with shortened rules, easier ideas, and [b]NO[/b] set alliances. This game is the “Fun Game”, a game devoid of all the entrapping, ensnaring, and just downright un-fun rules we tried to encorperate into the last game. [I]We worked on this for a LONG while… please bear with the length. We suggest that you read the entire thing, then go back and copy parts that you think would be useful to have at hand so you don’t have to look through it again.[/I] --- [b][u]Credit goes to[/b][/u]: -Lord Snakie, for making games 1 and 2, and for Lead Design and compilation of 3. Also for the compilation of this “Fun-Game”, game 4.0. -ODST27 for helping with pictures for the system, and for assistance on other, more mundane items. -The rest of the previous development teams and the development teams of BGG for their massive contributions! --- [b][u]Why we play[/u][/b]: Simple; everybody wants to kill everybody else! --- [b][u]How to play[/u][/b]: * Pick a faction and declare yourself * Narrate your actions * Join an Alliance (If you want to) * Fight for you (and your allies) to control the system --- [b][u]There are a few guidelines[/u][/b]: * Keep it reasonable; No fleets of obscenely large size without building them, no instant landings or takeoffs, no quick movements. Everything takes turns * No "Instant fleets"; Reinforcements can arrive, but it must be declared that they are inbound several turns before they arrive. The only ‘instant’ fleet you get is the one your armies bring with them at the beginning, and it should be fairly small. * A "turn" consists of one post. You cannot take two consecutive turns * Don't be a prick- When you loose ships and people, admit it and keep playing * Pay attention to other people’s posts and the rules *Make sure that you don’t just constantly build. Even if you are building within the rules, you can’t build fleets and buildings all the time. Think about when your resources would run out if this was real, and stop building one or the other at that point for a few turns. The entire point of this game is [b]realism[/b], and it’s only [I]real[/I] if there’s no infinite resources. --- [b][u]Story Plots[/u][/b]: Story Plots are new things that will pop up in the course of the story. They will offer rewards of ships, technology, and many other things. But be careful- some story plots are more dangerous than others to ignore. If ignored, the enemy could gain valuable technology or ships without having to fight for them at all. Story plots will be listed in the post under the current player/faction status post. --- [b][u]The Game’s Format[/u][/b]: The game should follow one, solid format so every one of us can keep track of what the enemy has. This is how it should be done ([b][I]PLEASE NOTE: You should check your post completely before you post it! Make sure you change out old messages and comments left strewn around your posts! The smaller it is, the faster and easier it is to work![/I][/b]): [b]Your faction[/b]: [b]Ships[/b]: [b]Ground units[/b]: [b]Buildings[/b]: (What buildings you've already built. Add different sub-titles, like Buildings-Asteroid Field as you expand, so people know your full defenses at every base. Doesn't include research/upgrades. Delete buildings as they are destroyed) (You start the game with a 1-bay Space Station. Please reflect that as your first building here, and look further below as to what the differences are in Space Stations) [b]Finished Research[/b]: (Finished research goes here. Make sure to [b][I]EXPLAIN WHAT IT DOES[/b][/I]) [b]Research[/b]: (Current Research) [b]Construction[/b]: (Current Construction) [b]Ground Movement[/b]: [b]Space movement[/b]: [b]Allies[/b]: [b]Enemies[/b]: [b]Message to all[/b]: (What you would like to flash around your solar system to all who see it.) --- [b][u]Rules for fighting[/u][/b]: 1. [b]War losses[/b]: When a war is being fought, all sides must accept the defeats. The winning and losing sides lose things. They must change their posts to orient around the fight, like change the fleet numbers to it. With this comes the responsibility of deducting the amount of losses from the total fleet. 2. [b]Fighting[/b]: You must declare what you attack and how. If you just say you attack something, then it could be with just infantry and it do nothing. You must say what attacks what, and you must either outnumber, outpower, or use a surprise or tactical approach to win. 3. [b]Boarding[/b]: When boarding, it takes 3 turns, with the exception of a larger-grade ship that would take longer (for conformation if one of your ships would have a longer boarding time, PM me and give me the specifications. In my reply, I will say yes or no and give you the amount of time it would take a slow-boarding (normal) faction to take it or a fast-boarding (Flood/Borg) faction to take it. If it is different than the norm, you will have to post those times next to the ship listed in your Ships bar in your post). For a normal takeover, it’s 1 to board, one to kill crew, one to learn to fly and take control, then the ship is yours. If you have a faction such as the Borg that can terraform ships and turn all of the crew into Borg at the same time, or the Flood which can attack much quicker and take the crew itself over, it would only take 2 turns. Make sure to PM me to confirm if your faction would take 3 or 2 turns to board a ship. 4. [b]WMD's[/b]: Superweapons may be used during warfare, but be careful of the losses, if anything of yours is engaging the enemy fleet that gets attacked, they get lost along with the enemy. Also, the Superweapon normally only destroys a large number, not the whole enemy fleet. Advanced WMD rules are down a bit more. 5. [b]Shields[/b]: Shields are automatically installed to ships and units based on what level of shielding you research. The shield can protect from anything except for a WMD or EMP. You must design better shields to protect against WMDs, and the only thing that would protect against EMP is a backup shield, which must also be researched. 6. [b]EMP[/b]: We all know that EMP, if used, will knock out a ship/vehicle. EMP uses a lot of power though, and you must research it. It is classified as a WMD, and the same advanced rules will apply. 7. [b]Equal turns[/b]: If you and an enemy are fighting, you cannot do a double post. You must wait at least until 1 other person has made a post, and then you can post again. You can only post twice without the enemy you are attacking responding. From that point on, you can post but not attack him. 8. [b]Base destruction[/b]: You must get through an orbital fleet and shielding before you can destroy an enemy base. If it comes this far and your enemy has you pinned without shields, beware! If your faction loses its only base, you lose the game and cannot re-enter as the same faction. This is why building 2-3 bases on separate planets would be a smart move. 9. [b]Victory[/b]: If you win a war, your opponent that lost (as long as he wasn’t destroyed) must pay whatever the two of you were fighting for (if you were). If you were not, by the terms of whatever treaty you come up with (the treaty must be posted when finished) you can get whatever was discussed there. Be careful with treaties, however. Time spent negotiating can turn into turns your enemy has to recuperate, and can make the agreement way less than perfect. 10. [b]Nemeses… become allies?[/b]: Sometimes, it will come down to ‘The Enemy of my Enemy is my Friend’ logic. If one faction teams up with another under the table, the third will likely get obliterated. Be careful to not overly piss off one faction unless you have a plan. Better to keep one neutral than have one even trade with your enemy. 11. [b]Base Listing[/b]: Wherever you set up a base, space port, space station, asteroid mine, or anything that involves building and would be considered a ‘factory’ ‘space station’ or ‘base’ of any kind must be listed. Post the info under the ‘lists’ section in the suggested guide for posting. 12. [b]Bypassing Defenses[/b]: During an attack your ships can ignore the orbiting enemy fleets and go right for defensive structures or other things....but you will suffer an automatic 50% loss in ships and personnel. (If you have an odd number of something, round UP) 13. There is a limit of 8,000 units recruited per planet per turn. [Edited on 10.17.2008 9:44 AM PDT]
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  • [b] Faction: [/b] Necrons (of Warhammer 40K) [b] Ships: [/b] 1 Necron Star Dreadnought 10 Cairn-class Tombships (Battleships) 30 Scythe-class Harvest Ships (Heavy Cruisers) 45 Shroud-Class Cruisers (Anti-Fighter Cruiser) 100 Jackal-Class Raiders (Aggressive Heavy Fighter) 250 Dirge-Class Raiders (really fast Interceptor/Fighter) [b] Ground Units: [/b] 1 Necron Lord 1000 Warriors 500 Immortals 100 Pariahs 100 Flayed Ones 50 Wraiths 50 Tomb Spyders 50 Destroyers 25 Heavy Destroyers 16000 Scarabs in swarm [b] Buildings: [/b] 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) Basic Gauss Defenses Necron Anti-Ground Mines Necron Planetary Shielding Necron Planet-side Anti-Ship Cannons Necron Orbital Defense Platforms Necron Orbital Naval Mines [b] Technology: [/b] Upgraded Necrodermis Metallurgy (armor) Upgraded Gauss Weaponry Upgraded Necron Shielding Upgraded Necron Inertia-less Drive Engines [b] Research: [/b] Advanced Necrodermis Metallurgy (1 turns) Advanced Gauss Weaponry (1 turns) Advanced Necron Shielding (1 turns) Advanced Necron Inertia-less Drive Engines (1 turns) Naval Sepulchre (psychological warfare and precision targetting) (2 turns) Naval Scarab Complement (2 turns) Anti-Matter Naval Torpedoes (2 turns) Naval Scarab Special Ordinance (2 turns) Necron Lord Special Wargear Equipment (2 turns) All-Unit EMP Shielding (4 turns) Nuclear Fission (4 turns) [b] Construction: [/b] Necron Tomb of the Titans (2 turns) 500 Warriors (3 turns) 250 Immortals (3 turns) 100 Pariahs (3 turns) 100 Flayed Ones (3 turns) 50 Wraiths (3 turns) 50 Tomb Spyders (3 turns) 50 Destroyers (3 turns) 25 Heavy Destroyers (3 turns) 50 Obelisks (1 turns) 25 Pylons (1 turns) 25 Monoliths Obelisks (1 turns) 5 Abattoirs (1 turns) 1 Necron Star Dreadnought (5 turns) 10 Cairn-Class Tombships (5 turns) 25 Scythe-Class Harvest ships (5 turns) 40 Shroud-Class Cruisers (5 turns) 100 Jackal-Class Raiders (5 turns) 250 Dirge-Class Raiders (5 turns) Scarab Swarm of 5 million for Defense (6 turns) [b] Ground Movement: [/b] Construction of Catacomb Base under surface of Planet 6 [b] Space Movement: [/b] None [b] Allies: [/b] Colonials, Visari, Empire [b] Enemies: [/b] None [b] Message to All: [/b] The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons. We will only play a supporting role in our alliance until people have sufficiently developed [Edited on 07.21.2008 3:27 PM PDT]

