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 PostPosted: 23 Apr, 2010 
 
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We also crashed on the 21st?

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 PostPosted: 23 Apr, 2010 
 
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No we didn't...

Dead? Where are you??? :)

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 PostPosted: 24 Apr, 2010 
 
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Packing for university.

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 PostPosted: 25 Apr, 2010 
 
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It would seem that you've had plenty of time to post everywhere else.

Come on, spend 5 minutes to make the turns. Everyone is waiting.

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 PostPosted: 26 Apr, 2010 
 
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Oh FFS DeadMG. Can you seriously NOT spend 5 minutes to post your actions? You seem to have far more than enough time to post everywhere else. I mean come on!

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 PostPosted: 26 Apr, 2010 
 
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I build a Czar, x7.

I attack Mazrix's whatever with my GC and blow up those pesky planes with my Restorers.

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 PostPosted: 30 Apr, 2010 
 
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I accidentally posted the maps first.

Maps:
Cybran:
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Seraphim:
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Aeon:
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UEF:
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Last edited by Plasma_Wolf on 30 Apr, 2010, edited 2 times in total.

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 PostPosted: 30 Apr, 2010 
 
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Turn 48
Rolls

Mazrix rolls a 6 (+7) on the ML. It is at 32/35.
A 2 (+1) on upgrading his economy in his old base. The economy was a weak T3 economy and is now at level “small”.
A 5 (+1) on teching the air factory. It is at 6/30.
A 6 (+1) on the naval factory he wants. He gets it with 3 subs.
A 6 (+1) on the Maser upgrade, it is at 7/30.
A 1 (+1) on rebuilding artillery at XV’s base. It failed.
A 3 (+1) on building shields in the old base. He’s got 2 generators.

A 5 on attacking the Aeon land factory. 20% health left.
A 3 and a 3 on scouting twice.
A 1 (-5) on attacking the GC. The medusa die.

The ACU regenerates something

WNxWolfinator rolls a 2 (+1) on expanding the economy. It is at the maximum level.
A 5 (+1) on the Ahwassa. It is at 6/45.
The B-Ship, Stratbombers and the Ahwassa had to spend the turn in moving towards regabond’s new base...
A 4 (+1) on Stratbombers but he’s got no air factory.
A 4(+2) on scouting with the spy plane. It covers a good bit of ground.
He gets the air factory with a 2 (+1).

Spuddyt rolls a 4 (+3) on the Ythota. The land factory is dead.
A 3 on rebuilding the economy. The economy is small.
A 3 on building cruisers. He gets one.
A 5 on the land factory and a 5 on the air factory. He gets 5 a +2 next turn in addition.
A 2 on the advanced regen upgrade. It is at 2/25.

regabond’s ACU regenerates 250 HP and 250 SP

DeadMG’s ACU regenerates 250 HP.

DeadMG rolls a 1, 4, 2, 1, 5, 5 and 3 on seven CZARs. With a +2 bonus on everything, he gets a good start.

The GC rolls a 3 (+2) and destroys a mex level and the hydroplant.

The 6 restorers attack the planes and roll a 5 (+1,-1), killing a gunship, 3 strategic bombers and 3 ASFs.

counter-attack: The ASFs roll a 4 (-1,+1) and kill 4 Restorers.

Plasma_Wolf builds a new nuke and a new anti-nuke. (1/4 and 1/2).
A 3 (+4) on the land factory upgrade and is at 14/30 now.
A 5 (+4) on Strategic bombers and gets 7 of them.
A 1 (+4) on building another air factory and he gets it with 2 Spy planes.
A 1 (+4) on the omni sensor and he gets it. (Oh, I already had a sensor, oh well...)
A 6 (+4) on PD and gets 4 levels.

A 4 (+1) on attacking DeadMG’s GC. 13*1800=23400 dmg. Restorer counter-attack rolls a 5+1, kills 5 Strategic bombers
A 3 on scouting with the gunships. Some land is revealed.
A 5 (+2) and a 6 (+2) with the Spy planes. A lot of land is revealed.

shadowstorm11 rolls a 4 on the SML and a 5 on the SMD. He gets both buildings.
A 2 (+1) on the air factory upgrade. It is at 3/12.
A 1 (+1) on the land factory. No result.
A 3 (+1) on the hydrocarbon plant. He gets it.
A 4 (+1) on the teleport upgrade. It is at 5/40.

