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Death Star II (*DS-2 Orbital Battle Station) progress is 108/150 (due to the many days of not posting)
Charging only counts when you actually post. Not when you DON'T post. If it was that way I could just start a thousand turn charge and leave for a week or two then come back to having a doomsday device that wipes millions of HP off the castle.
Anyway I attack Turret C. If it is destroyed by now I attack B.
THE ULTIMATE WEAPON: 41/80
Thunder Lair: 22/30
Golem Squad: 8/8
--Golem Squad now summoned-- Health: 40,000/40,000 (+3,000 Health each turn due to Golden Apple Farm) Info: 5,000 Iron Golems fighting against the godmodder. IRON DEFENSE: Attacks are 50% Reduced.
SSGS: 36/40
A low rumble is heard...
(Money-) Printing press: 3/3
The printing press has no attacks, other that to spew money out at the remaining hunter groups! (Which it does right now.)
Testing maximum range by aiming at the moon.
Result: Moon utterly destroyed. Society enraged. Testing of artillery has received a world-wide ban.
Note: What!? I needed a big target that nobody would miss.
Rollback Post to RevisionRollBack
Would you like to know the atomic structure of a piece of bread?
4/5 dragon
I bribe group 3 with a very Large amount of Xychorium (decorative, looks AWESOME)
I fly to tower B and sit in the turret barrel Causing the bullet to hit me and bounce off. (or at least causing it to not hit anything)
I call in a repair squad to heal the hexmobile. (TOO MUCH went into that for it to die!)
+2% group 3 bribing, 2000 damage to turret B, +2000 health to the hexmobile!
I fill the entire barrel of turret B with bedrock, jamming it unless the godmodder gains creative powers and leaves his castle to unjam it (And I know he is not in creative because if he was he would be invincible)
Turret B destroys the bedrock with the aid of an obscure plugin, but takes 7000 damage in the process!
29/50
46/100
Fine, I'll start with my lower level heroes/monsters and work my way up. I switch from my 500 charge, I sue the 9 to summon multiple heroes.
I summon Javar the Bandit Captain, he is a fairly skilled swordsman, but not particularly spectacular;
Kurak the Orc King; An orc who is a bit stronger than average and has plate armor and a big axe;
Grug the oversized troll: a troll who stands about 14 feet tall and is pretty strong,
Gelth the goblin shaman; a goblin with a fair grasp of basic elemental magic in lightning, fire and ice.
and Aeorna the great archer: a very skilled archer who uses many different arrows and a very strong bow.
The five of them storm castle turret C, Javar and Kurak take Grug's sides to keep enemies off his flank, while Aeorna picks off people who try and attack from a range. Gelth keeps enemies distracted by lobbing fireballs, lightning bolts and ice shards at the tower.
They also have earlier powers, they cannot be controlled or one-shotted.
sorry if I've being a bit obnoxious, I don't enjoy having to wait to charge.
Just use single attacks if you don't like massive charges. Anyway before the Godmodder mindcontrols them or something I steal all their power and channel it into a beam that smashes into Turret B.
You can not steal their power! But you deal 5000 damage anyway!
The snipers, tanks, and mortars begin bombarding Castle Turret C, as the previously mentioned goat that tried to scale the wall makes an attempt to dig under it! I also call in support from the goat empire to send a repair team and a field doctor that cannot attack and will arrive in 3 turns.
Cool. Now I have some of my own stats to throw at you!
Main body of the mech:
I'm assuming all 100 TJ starts in here?
100 TJ: You take 25% damage from everything.
80 TJ: You take 50% damage from everything.
60 TJ: You take 75% damage from everything.
50 TJ: You take 100% damage from everything.
40 TJ: You take 125% damage from everything.
20 TJ: You take 150% damage from everything.
0 TJ: You take 175% damage from everything.
Right gun: Same as left gun.
They will fire in tandem, so if you divert 40 TJ to them, that's 20000 damage per auto-attack(players can only fire one at a time).
Shield generator:
What you said, but I'm buffing it to 500 per 5 TJ, having the shields block all damage, and letting the TJ in the main body effect how much damage the shields take.
Mortar: The mortar will deal 20000 damage per shot. 15TJ = once per 5 shots
Targeting system:
What you said, but I'll cap the TJ at 30. (+1% chance for crit and double damage per TJ)
Medical bay:
Will auto heal in addition to the attacks of the arm guns. It can also heal itself.