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  • Your faction: Vasari (Sins of a Solar Empire) Ships: 1 Kortul Devastator (Heavy battleships) 1 Jarrasul Evacuator (Worldships) 50 Skarovas Enforcers (Medium battleships) 10 Stilakus Subverters (Shield-weakening, ultra-precise ftl) 5 Jarun Migrators (Cityships) 25 Junsurak Sentinels (Anti-Fighter Escort) 10 Kanrak Assailants (Long-range combat) 10 Karrastra Destructors (Orbital-bombardment) 30 Jakara Navigators (Stealthed strike-team transport) 100 Ravasta Skirmishers (Light battleships)) All ships carry a compliment of fighters and bombers equivalent to their size. Ground units: NOTE: The Vasari are entirely space-based, and have no ground forces. That is why our starting navy is larger than most. 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 F/B Shipyards 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) Research: Phase Gates (2) Phase Weaponization Jump drive inhibitors (2) Nanotech building (4) Energy missile tech (3) Construction: Building Network of Orbital Phase Missile Emplacements (9) Building Five hundred fighters and bombers per hanger (10) Building One hundred Ravasta Skirmishers (5) Building fifty Skarovas Enforcers (10) Ground Movement: Space movement: Transport drones starting to transport resources. Trade route established. Sending fleet to Planet 3 fin Allies: Colonials (Lord Snakie) Enemies: Base: In orbit of planet 3 Message to all: [Edited on 07.21.2008 3:22 PM PDT]