A 3 on scouting with the Fatboy. It’s going to the north.

The ACU regenerates 250 HP, 250 SP.

Combat results
Plasma_Wolf loses 8 Strategic bombers, 3 ASFs, 1 gunship to DeadMG.
Mazrix loses 5 artillery to DeadMG.
Regabond loses the last land factory.
DeadMG loses 4 Restorers.

Status
Mazrix
Economy: T3 small+ T2, large, 3 hydrocarbons
Army: 3 renegades+ 10 ints (divided in 3 groups). 5 (XV base) + 11 (old base) ASFs. 3 Subs.
ACU: ?? ???/32 000 HP, T3, Cloak, underwater near XV’s old base.
Factories: T2 air factory. T1 naval factory.
Location: one base at the green field, one at the beach.
Pending: ML (32/35). T2 air -> T3 air (6/30). Maser (7/30).

WNXWolfinator
Economy: T3, huge, 3 hydrocarbon plants.
Army: 1 sub, 6 T3 subhunters and one B-ship, 1 B-Ship (base). 8 Strategic bombers, 9 ASFs. 1 spy plane. Ahwassa
ACU: 11 500 HP, regen upgrade, south of his first base.
Factories: T3 naval. T1 air.
Location: Base is at his primary island
Pending: Ahwassa (6/45).

Spuddyt:
Economy: T3, small, 1 hydrocarbon plant
Army: 5 Fobos at the base. 3 air scouts. 6 T2 flak. Ythota 53 000 HP. 5 T1 frigates. 1 Cruiser.
ACU: 11 500 HP, regen upgrade lv1, in the water
Factories: T2 naval.
Location: Base is on an island.
Pending: -

regabond
Economy: T3, large.
Army: 2 harbingers. 5 Aurora’s (base) . Anti-missile.
ACU: 4800 HP, 22 600 SP, Sensor upgrade, T2 engineering suite. On Spuddyt’s island
Factories: -
Location: Base is at the beach
Pending: -

DeadMG:
Economy: T3, huge, 3 hydrocarbons
Army: 3 air scouts. GC 32100/100K HP. 6 (GC) + 12 (Destroyed base) Restores.
ACU: 8250 HP, teleport upgrade, T3 suite, on a beach
Factories: 2*T3 Air.
Location: Something on the beach, something else elsewhere on the beach
Pending: CZARs: 3,6,4,3,7,7,5 out of 50.

Plasma_Wolf:
Economy: T3, huge, 3 hydrocarbon plants
Army: 4 mongoose. 2 Torpedo bombers (Base) 7 StratBombers (Base). 2 StratBombers+2 T3 Gunships+14 ASFs (GC). 2 Groups of 10 Spy planes (DeadMG’s territory). Anti-missile.
ACU: 12 000 HP, Adv RAS, in the base
Factories: T2 land, T3 air, SML
Pending: T2 Land -> T3 Land (14/30). Nuke (1/4). Anti-Nuke (1/2)

shadowstorm11:
Economy: T3, very large.
Turn 48
Rolls

Mazrix rolls a 6 (+7) on the ML. It is at 32/35.
A 2 (+1) on upgrading his economy in his old base. The economy was a weak T3 economy and is now at level “small”.
A 5 (+1) on teching the air factory. It is at 6/30.
A 6 (+1) on the naval factory he wants. He gets it with 3 subs.
A 6 (+1) on the Maser upgrade, it is at 7/30.
A 1 (+1) on rebuilding artillery at XV’s base. It failed.
A 3 (+1) on building shields in the old base. He’s got 2 generators.

A 5 on attacking the Aeon land factory. 20% health left.
A 3 and a 3 on scouting twice.
A 1 (-5) on attacking the GC. The medusa die.

The ACU regenerates something

WNxWolfinator rolls a 2 (+1) on expanding the economy. It is at the maximum level.
A 5 (+1) on the Ahwassa. It is at 6/45.
The B-Ship, Stratbombers and the Ahwassa had to spend the turn in moving towards regabond’s new base...
A 4 (+1) on Stratbombers but he’s got no air factory.
A 4(+2) on scouting with the spy plane. It covers a good bit of ground.
He gets the air factory with a 2 (+1).