5 TJ: +1000 health to three different allied units.
10 TJ: +2500 health to three different allied units.
20 TJ: +6000 health to three different allied units.
40(max) TJ: +15000 health to three different allied units.
Additional notes:
You can only divert TJ in multiples of 5(and a max of 30).
Additional beneficial/detrimental effects will only take place once you have hit the TJ requirements listed here, rounding down(so, if you have 20 TJ in the med bay, and divert 15 TJ to it, you will still get the 20 TJ effects, not the 40 TJ effects, even though you have 35 TJ.)
Good thing I did that, I've been wasting 10TJ in the med bay all this time. Now, the strange thing is, no matter what offensive system I put the 10TJ in (mortar, right gun, or targeting system), it always deals a theoretical 44,000 damage per turn. I'll transfer it to main body because there it gets a large leap of 25% less damage.
Anyway, I fire the left gun right at the barrel of turret C.
I deploy a monkey engineer (bloons tower defense 5) and it shoots nails at everything because they are classified as bloons.
The anti-godmodder and pro-player things are safe
4/100 SUPER VEHICLE
I steal parts from Turret C, increasing charge to 5/99.
New specs released!:
100000/100000 main body HP
100000/100000 force field
50000/50000 protection crystal (reduces all damage by 2000)
50000/50000 protection crystal (reduces all damage by 2500)
50000/50000 protection crystal (reduces all damage by 2500) 45000/50000 protection crystal (reduces all damage by 2500)
Charging only counts when you actually post. Not when you DON'T post. If it was that way I could just start a thousand turn charge and leave for a week or two then come back to having a doomsday device that wipes millions of HP off the castle.
Anyway I attack Turret C. If it is destroyed by now I attack B.
THE ULTIMATE WEAPON: 41/80
Thunder Lair: 22/30
Golem Squad: 8/8
--Golem Squad now summoned-- Health: 40,000/40,000 (+3,000 Health each turn due to Golden Apple Farm) Info: 5,000 Iron Golems fighting against the godmodder. IRON DEFENSE: Attacks are 50% Reduced.
Golems summoned, although their power has been somewhat reduced!
SSGS: 36/40
A low rumble is heard...
(Money-) Printing press: 3/3
The printing press has no attacks, other that to spew money out at the remaining hunter groups! (Which it does right now.)
Printing press now slightly bribing the groups every turn!
Testing maximum range by aiming at the moon.
Result: Moon utterly destroyed. Society enraged. Testing of artillery has received a world-wide ban.
Note: What!? I needed a big target that nobody would miss.
The first turret fires at the hexmobile for 25000 damage! The second fires at the hunter group for 5000 damage! The AXIS and hexmobile fire at turret C for 22000 damage! The mini-army leads an assault on turret B for 5000 damage! The hunter groups continue to blow up the wall for 11000 damage! The golem squad assists, for an additional 5000 damage! The heroes also use their weapons on turret B, dealing 6000 damage total!
Hunter group 3: 60500/60500(68% bribed)(anti-godmodder)(+5% bribing every turn)
Hunter group 4: 85500/85500(25% bribed)(anti-godmodder)(+3% bribing every turn)
Hunter group 5: 110500/110500(25% bribed)(anti-godmodder)(+2% bribing every turn)
Allied Hunter groups 1 and 2: 51000/56000(anti-godmodder)
The tanks, mortars, and snipers begin a relentless attack on castle turret C, while the 100 brute goats use their flamethrowers and giant hammers to attack the walls. The 300 infantrygoats start firing their incendiary bullets at the walls.
Their stats seem fair enough. I send the Golem Squad to attack Turret C, and I splash a potion of strength at the golems so they are stronger for only this attack.
Also TT, about that quest I mentioned a few pages ago, Is it possible that you'll make that into the next task?
SSGS: 39/40 42 (Because it's the meaning of life, the universe and everything)
I throw a few more Subspace bombs into the black hole/Subspace implosion. (Wal-Mart had a special on them.)
SSGS: 39/40 42 (Because it's the meaning of life, the universe and everything)
I throw a few more Subspace bombs into the black hole/Subspace implosion. (Wal-Mart had a special on them.)
50/100
1/2lf of the way!
Charging only counts when you actually post. Not when you DON'T post. If it was that way I could just start a thousand turn charge and leave for a week or two then come back to having a doomsday device that wipes millions of HP off the castle.
Anyway I attack Turret C. If it is destroyed by now I attack B.
Thunder Lair: 22/30
Golem Squad: 8/8
--Golem Squad now summoned--
Health: 40,000/40,000 (+3,000 Health each turn due to Golden Apple Farm)
Info: 5,000 Iron Golems fighting against the godmodder.