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  • Your faction: Locust (GoW) Ships: 2 Med Ships 1 Orbiting base 7 Carrier Units Ground units: 5,000 Locust 2,000 Brumaks 1,000 Corpsers Buildings: N/A Finished Research: N/A Research: Weapon Making / 3 Turns Armour Making / 5 Turns Construction: 3 Carriers / 4 Turns per Carrier 8 Med Ships / 2 Turns per Ship 7,000 Locust / 7 Turns Ground Movement: Space movement: Allies: Enemies: Message to all: Going to bed no turns until tomorrow. Turns 'til I can be attacked: 5 [Edited on 07.21.2008 2:06 PM PDT]

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  • [b]Your faction[/b]:Colonials (Battlestar Galactica) [b]Ships[/b]: 100 Viper Mk Vs 100 Viper Mk VIIs 50 Combat Raptors 10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection) 5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection) 5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection) 5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection) 5 Columbia-Class Battlestars (Slow, heavy armament, large hangars, massive protection) 2 Mercury-Class Battlestars (Medium, heavy armament, medium hangars, massive protection) [b]Ground units[/b]: 1,000 Marines 150 Pilots 50 R.A.Z.O.R.S. (heavily trained and armored marines) [b]Buildings[/b]: 4-bay Space Station Shielded Base Basic Mines Cygnus-Class Landing Zone Barracks Nuclear Materials Mine Armory [b]Finished Research[/b]: Ship Shielding City-Grade Shielding "Jump" Tech [b]*Instantaneous Travel-by-Ship to Anywhere*[/b] Nuclear Fission [b]Research[/b]: Planet-Grade shielding- 1 turn Nuclear Fusion- 5 turns Jump Drives for Vipers- 7 turns Hack-proof Computer Networks- 4 turns [b]Construction[/b]: 5-bay Space Station- 1 turn 10,000 Ground-To-Air launchers to protect from space assault- 19 turns Arming Marines and R.A.Z.O.R.S. with high-quality guns and gear- 6 turns [b]Ground Movement[/b]: Colonials begin to form an advanced society. [b]Space movement[/b]: JUMP COMPLETE. Fleet orbiting Beta Halo. Vipers sent down to analyze and *POSSIBLY* retrieve anomaly. 3 turns until Vipers return from scanning and retrival. [b]Allies[/b]: Vasari Galactic Empire [b]Enemies[/b]: None [b]Message to all[/b]: [i]GALACTIC EMPIRE[/i]: We are willing to provide you with a modified version of our Jump Drives that will fit one of your Executor-Class Dreadnaughts. It allows for instantaneous travel, but it can't be used more than once every five turns on any ship. You can use this drive to backwards-engineer similar drives for all of your ships so you can travel anywhere instantly, without being able to be tracked. For this, we request 5,000 Stormtroopers to help us man defense on our ships. [i]TAU[/i]: We do not seek an alliance at this time. Perhapsa short time from now we may accept, but for now we must kindly refuse.

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  • Faction: Tau ( Warhammer 40K) Ships: 1 Swordfish (Battleships) 5 Great Whites(Cruisers) 150 Tiger Sharks (Fighter) Ground Units: 1 Etheral 900 Fire worriors 200 XV12 Battlesuites 50 Develfish transports Buildings: Colony on Habitible moon of planet one. Fire caste training centre (100 fire warriors per turn) 1 Bay space station Drone Defenses Current tech: Pulse rifles Basic Tau Armour Markerlight trackers Research: Pulse Snipers(3 turns) Low grade Iridium armour(3 turns) Medical training (3 turns) Construction: Drone factory (3 turns) Vehicle Factory (vehicle production) (1 turn) 1000 Fire Warriors (2 turns) 3 Extra bays (2 turns) Ground Movement: Colony on the surface of the habitle moon of planet one. Space Movement: None Allies: None Enemies: None Message to All: For the Greater Good. We shall only attack if provoked. Turns Until I Can Be Attacked: 2