Spuddyt rolls a 4 (+3) on the Ythota. The land factory is dead.
A 3 on rebuilding the economy. The economy is small.
A 3 on building cruisers. He gets one.
A 5 on the land factory and a 5 on the air factory. He gets 5 a +2 next turn in addition.
A 2 on the advanced regen upgrade. It is at 2/25.

regabond’s ACU regenerates 250 HP and 250 SP

DeadMG’s ACU regenerates 250 HP.

DeadMG rolls a 1, 4, 2, 1, 5, 5 and 3 on seven CZARs. With a +2 bonus on everything, he gets a good start.

The GC rolls a 3 (+2) and destroys a mex level and the hydroplant.

The 6 restorers attack the planes and roll a 5 (+1,-1), killing a gunship, 3 strategic bombers and 3 ASFs. The other Restorers back up for the next turn.

counter-attack: The ASFs roll a 4 (-1,+1) and kill 4 Restorers.

Plasma_Wolf builds a new nuke and a new anti-nuke. (1/4 and 1/2).
A 3 (+4) on the land factory upgrade and is at 14/30 now.
A 5 (+4) on Strategic bombers and gets 7 of them.
A 1 (+4) on building another air factory and he gets it with 2 Spy planes.
A 1 (+4) on the omni sensor and he gets it. (Oh, I already had a sensor, oh well...)
A 6 (+4) on PD and gets 4 levels.

A 4 (+1) on attacking DeadMG’s GC. 13*1800=23400 dmg. Restorer counter-attack rolls a 5+1, kills 5 Strategic bombers
A 3 on scouting with the gunships. Some land is revealed.
A 5 (+2) and a 6 (+2) with the Spy planes. A lot of land is revealed.

shadowstorm11 rolls a 4 on the SML and a 5 on the SMD. He gets both buildings.
A 2 (+1) on the air factory upgrade. It is at 3/12.
A 1 (+1) on the land factory. No result.
A 3 (+1) on the hydrocarbon plant. He gets it.
A 4 (+1) on the teleport upgrade. It is at 5/40.

A 3 on scouting with the Fatboy. It’s going to the north.

The ACU regenerates 250 HP, 250 SP.

Combat results
Plasma_Wolf loses 8 Strategic bombers, 3 ASFs, 1 gunship to DeadMG.
Mazrix loses 5 artillery to DeadMG.
Regabond loses the last land factory.
DeadMG loses 4 Restorers.

Status
Mazrix
Economy: T3 small+ T2, large, 3 hydrocarbons
Army: 3 renegades+ 10 ints (divided in 3 groups). 5 (XV base) + 11 (old base) ASFs. 3 Subs.
ACU: ?? ???/32 000 HP, T3, Cloak, underwater near XV’s old base.
Factories: T2 air factory. T1 naval factory.
Location: one base at the green field, one at the beach.
Pending: ML (32/35). T2 air -> T3 air (6/30). Maser (7/30).

WNXWolfinator
Economy: T3, huge, 3 hydrocarbon plants.
Army: 1 sub, 6 T3 subhunters and one B-ship, 1 B-Ship (base). 8 Strategic bombers, 9 ASFs. 1 spy plane. Ahwassa
ACU: 11 500 HP, regen upgrade, south of his first base.
Factories: T3 naval. T1 air.
Location: Base is at his primary island
Pending: Ahwassa (6/45).

Spuddyt:
Economy: T3, small, 1 hydrocarbon plant
Army: 5 Fobos at the base. 3 air scouts. 6 T2 flak. Ythota 53 000 HP. 5 T1 frigates. 1 Cruiser.
ACU: 11 500 HP, regen upgrade lv1, in the water
Factories: T2 naval.
Location: Base is on an island.
Pending: -

regabond
Economy: T3, large.
Army: 2 harbingers. 5 Aurora’s (base) . Anti-missile.
ACU: 4800 HP, 22 600 SP, Sensor upgrade, T2 engineering suite. On Spuddyt’s island
Factories: -
Location: Base is at the beach
Pending: -

DeadMG:
Economy: T3, huge, 3 hydrocarbons
Army: 3 air scouts. GC 32100/100K HP. 14 (GC) Restores.
ACU: 8250 HP, teleport upgrade, T3 suite, on a beach
Factories: 2*T3 Air.
Location: Something on the beach, something else elsewhere on the beach
Pending: CZARs: 3,6,4,3,7,7,5 out of 50.

