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What Command Vessel shall we take?

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Author Topic: You are a Scrin Terraformer Commander!  (Read 5189 times)

Orb

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Re: You are a Scrin Terraformer Commander!
« Reply #60 on: August 09, 2011, 12:27:43 am »

Oh wow. You guys are actually interested in this.  :P

In all somewhat seriousness, I had other, more important, things to do. But I put those other things off. I actually still have to do those other things.  :-\

But! I'll push an update out tomorrow. If I don't, you can fill my message box with reminders until the end of time.
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Re: You are a Scrin Terraformer Commander!
« Reply #61 on: August 09, 2011, 08:56:54 pm »

Turn 2: The Calm Before the Storm

You're scientists upload their newest designs to the cloning vats, and you drop pod an Arachnotron Squadron to region 5.

-10 minerals to account.

The scout squadron has been assigned to Army 1.

Army 1 finds nothing of interest in the region. It is but mountains, and an icy tundra below them. The icy tundra should be able to sustain tiberium, and the mountains should be easily defend-able.

Region 5: +40% armor, -50% harvesting.



Resources
1 Spec Ops Command Ship
-Lv 1 Construction Bay(unused)
1 tiberium seed pod
40 minerals(owned)

Armies

Army 1: 1 Arachnotron Squadron

Unit List
Spoiler (click to show/hide)
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Dwarmin

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Re: You are a Scrin Terraformer Commander!
« Reply #62 on: August 09, 2011, 09:07:12 pm »

The Engineer core is displeased.

"Area is poor for harvesting. Suggest further recon into area 6."
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micelus

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Re: You are a Scrin Terraformer Commander!
« Reply #63 on: August 10, 2011, 01:26:30 am »

"Further recon into region 6 and 11 is requested"
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Dwarmin

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Re: You are a Scrin Terraformer Commander!
« Reply #64 on: August 10, 2011, 10:00:11 am »

turn orders: Dispatch Army 1 to scout region 6
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Re: You are a Scrin Terraformer Commander!
« Reply #65 on: August 13, 2011, 03:50:32 pm »

Turn 3: Sorry for the late update

Army 1 heads to region 6. They report wide planes. You will be easily seen and fired at, but tiberium should spread like wild fire.

+25% harvesting, -20% armor.



Resources
1 Spec Ops Command Ship
-Lv 1 Construction Bay(unused)
1 tiberium seed pod
40 minerals(owned)

Armies

Army 1: 1 Arachnotron Squadron

Unit List
Spoiler (click to show/hide)
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micelus

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Re: You are a Scrin Terraformer Commander!
« Reply #66 on: August 13, 2011, 04:07:35 pm »

"Scout region 11"
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Phantom

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Re: You are a Scrin Terraformer Commander!
« Reply #67 on: August 13, 2011, 04:12:55 pm »

"Let's get some Ichor at infesting the lakes at either 11 or 12, Ichor Algae colonies are rather useful."
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Re: You are a Scrin Terraformer Commander!
« Reply #68 on: August 14, 2011, 09:27:57 pm »

Turn 4: Firefish

Army 1 heads to region 11. Harvesting is normal, though defending the area might be difficult.

-10% Armor

Upon further scouting, it is revealed that a colony of Fire Fish lives in the lake at the center of the sector. If you want to establish a base here, you'll have to exterminate these pests.

You launch your tiberium seed pod at region 11 or 12 at random.

*Roll 1-2, *roll*, 1*

The tiberium seed pod lands in region 11, and a tiberium field spreads across the landscape.



Resources
1 Spec Ops Command Ship
-Lv 1 Construction Bay(unused)
40 minerals(owned)

Armies

Army 1: 1 Arachnotron Squadron

Unit List
Spoiler (click to show/hide)
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NoahTophatz

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Re: You are a Scrin Terraformer Commander!
« Reply #69 on: August 15, 2011, 02:15:46 am »

Computer calculate chance of exterminating the firefish with the ground forces
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Dwarmin

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Re: You are a Scrin Terraformer Commander!
« Reply #70 on: August 15, 2011, 09:35:53 am »

The Engineers have been wondering what to do about the naval problem...

"We'd like to submit the following design....with your approval, of course. A single pack should be more than enough to destroy all the firefish..."

Quote
Name: Xarquid Pack
Class: Small naval vessel
HP:      3   
Armor:  3
Attack: 4
Cost: 10 minerals
Lore: A crossbreed between what most terrestial planets would call a Cephalopod, and Scrin Bio-engineered technology. It's deadly for it's versatility-it can move quickly through water, or even air for a short time, and is heavily defended by a reinforced ceramic shell, and it's physical strength and innate weaponry, both applied electrical current and mini-tiberium torpedoes, are all above average. It possesses the unique ability to "interact" with Tiberium Coral, harvesting it for energy, and speeding it's growth.

It's primary directive is eradication of ocean life and the crippling and sinking of native shipping-a task it is frightenly well suited for.

Xarquids typically come in packs of 100-each ten controlled by a "mother" that oversees and extrapolates commands from HQ. They are light, all things considered, and can be transported from water source to water source with little difficulty, though they are obviously vulnerable out of their element.




"Our suggestion is to produce a Pack of Xarquids to test their battle effectivness against the Fire Fish, and immediately drop harvesters and command structures in sector 11...let the invasion begin!"
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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