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  • [b]Your faction[/b]:Colonials (Battlestar Galactica) [b]Ships[/b]: 100 Viper Mk Vs 100 Viper Mk VIIs 50 Combat Raptors 10 Cygnus-Class Firestars (Fast, light armament, small hangars, little protection) 5 Defender-Class Battlestars (Slow, heavy armament, medium hangars, medium protection) 5 Strikestar-Class Battlestars (Fast, medium armament, medium hangars, little protection) 5 Tiger-Class Battlestars (Medium, medium armament, medium hangars, medium protection) 5 Columbia-Class Battlestars (Slow, heavy armament, large hangars, massive protection) 2 Mercury-Class Battlestars (Medium, heavy armament, medium hangars, massive protection) [b]Ground units[/b]: 1,000 Marines 150 Pilots 50 R.A.Z.O.R.S. (heavily trained and armored marines) [b]Buildings[/b]: 4-bay Space Station Shielded Base Basic Mines Cygnus-Class Landing Zone Barracks Nuclear Materials Mine Armory [b]Finished Research[/b]: Ship Shielding City-Grade Shielding "Jump" Tech [b]*Instantaneous Travel-by-Ship to Anywhere*[/b] Nuclear Fission [b]Research[/b]: Planet-Grade shielding- 2 turns Nuclear Fusion- 6 turns Jump Drives for Vipers- 8 turns Hack-proof Computer Networks- 5 turns [b]Construction[/b]: 5-bay Space Station- 2 turns 10,000 Ground-To-Air launchers to protect from space assault- 20 turns Arming Marines and R.A.Z.O.R.S. with high-quality guns and gear- 7 turns [b]Ground Movement[/b]: Colonials begin to form an advanced society. [b]Space movement[/b]: Scans of the disk-like object complete. ANOMALY FOUND- Center of Disk holds strange object. Entire fleet mobilized to seek out object. JUMP COMMENCING- Fleet Arrival in 1 turn! [b]Allies[/b]: Vasari Galactic Empire [b]Enemies[/b]: None [b]Message to all[/b]: [i]GALACTIC EMPIRE[/i]: We are willing to provide you with a modified version of our Jump Drives that will fit one of your Executor-Class Dreadnaughts. It allows for instantaneous travel, but it can't be used more than once every five turns on any ship. You can use this drive to backwards-engineer similar drives for all of your ships so you can travel anywhere instantly, without being able to be tracked. For this, we request 5,000 Stormtroopers to help us man defense on our ships. [i]TAU[/i]: We do not seek an alliance at this time. Perhapsa short time from now we may accept, but for now we must kindly refuse. [Edited on 07.21.2008 1:33 PM PDT]

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  • Faction: Tau ( Warhammer 40K) Ships: 1 Swordfish (Battleships) 5 Great Whites(Cruisers) 150 Tiger Sharks (Fighter) Ground Units: 1 Etheral 900 Fire worriors 200 XV12 Battlesuites 50 Develfish transports Buildings: Colony on Habitible moon of planet one. Fire caste training centre (100 fire warriors per turn) Current tech: Pulse rifles Basic Tau Armour Markerlight trackers Research: Pulse Snipers(4 turns) Low grade Iridium armour(4 turns) Medical training (4 turns) Construction: Drone factory (4 turns) Shipyard (1 turns) Vehicle Factory (vehicle production) (2 turns) Drone Defenses (1 turns) 1000 Fire Warriors (3 turns) Ground Movement: Colony on the surface of the habitle moon of planet one. Space Movement: None Allies: None Enemies: None Message to All: For the Greater Good. We shall only attack if provoked. Turns Until I Can Be Attacked: 2

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  • [b] Faction: [/b] Necrons (of Warhammer 40K) [b] Ships: [/b] 1 Necron Star Dreadnought 10 Cairn-class Tombships (Battleships) 30 Scythe-class Harvest Ships (Heavy Cruisers) 45 Shroud-Class Cruisers (Anti-Fighter Cruiser) 100 Jackal-Class Raiders (Aggressive Heavy Fighter) 250 Dirge-Class Raiders (really fast Interceptor/Fighter) [b] Ground Units: [/b] 1 Necron Lord 1000 Warriors 500 Immortals 100 Pariahs 100 Flayed Ones 50 Wraiths 50 Tomb Spyders 50 Destroyers 25 Heavy Destroyers 14000 Scarabs in swarm [b] Buildings: [/b] 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) Basic Gauss Defenses Necron Anti-Ground Mines Necron Planetary Shielding Necron Planet-side Anti-Ship Cannons Necron Orbital Defense Platforms Necron Orbital Naval Mines [b] Technology: [/b] Upgraded Necrodermis Metallurgy (armor) Upgraded Gauss Weaponry Upgraded Necron Shielding Upgraded Necron Inertia-less Drive Engines [b] Research: [/b] Advanced Necrodermis Metallurgy (2 turns) Advanced Gauss Weaponry (2 turns) Advanced Necron Shielding (2 turns) Advanced Necron Inertia-less Drive Engines (2 turns) Naval Sepulchre (psychological warfare and precision targetting) (3 turns) Naval Scarab Complement (3 turns) Anti-Matter Naval Torpedoes (3 turns) Naval Scarab Special Ordinance (3 turns) Necron Lord Special Wargear Equipment (3 turns) All-Unit EMP Shielding (5 turns) Nuclear Fission (5 turns) [b] Construction: [/b] Necron Tomb of the Titans (3 turns) 500 Warriors (4 turns) 250 Immortals (4 turns) 100 Pariahs (4 turns) 100 Flayed Ones (4 turns) 50 Wraiths (4 turns) 50 Tomb Spyders (4 turns) 50 Destroyers (4 turns) 25 Heavy Destroyers (4 turns) 50 Obelisks (2 turns) 25 Pylons (2 turns) 25 Monoliths Obelisks (2 turns) 5 Abattoirs (2 turns) 1 Necron Star Dreadnought (6 turns) 10 Cairn-Class Tombships (6 turns) 25 Scythe-Class Harvest ships (6 turns) 40 Shroud-Class Cruisers (6 turns) 100 Jackal-Class Raiders (6 turns) 250 Dirge-Class Raiders (6 turns) Scarab Swarm of 5 million for Defense (7 turns) [b] Ground Movement: [/b] Construction of Catacomb Base under surface of Planet 6 [b] Space Movement: [/b] None [b] Allies: [/b] None [b] Enemies: [/b] None [b] Message to All: [/b] The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons [b] Necrons are Seeking Alliances to Join [/b] [Edited on 07.21.2008 3:18 PM PDT]

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  • Where is everyone?