Plasma_Wolf:
Economy: T3, huge, 3 hydrocarbon plants
Army: 4 mongoose. 2 Torpedo bombers (Base) 7 StratBombers (Base). 2 StratBombers+2 T3 Gunships+14 ASFs (GC). 2 Groups of 10 Spy planes (DeadMG’s territory). Anti-missile.
ACU: 12 000 HP, Adv RAS, in the base
Factories: T2 land, T3 air, SML
Pending: T2 Land -> T3 Land (14/30). Nuke (1/4). Anti-Nuke (1/2)

shadowstorm11:
Economy: T3, very large.
Army: Anti-missile. 15 T2 flak. Fatboy 12 500 HP 20 000 SP.
ACU: 15 500 HP, 20 500 SP, Construction arm T2, gun upgrade. In the water.
Factories: T1 air.
Location: Base is at a wide beach, a T2 radar near the hydrocarbon plant, with a stealth generator.
Pending: T1 air -> T2 (6/12). Teleport (5/40).

Bonuses:
Mazrix:
Hydros: +1 (T3/T2) +3 (T1)
WNxWolfinator:
Hydros: +1 (T3/T2), +2 (T1)
Spuddyt:
Empty mexes: +1 when expanding economy size
+2 next turn
regabond:
Hydro: +1 (T1)
Base Stealthed
DeadMG:
Huge: +1
3 Hydros: +1 (T3/T2) +3 (T1)
Plasma_Wolf:
Adv RAS: +2
Huge: +1
3 Hydros: +1 (T3/T2) +3 (T1)
Omni sensor.
shadowstorm11:
Radar effect around his base.
Hydro: +1 (T1)

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 PostPosted: 30 Apr, 2010 
 
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I will:

Continue on the nuke
Continue on the Anti-missile
Continue on the Land Factory

Scout with the Spy Planes to the west (both groups)
Scout to the west with the mongoose bots
Attack the restorers with my ASFs

Build additional strategic bombers
Build additional ASFs
Scout south with the torpedo bombers


Free actions: The StratBombers in my base will go north to DeadMG's mex+hydro, the Stratbombers and the Gunships will go to DeadMG's lone hydroplant.

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 PostPosted: 30 Apr, 2010 
 
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I will
continue air fac
upgrade navy
continue ML
continue maser
retry arty build on XV's base
increase eco size at old

attack dead's restorers with all ASFs in the area
send all other ASFs directly at the restorers
recombine all previously separated air groups and send them west


btw, where did you put my naval fac? It's meant to be in the uncovered water area I discovered in the first few rounds.

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 PostPosted: 30 Apr, 2010 
 
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I forgot to, it's fixed now.

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 PostPosted: 01 May, 2010 
 
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Sooo...

Anyone else going to make their turn?

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 PostPosted: 02 May, 2010 
 
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Don't know, don't care.

It's going to take until Friday at least before I've got time to work on the actions

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 PostPosted: 04 May, 2010 
 
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I continue with advanced regen field
I repair my ythotha
I build more cruisers from my T2 naval factory
I upgrade my second naval factory to T2
I build another naval factory
I build another naval factory
I build another naval factory


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 PostPosted: 05 May, 2010 
 
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Upgrading secondary factories to a higher level is not necessary if one of them already is at that level.

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 PostPosted: 05 May, 2010 
 
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Regabond control+K's all his units.

I build my Czars, attack the planes with my Restorers, blow shiz up with my GC.

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 PostPosted: 07 May, 2010 
 
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Waiting for Shadowstorm and Wolfinator now.

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 PostPosted: 08 May, 2010 
 
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I upgrade my air fac
I FIRE EVERYTHING at regabonds base for shits 'n giggles
I continue building my ahwassa.
I start building another nuke on my bship.