IRON DEFENSE: Attacks are 50% Reduced.
A low rumble is heard...
(Money-) Printing press: 3/3
The printing press has no attacks, other that to spew money out at the remaining hunter groups! (Which it does right now.)
Testing maximum range by aiming at the moon.
Result: Moon utterly destroyed. Society enraged. Testing of artillery has received a world-wide ban.
Note: What!? I needed a big target that nobody would miss.
TT2000, you are genius.
3000 damage to both turrets!
+4% group 3 bribing!
+2% group 3 bribing, 2000 damage to turret B, +2000 health to the hexmobile!
Turret B destroys the bedrock with the aid of an obscure plugin, but takes 7000 damage in the process!
Heroes summoned! 2000 damage to turret C!
You can not steal their power! But you deal 5000 damage anyway!
4000 damage to turret C! Repair team on the way!
Power transferred! 10000 damage to turret C!
1000 damage to all fortress units!
+7% group 3 bribing!
This is what happens when you reduce charges!
It only charges when you do post, not when you don't! You are still at wherever you were before! 4000 damage!
5000 damage!
Golems summoned, although their power has been somewhat reduced!
Printing press now slightly bribing the groups every turn!
The first turret fires at the hexmobile for 25000 damage! The second fires at the hunter group for 5000 damage! The AXIS and hexmobile fire at turret C for 22000 damage! The mini-army leads an assault on turret B for 5000 damage! The hunter groups continue to blow up the wall for 11000 damage! The golem squad assists, for an additional 5000 damage! The heroes also use their weapons on turret B, dealing 6000 damage total!
Hunter group 3: 60500/60500(68% bribed)(anti-godmodder)(+5% bribing every turn)
Hunter group 4: 85500/85500(25% bribed)(anti-godmodder)(+3% bribing every turn)
Hunter group 5: 110500/110500(25% bribed)(anti-godmodder)(+2% bribing every turn)
Allied Hunter groups 1 and 2: 51000/56000(anti-godmodder)
Shrine: 177000/200000(neutral)(summoning powers)(seconding powers)
Hexmobile: 34000/125000+0/50000 shields(3/4 shield blocker)(+11500 shields/turn)(+6500 health/turn)(anti-godmodder)(armored, -5000 damage taken each post)
AXIS: 94500/130000(anti-godmodder)(-10% magic damage, +10% techno-damage)(Main body: 60 TJ)(left gun: 20 TJ)(Right gun: 0 TJ)(Mortar: 0 TJ)(shield generator: 0 TJ)(Targeting system: 0 TJ)(Med Bay: 20 TJ)
Mini army: 40000/40000(anti-godmodder)
Javar: 500/500(anti-godmodder)
Kurak: 750/750(anti-godmodder)
Grug: 1000/1000(anti-godmodder)
Gelth: 1200/1200(anti-godmodder)
Aoerna: 1500/1500(anti-godmodder)
Golem squad: 27000/27000(anti-godmodder)(+2000 health/turn)(25% damage reduction)
Fortress walls: 595000/750000(pro-godmodder)(being destroyed by cannon, -5000 health per turn)
Castle turret B: 45000/100000(pro-godmodder)
Castle turret C: 19000/100000(pro-godmodder)
Godmodder HP: 5/80(pro-godmodder)(housed safely inside castle)
Repair team arriving in 3 turns
Check out my bad CTM map reviews here.
The black hole absorbs itself.
(Don't worry; that wasn't supposed to make sense.)
1/10
I shoot a Gun Gun that fires guns at Castle turret B while also raining guns upon Hunter group 3 bribing them.
I bribe group 3 with the thought of this being one of their last chances to get in on the loot.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
I bribe Group Three with my glasses, which are X-Ray glasses that let the Hunter Groups see through select objects.
I toss a water balloon at the fortress. And by "water balloon" I mean "lighter fluid balloon," followed by a match.
Thunder Lair: 23/30
Their stats seem fair enough.
I send the Golem Squad to attack Turret C, and I splash a potion of strength at the golems so they are stronger for only this attack.
Also TT, about that quest I mentioned a few pages ago, Is it possible that you'll make that into the next task?
4042 (Because it's the meaning of life, the universe and everything)I throw a few more Subspace bombs into the black hole/Subspace implosion. (Wal-Mart had a special on them.)
I help Droideka with whatever he's charging.
I throw a bottle of Jarate at the castle walls.
51/100