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  • Faction: Tau ( Warhammer 40K) Ships: 1 Swordfish (Battleships) 5 Great Whites(Cruisers) 150 Tiger Sharks (Fighter) Ground Units: 1 Etheral 800 Fire worriors 200 XV12 Battlesuites 50 Develfish transports Buildings: Colony on Habitible moon of planet one. Fire caste training centre (100 fire warriors per turn) Current tech: Pulse rifles Basic Tau Armour Markerlight trackers Research: Pulse Snipers(5 turns) Low grade Iridium armour(5 turns) Medical training (5 turns) Construction: Drone factory (5 turns) Shipyard (2 turns) Vehicle Factory (vehicle production) (3 turns) Drone Defenses (2 turns) 1000 Fire Warriors (4 turns) Ground Movement: Colony on the surface of the habitle moonof planet one. Space Movement: None Allies: None Enemies: None Message to All: For the Greater Good. We shall only attack if provoked. Turns Until I Can Be Attacked: 3 [Edited on 07.21.2008 11:36 AM PDT]

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  • [b] Faction: [/b] Necrons (of Warhammer 40K) [b] Ships: [/b] 1 Necron Star Dreadnought 10 Cairn-class Tombships (Battleships) 30 Scythe-class Harvest Ships (Heavy Cruisers) 45 Shroud-Class Cruisers (Anti-Fighter Cruiser) 100 Jackal-Class Raiders (Aggressive Heavy Fighter) 250 Dirge-Class Raiders (really fast Interceptor/Fighter) [b] Ground Units: [/b] 1 Necron Lord 1000 Warriors 500 Immortals 100 Pariahs 100 Flayed Ones 50 Wraiths 50 Tomb Spyders 50 Destroyers 25 Heavy Destroyers 14000 Scarabs in swarm [b] Buildings: [/b] 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) Basic Gauss Defenses Necron Anti-Ground Mines Necron Planetary Shielding Necron Planet-side Anti-Ship Cannons Necron Orbital Defense Platforms Necron Orbital Naval Mines [b] Technology: [/b] Upgraded Necrodermis Metallurgy (armor) Upgraded Gauss Weaponry Upgraded Necron Shielding Upgraded Necron Inertia-less Drive Engines [b] Research: [/b] Advanced Necrodermis Metallurgy (3 turns) Advanced Gauss Weaponry (3 turns) Advanced Necron Shielding (3 turns) Advanced Necron Inertia-less Drive Engines (3 turns) Naval Sepulchre (psychological warfare and precision targetting) (4 turns) Naval Scarab Complement (4 turns) Anti-Matter Naval Torpedoes (4 turns) Naval Scarab Special Ordinance (4 turns) Necron Lord Special Wargear Equipment (4 turns) All-Unit EMP Shielding (6 turns) Star-Binding Technology (Necessary for creation of Aeonic Orb WMD) (15 turns) [b] Construction: [/b] Necron Tomb of the Titans (4 turns) 500 Warriors (5 turns) 250 Immortals (5 turns) 100 Pariahs (5 turns) 100 Flayed Ones (5 turns) 50 Wraiths (5 turns) 50 Tomb Spyders (5 turns) 50 Destroyers (5 turns) 25 Heavy Destroyers (5 turns) 100 Obelisks (3 turns) 50 Pylons (3 turns) 50 Obelisks (3 turns) 25 Abattoirs (3 turns) 1 Necron Star Dreadnought (7 turns) 10 Cairn-Class Tombships (7 turns) 25 Scythe-Class Harvest ships (7 turns) 40 Shroud-Class Cruisers (7 turns) 100 Jackal-Class Raiders (7 turns) 250 Dirge-Class Raiders (7 turns) Scarab Swarm of 5 million for Defense (8 turns) Aenoic Orb Base WMD (15 turns) Aenoic Orb Containment Arms WMD (15 turns) [b] Ground Movement: [/b] Construction of Catacomb Base under surface of Planet 6 [b] Space Movement: [/b] None [b] Allies: [/b] None [b] Enemies: [/b] None [b] Message to All: [/b] The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons [b] Necrons are Seeking Alliances to Join [/b] [Edited on 07.21.2008 11:33 AM PDT]

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  • Faction: Tau ( Warhammer 40K) Ships: 1 Swordfish (Battleships) 5 Manta ray (Cruisers) 150 Adapted develfish (Fighter) Ground Units: 1 Etheral 700 Fire worriors 200 XV12 Battlesuites 50 Develfish transports Buildings: Colony on Habitle on planet one. Research: Pulse rifles (1 turns) Basic Tau Armour (1 turns) Markerlight trackers (1 turns) Construction: Fire caste training centre (basic Infantry production) (1 turns) Shipyard (3 turns) Vehicle Factory (vehicle production) (5 turns) Drone Defenses (3 turns) Ground Movement: Colony on the surface of the habitle moonof planet one. Space Movement: None Allies: None Enemies: None Message to All: For the Greater Good. We shall only attack if provoked. Turns Until I Can Be Attacked: 4

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  • Message to All: The Necrons are seeking alliances to join. Though we will not directly participate in combat due to our overwhelming strength, we will supply weapons and technology and play a supporting role in the alliance. Only later in the game will the Necrons actively participate in combat