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 PostPosted: 09 May, 2010 
 
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Ok, Sorry...

Keep upgrading my air fac
Build a land fac
Use my fatboy to scout North East (If North is relative to the top of the webpage?)
Upgrade my commander with a teleporter
Build a nuke missile
Build a nuke defense missile
Build a shield generator over my base


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 PostPosted: 09 May, 2010 
 
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Turn 49
Rolls

DeadMG’s, shadowstorm’s and Mazrix’ ACUs regenerate some HP (and SP if possible)

Mazrix rolls a 2 (+1) on the air factory, it is at 9/30.
Rolls a 3 (+5) on the naval factory, it is at 8/12.
Rolls a 2 (+1) on the ML, it is completed.
Rolls a 4 (+1) on the Maser, it is at 12/30.
Rolls a 4 (+1) on building artillery in XV’s base and he gets two.
Rolls a 2 (+1) on increasing the economy at the old base. Success.

Rolls a 6 (-2) on attacking DeadMG’s restorers. The ASFs kill 2 of them. The counter-attack Rolls a 5 (+2) and kills all ASFs.

Free actions: The other ASFs move into the unkown, directly towards DeadMG’s Restorers. The air groups regroup at the most western group.

WNxWolfinator starts with a nuke on his B-ship. (1/4)
He rolls a 4 (+2) on the Ahwassa (12/45).
He rolls a 4 (+6) on the air factory.

He rolls a 3 with the other B-ship, damaging regabonds base some bit.

Spuddyt rolls a 4 (+2) on the regen field. He progresses to 8/25.
Rolls a 1 on repairing the Ythota, instead of repairing, he damages it by 1000 HP.
Rolls a 3 (+1) on building cruisers and he gets 2.
Doesn’t have to upgrade his second naval factory.
Rolls a 3, 4 and 3 on his new naval factories, he gets 3 extra naval factories. He gets 2 T1 frigates in addition.

regabond presses ctrl+k and dies.
REGABOND IS DEAD.

DeadMG rolls a 2, 6, 3, 5, 3, 4 and a 5 on the CZAR. The +2 bonus makes it a 7, 14, 9, 10, 12, 13 and a 12 out of 50.

He rolls a 4 (+2, -1) on attacking the planes. The Stratbombers, the Gunships and 5 ASFs die. The counter-attack rolls a 6 (-2,+1) and kills 7 Restorers.

He rolls a 2 (+2) with the GC and kills a mass level.

Plasma_Wolf continues on the nuke and the anti-missile. The anti-missile is finished, the nuke is at 50%
Rolls a 4 (+4) on the land factory upgrade. He is at 22/30.

Rolls a 2 (+2) and a 3 (+2) on scouting with the spy planes. They reveal some ground.
Rolls a 2 with the mongoose bots. No result.

Rolls a 5 (+1,-2) on attacking the Restorers. They kill 5 Restorers. counter-attack rolls a 4 (+2,-1) and kills 9 ASFs.
Rolls a 1 (+4) on building Strategic Bombers. He gets 3.
Rolls a 2 (+4) on building ASFs. He gets 4.
Rolls a 3 on scouting with the torpedo bombers. He covers some ground.

shadowstorm11 rolls a 2 (+4) on the air factory. (12/12)
Rolls a 1 (+2) on the land factory, it is built.
Rolls a 4 on upgrading the commander with the Teleporter. (9/40)
The nuke missile is at 1/4 and the anti-missile is at 1/2.
Rolls a 3 on the shield generator. He’s got 2 now.

Rolls a 3 on scouting with the Fatboy.

Combat results
Plasma_wolf loses 14 ASFs, 2 StratBombers, 2 Gunships to DeadMG.
DeadMG loses 12 Restorers to Plasma_Wolf and 2 to Mazrix..
Mazrix loses a mass level to DeadMG.
Mazrix loses 5 ASFs to DeadMG.
Regabond loses everything.