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  • [b] Faction: [/b] Necrons (of Warhammer 40K) [b] Ships: [/b] 1 Cairn-class Tombships (Battleships) 5 Scythe-class Harvest Ships (Heavy Cruisers) 15 Shroud-Class Cruisers (Anti-Fighter Cruiser) [b] Ground Units: [/b] 1 Necron Lord 500 Warriors 250 Immortals 12000 Scarabs in swarm [b] Buildings: [/b] 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) Basic Gauss Defenses Necron Anti-Ground Mines Necron Planetary Shielding Necron Planet-side Anti-Ship Cannons [b] Technology: [/b] Upgraded Necrodermis Metallurgy (armor) Upgraded Gauss Weaponry Upgraded Necron Shielding Upgraded Necron Inertia-less Drive Engines [b] Research: [/b] Advanced Necrodermis Metallurgy (4 turns) Advanced Gauss Weaponry (4 turns) Advanced Necron Shielding (4 turns) Advanced Necron Inertia-less Drive Engines (4 turns) Naval Sepulchre (psychological warfare and precision targetting) (5 turns) Naval Scarab Complement (5 turns) Anti-Matter Naval Torpedoes (5 turns) Naval Scarab Special Ordinance (5 turns) Necron Lord Special Wargear Equipment (5 turns) All-Unit EMP Shielding (7 turns) [b] Construction: [/b] Necron Tomb of the Titans (5 turns) Necron Orbital Defense Platforms (1 turns) Necron Orbital Naval Mines (1 turns) 500 Warriors (1 turns) 250 Immortals (1 turns) 100 Pariahs (1 turns) 100 Flayed Ones (1 turns) 50 Wraiths (1 turns) 50 Tomb Spyders (1 turns) 50 Destroyers (1 turns) 25 Heavy Destroyers (1 turns) 100 Obelisks (4 turns) 50 Pylons (4 turns) 50 Obelisks (4 turns) 25 Abattoirs (4 turns) 5 Necron Star Dreadnoughts (1 turns) 10 Cairn-Class Tombships (1 turns) 25 Scythe-Class Harvest ships (1 turns) 40 Shroud-Class Cruisers (1 turns) 100 Jackal-Class Raiders (1 turns) 250 Dirge-Class Raiders (1 turns) Scarab Swarm of 5 million for Defense (9 turns) [b] Ground Movement: [/b] Construction of Catacomb Base under surface of Planet 6 [b] Space Movement: [/b] None [b] Allies: [/b] None [b] Enemies: [/b] None [b] Message to All: [/b] The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons [b] Necrons are Seeking Alliances to Join [/b] [b] Turns Until I Can Be Attacked: 0 [/b] [Edited on 07.21.2008 10:06 AM PDT]

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  • If it's ok, I'd like to stay space based, and only landing for special purposes. [b]Your faction[/b]: Human Space Mercenaries [b]Ships[/b]: 50 Salvaged UNSC Hornets 30 Salvaged Covenant Banshees 25 Salvaged UNSC Pelicans 20 UNSC Destroyers 15 UNSC Frigates 5 Covenant Battleships 1 Covenant Flagship [b]Ground units[/b]: 2,000 Mercenaries 300 Pilots [b]Buildings (Space Based)[/b]: 1-Bay Space Station [b]Finished Research[/b]: [b]Research[/b]: Space Station Defense Grid - 2 turns Space Station Laser Weapons - 3 turns Space Station Shields - 4 turns Asteroid Mining Efficiency - 2 turns Exterior Plating on Station - 3 turns [b]Construction[/b]: Space Station Defense Towers - 2 turns 2-Bay Space Station - 1 turn 30 4-Manned Boarding Craft - 3 turns Shield Generators - 4 turns [b]Ground Movement[/b]: Mercenaries are resting in their barracks. [b]Space movement[/b]: Fleet is refueling and taking patrolling routes [b]Allies[/b]: [b]Enemies[/b]: [b]Message to all[/b]: [b]Beginning Anti-Attack Shield Depletes in 4 turns[/b] [Edited on 07.21.2008 9:27 AM PDT]

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  • Message to all: Alliance requested with the Galactic Empire, Vasari, and Colonials. In return we will provide you with our excellently ranged weaponry.

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  • Faction: Tau ( Warhammer 40K) Ships: 1 Swordfish (Battleships) 5 Manta ray (Cruisers) 150 Adapted develfish (Fighter) Ground Units: 1 Etheral 700 Fire worriors 200 XV12 Battlesuites 50 Develfish transports Buildings: Colony on Habitle on planet one. Research: Pulse rifles (2 turns) Basic Tau Armour (2 turns) Markerlight trackers (2 turns) Construction: Fire caste training centre (basic Infantry production) (2 turns) Shipyard (4 turns) Vehicle Factory (vehicle production) (6 turns) Drone Defenses (4 turns) Ground Movement: Colony on the surface of the habitle moonof planet one. Space Movement: None Allies: None Enemies: None Message to All: For the Greater Good. We shall only attack if provoked. Turns Until I Can Be Attacked: 4

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  • Your faction:Galactic Empire(Star Wars) Ships: 100 TIE Fighters 25 TIE Interceptors 50 TIE Bombers 10 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection) 5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection) 5 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection) 5 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection) 2 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection) 1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection) Ground units: 1,000 Stormtroopers 100 Marines 150 Engineers 50 Dark Troopers (Extremely tough cyborg soldiers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) Buildings: 2-bay Space Station Advanced Base Basic Landing Zone Advanced Landing Zone Basic Mines Advanced Mines Finished Research: Shielding Technology (Allows deflector shields to be developed) Nuclear Fission (Allows research of Fission weapons) Basic settlement procedures Advanced Settlement Procedures Total settlement procedures Advanced Mining Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.) Turbolasers Research: Maximum mining- 1 turns Ion Cannons- 2 turns Anti Vehicle Mines-1 turns Anti Spacecraft Mines-3 turns Walker Gyroscopes-1 turns Repulsorlifts-2 turns Redundant Systems- 10 turns (Provides resistance to EMP) FTL Sensors-10 turns CGT Sensors-10 turns Gravitational Field Generators-10 turns Construction: (On Standby until Base is established.) 4-bay Space Station- 3 turns 60-mile radius base- 1 turns Shielded base- 4 turns Imperial landing zone- 1 turns Vehicle Factory-3 turns Base Barracks-1 turns Defensive Turbolaser Turrets-6 turns Orbital Turbolaser Platforms- 10 turns Defensive Anti Personnel Minefields-4 turns 2 Tartar Class Light Frigates- 2 turns Nuclear Materials Mine- 10 turns Sith Temple- 10 turns Ground Movement: Troops secure the base position. Space movement: Fleets forms defensive position over base. Allies: Colonials Vasari Scrin Enemies: None Message to all: Timesplitters, Planet 3 is under control of the Galactic Empire, Vasari, and Colonials. We would prefer if you joined our alliance since you are building a base here. Turns until I can be attacked: 2 [Edited on 07.21.2008 8:22 AM PDT]

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  • Your faction: Scrin (Command and Conquer Tiberium series) Ships: 10 Devestator Warships 10 Planetary Assault Carriers (PACs) Ground units: None. Buildings: [Planet 2] Drone Platform Reactor grid Extractor network Portal Foundry Finished Research: None. Research: None. Construction: Relay Node (1 turn) Nerve Centre (1 turn) Warp Sphere (2 turns) Stasis Chamber (2 turns) Buzzer Hive network (2 turns) Ground Movement: Summoning 100 Buzzer Swarms from Portal. Ready in 1 turn. Summoning 100 Disintegrators from Portal. Ready in 2 turns. Space movement: Summoning reinforcements from system edge. Will arrive in 1 turns. Allies: Galactic Empire Enemies: None. Message to all: |/Scrin Foreman 93 requests a treaty of non-violence with factions "Colonials" and "Vasari". Awaiting response. I can be attacked in: 1

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  • Your faction:Galactic Empire(Star Wars) Ships: 100 TIE Fighters 25 TIE Interceptors 50 TIE Bombers 10 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection) 5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection) 5 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection) 5 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection) 2 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection) 1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection) Ground units: 1,000 Stormtroopers 100 Marines 150 Engineers 50 Dark Troopers (Extremely tough cyborg soldiers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) Buildings: 2-bay Space Station Advanced Base Basic Landing Zone Advanced Landing Zone Basic Mines Finished Research: Shielding Technology (Allows deflector shields to be developed) Nuclear Fission (Allows research of Fission weapons) Basic settlement procedures Advanced Settlement Procedures Advanced Mining Anti Personnel Mine Blueprints (Allows productions and deployment of AP mines.) Research: Total settlement procedures- 1 turns Maximum mining- 2 turns Turbolasers- 1 turns Ion Cannons- 3 turns Anti Vehicle Mines-2 turns Anti Spacecraft Mines-4 turns Walker Gyroscopes-2 turns Repulsorlifts-3 turns Construction: (On Standby until Base is established.) 4-bay Space Station- 4 turns 60-mile radius base- 2 turns Shielded base- 5 turns Advanced mines- 1 turns Imperial landing zone- 2 turns Vehicle Factory-4 turns Base Barracks-2 turns Ground Movement: Troops secure the base position. Space movement: Fleets forms defensive position over base. Allies: Colonials Vasari Scrin Enemies: None Message to all: Timesplitters, Planet 3 is under control of the Galactic Empire, Vasari, and Colonials. We would prefer if you joined our alliance since you are building a base here. Scrin, I accept, but the Colonials and Vasari must speak for themselves. Turns until I can be attacked: 3

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  • Your faction: Scrin (Command and Conquer Tiberium series) Ships: 10 Devestator Warships 10 Planetary Assault Carriers (PACs) Ground units: None. Buildings: [Planet 2] Drone Platform Reactor grid Extractor network Portal Finished Research: None. Research: None. Construction: Relay Node (2 turns) Foundry (1 turn) Nerve Centre (2 turns) Ground Movement: Summoning 100 Buzzer Swarms from Portal. Ready in 2 turns. Summoning 100 Disintegrators from Portal. Ready in 3 turns. Space movement: All ships in defensive positions above Planet 2 base. Summoning reinforcements from system edge. Will arrive in 2 turns. Allies: None. Enemies: None. Message to all: |/Scrin Foreman 93 requests a treaty of non-violence with factions "Galactic Empire" "Colonials" and "Vasari". Awaiting response. I can be attacked in: 2