Status
Mazrix
Economy: T3 normal+ T2, normal, 3 hydrocarbons
Army: 3 renegades+ 10 ints (divided in 3 groups). 11 (old base) ASFs. 3 Subs. ML.
ACU: ?? ???/32 000 HP, T3, Cloak, underwater near XV’s old base.
Factories: T2 air factory. T1 naval factory.
Location: one base at the green field, one at the beach.
Pending: ML (32/35). T2 air -> T3 air (9/30). Maser (12/30). T1 Naval -> T2 Naval (8/12)

WNXWolfinator
Economy: T3, huge, 3 hydrocarbon plants.
Army: 1 sub, 6 T3 subhunters and one B-ship, 1 B-Ship (base). 8 Strategic bombers, 9 ASFs. 1 spy plane. Ahwassa
ACU: 11 500 HP, regen upgrade, south of his first base.
Factories: T3 naval. T1 air.
Location: Base is at his primary island
Pending: Ahwassa (12/45). T1 -> T2 air (10/12). Nuke (1/4)

Spuddyt:
Economy: T3, small, 1 hydrocarbon plant
Army: 5 Fobos at the base. 3 air scouts. 6 T2 flak. Ythota 52 000 HP. 7 T1 frigates. 3 Cruisers.
ACU: 11 500 HP, regen upgrade lv1, in the water
Factories: T2 naval.
Location: Base is on an island.
Pending: Adv Regen upgrade (8/25)

DeadMG:
Economy: T3, huge, 3 hydrocarbons
Army: 3 air scouts. GC 32100/100K HP.
ACU: 8500 HP, teleport upgrade, T3 suite, on a beach
Factories: 2*T3 Air.
Location: Something on the beach, something else elsewhere on the beach
Pending: CZARs: 7, 14, 9, 10, 12, 13, 12 out of 50

Plasma_Wolf:
Economy: T3, huge, 3 hydrocarbon plants
Army: 4 mongoose. 2 Torpedo bombers (south of base) 3 StratBombers (Base), 2 Spy Planes (Base). 7 Stratbombers (north of base). 2 Groups of 10 Spy planes (DeadMG’s territory). Anti-missiles (2).
ACU: 12 000 HP, Adv RAS, in the base
Factories: T2 land, T3 air, SML
Pending: T2 Land -> T3 Land (22/30). Nuke (2/4).

shadowstorm11:
Economy: T3, very large. 2 Hydrocarbon plants.
Army: Anti-missile. 15 T2 flak. Fatboy 12 500 HP 20 000 SP.
ACU: 15 750 HP, 20 750 SP, Construction arm T2, gun upgrade. In the water.
Factories: T2 air.
Location: Base is at a wide beach, a T2 radar near the hydrocarbon plant, with a stealth generator.
Pending: Teleport (9/40). Nuke (1/4). Anti-nuke (1/2).

Bonuses:
Mazrix:
Hydros: +1 (T3/T2) +3 (T1)
WNxWolfinator:
Hydros: +1 (T3/T2), +2 (T1)
Spuddyt:
Empty mexes: +1 when expanding economy size
regabond:
Hydro: +1 (T1)
Base Stealthed
DeadMG:
Huge: +1
3 Hydros: +1 (T3/T2) +3 (T1)
Plasma_Wolf:
Adv RAS: +2
Huge: +1
3 Hydros: +1 (T3/T2) +3 (T1)
Omni sensor.
shadowstorm11:
Radar effect around his base.
Hydro: +1 (T1)

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 PostPosted: 09 May, 2010 
 
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Maps:
Cybran:
Image

Seraphim:
Image

Aeon:
Image

UEF:
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 PostPosted: 09 May, 2010 
 
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I will:

Upgrade my newely built Air factory?
Keep upgrading my land factory
Keep building the anti nuke
Keep building the nuke
Keep with the teleporter
Attack anything with my Fatboy
If thats impossible
Keep scouting with my Fatboy


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 PostPosted: 09 May, 2010 
 
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I will:

Continue air fac
Continue naval fac
Continue maser
Fix XV's economy
Spawn ML behind Dead's GC and attack it


Air group returns to old base

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 PostPosted: 09 May, 2010 
 
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Czar x7, blow up more with GC. Uhm, scout with mah air scouts?

Also, you listed my air facs in my status. Didn't they get nuked?

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 PostPosted: 09 May, 2010 
 
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Joined: 08 Sep, 2007
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They got nuked yes, I forgot to change it. It'll be gone in the status of next turn.

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