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  • [b] Faction: [/b] Necrons (of Warhammer 40K) [b] Ships: [/b] 1 Cairn-class Tombships (Battleships) 5 Scythe-class Harvest Ships (Cruisers) 15 Shroud-Class Cruisers (Anti-Fighter Cruiser) [b] Ground Units: [/b] 1 Necron Lord 500 Warriors 250 Immortals 10000 Scarabs in swarm [b] Buildings: [/b] 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) Basic Gauss Defenses Necron Anti-Ground Mines [b] Technology: [/b] Upgraded Necrodermis Metallurgy (armor) Upgraded Gauss Weaponry Upgraded Necron Shielding Upgraded Necron Inertia-less Drive Engines [b] Research: [/b] Advanced Necrodermis Metallurgy (5 turns) Advanced Gauss Weaponry (5 turns) Advanced Necron Shielding (5 turns) Advanced Necron Inertia-less Drive Engines (5 turns) Naval Sepulchre (psychological warfare and precision targetting) (6 turns) Naval Scarab Complement (6 turns) Anti-Matter Naval Torpedoes (6 turns) Naval Scarab Special Weaponry (6 turns) Necron Lord Special Wargear Equipment (6 turns) [b] Construction: [/b] Necron Tomb of the Titans (6 turns) Necron Planetary Shielding (1 turns) Necron Planet-side Anti-Ship Cannons (1 turns) Necron Orbital Defense Platforms (2 turns) Necron Orbital Naval Mines (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) 100 Obelisks (5 turns) 50 Pylons (5 turns) 50 Obelisks (5 turns) 25 Abattoirs (5 turns) 5 Necron Star Dreadnoughts (2 turns) 10 Cairn-Class Tombships (2 turns) 25 Scythe-Class Harvest ships (2 turns) 40 Shroud-Class Cruisers (2) 100 Jackal-Class Raiders (2 turns) 250 Dirge-Class Raiders (2 turns) [b] Ground Movement: [/b] Construction of Catacomb Base under surface of Planet 6 [b] Space Movement: [/b] None [b] Allies: [/b] None [b] Enemies: [/b] None [b] Message to All: [/b] The Necron Faction is extremely powerful and can only be defeated with overwhelming numbers or WMDs. As a result, the Necrons have decided to not directly attack anybody until later into the game, so that people will have had the time to develop numbers enough to combat the Necrons [b] Necrons are Seeking Alliances to Join [/b] [b] Turns Until I Can Be Attacked: 0 [/b]

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  • Your faction: Scrin (Command and Conquer Tiberium series) Ships: 10 Devestator Warships 10 Planetary Assault Carriers (PACs) Ground units: None. Buildings: [Planet 2] Drone Platform Reactor grid Extractor network Finished Research: None. Research: None. Construction: Relay Node (3 turns) Portal (1 turn) Foundry (2 turns) Ground Movement: None Space movement: All ships in defensive positions above Planet 2 base. Summoning reinforcements from system edge. Will arrive in 2 turns. Allies: None. Enemies: None. Message to all: |/Scrin Foreman 93 requests a treaty of non-violence with factions "Galactic Empire" "Colonials" and "Vasari". Awaiting response. I can be attacked in: 3

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  • Your faction:Galactic Empire(Star Wars) Ships: 100 TIE Fighters 25 TIE Interceptors 50 TIE Bombers 10 Tartar Class Light Frigates (Fast, light armament, No hangars, little protection) 5 Acclamator-Class Assault Ships (Slow, heavy armament, medium hangars, medium protection) 5 Nebulon B Class Frigates (Fast, medium armament, medium hangars, little protection) 5 Victory Class Star Destroyers (Medium, medium armament, medium hangars, medium protection) 2 Imperator Class Star Destroyers (Slow, heavy armament, large hangars, massive protection) 1 Executor Class Star Dreadnaught (Medium, heavy armament, large hangars, massive protection) Ground units: 1,000 Stormtroopers 100 Marines 150 Engineers 50 Dark Troopers (Extremely tough cyborg soldiers) 10 R.A.Z.O.R.S. (heavily trained and armored marines) Buildings: 2-bay Space Station Advanced Base Basic Landing Zone Basic Mines Finished Research: Shielding Technology Nuclear Fission Basic settlement procedures Advanced Settlement Procedures Advanced Mining Research: Total settlement procedures- 2 turns Maximum mining- 3 turns Turbolasers- 2 turns Ion Cannons- 4 turns Anti Vehicle Mines-3 turns Anti Spacecraft Mines-5 turns Anti Personnel Mines-1 turns Walker Gyroscopes-3 turns Repulsorlifts-4 turns Construction: (On Standby until Base is established.) 4-bay Space Station- 5 turns 60-mile radius base- 3 turns Shielded base- 6 turns Advanced mines- 2 turns Advanced landing zone- 1 turns Imperial landing zone- 3 turns Vehicle Factory-5 turns Base Barracks-3 turns Ground Movement: Troops secure the base position. Space movement: Fleets forms defensive position over base. Allies: Colonials Vasari Enemies: None Message to all: Timesplitters, Planet 3 is under control of the Galactic Empire, Vasari, and Colonials. We would prefer if you joined our alliance since you are building a base here. Turns until I can be attacked: 3 [Edited on 07.21.2008 6:52 AM PDT]

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  • Your faction: Scrin (Command and Conquer Tiberium series) Ships: 10 Devestator Warships 10 Planetary Assault Carriers (PACs) Ground units: None. Buildings: [Planet 2] Drone Platform Finished Research: None. Research: None. Construction: Primary Reactor grid (1 turn) Primary Extractor network (1 turn) Ground Movement: None Space movement: All ships in defensive positions above Planet 2 base. Allies: None. Enemies: None. Message to all: None. I can be attacked in: 4 [quote] |/Sector 27C harvesting procedures initiated. |/Landing surface units to highest-yielding Ichor LQ deposit. >-Scanning system... >--Complete. !+Alert: multiple indigenous factions detected insystem. >-Analysing... #Indigenous factions appear spaceworthy and highly advanced. }=Harvesting procedures deemed AT RISK. [Recommend non-violent actions towards indigenous populace, Foreman. [Acceleration of Ichor LQ harvesting operations deemed vital. [>Relay Node construction deemed HIGH PRIORITY.[/quote]

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