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The goats are still attacking the golems, and the repair team continues to work on the AXIS.
I also call in a chemist that buffs all aspects of any anti-godmodder entity, and attacks with chemical warfare and things like acids. It will arrive and join the mini army in 4 turns.
Power Info: The power will later be used for THE ULTIMATE WEAPON. Also, power is used when I use powerful missiles. Basic missiles do basic damage, Small do small, Medium do medium, and ect.
For Example (Not actual strength or Power): Basic- 2,000 Damage Small- 5,000 Damage (Power=5) Medium- 10,000 Damage (Power=10) Large- 30,000 Damage (Power=20) Mega- 60,000 Damage (Power=30) Ultra- 100,000 Damage (Power=50) DEATH- 500,000 Damage (Power=100) Note:You decide what power is required for each and what damage they do, and I'll go with it. (You can also change names, add, delete, whatever as long as it is fair and not something ridiculous like 20 Power for 500 damage.) I was just playing around with names and such, so do whatever you please
Anyways I shoot 2 Basic Missiles at the golems, and 3 at the wall.
I attempt a unique attack form. It will be a chain attack that will build up damage every time it hits this TT2000 post. It starts out dealing 2000 damage but each consecutive hit does 1000 more than before so it would be 2000-3000-4000-etc. up to 8000 where I am forced to perform the final hit. It can be done at any point during the chain attack and does 2000 more than the previous attack but ends the chain attack. The attack must ALL be directed at the same target (In this case the walls) until they are destroyed. Once the entity is destroyed it can be chained onto something else. Anyway... Hit 1 activates!
I attempt a unique attack form. It will be a chain attack that will build up damage every time it hits this TT2000 post. It starts out dealing 2000 damage but each consecutive hit does 1000 more than before so it would be 2000-3000-4000-etc. up to 8000 where I am forced to perform the final hit. It can be done at any point during the chain attack and does 2000 more than the previous attack but ends the chain attack. The attack must ALL be directed at the same target (In this case the walls) until they are destroyed. Once the entity is destroyed it can be chained onto something else. Anyway... Hit 1 activates!
Hit 2 activates (at the fortress walls)!.. I think?
As the battle wages on, all of a sudden, everyone stops and gazes at a nearby cliff. Appearing as a black figure against the full moon, he dons his helmet and cannon. His eyes, once static, flicker with life. He leaps from the cliff, and, in a beam of light, teleports onto the battlefield. Mega Man is here! Here are his stats:
Mega Man is a very powerful robot made by the leading researchers in robotic engineering at Light Labs. His standard weapon of attack is his Mega Buster. Its standard attack will deal small damage. However, Mega Man can charge his shots for more powerful shots. This will cost turns, though. Of course, Mega Man is primarily known for copying the powers of the robots he encounters. He will so that in this as well! Mega Man will come equipped with three powers from the previous games he's been in:
Metal Blade: An extremely sharp projectile used by Metal Man. It deals big damage to whatever it hits, but it runs out of ammo moderately fast.
Napalm Bomb: An explosive used by Napalm Man. Its explosion can be stalled for a turn, and it deals moderate damage to whatever it hits. It runs out of ammo at a moderately slow pace.
Black Hole Bomb: A rip in space used by Galaxy Man. It bends and warps whatever it hits for moderately little damage, but it pulls in nearby entities as well for little damage. The Bomb stays in place for two or so turns. Each turn deals more damage than the last. It runs out of ammo fast.
As you can see, each attack has weapon energy. It starts off at 100%, and depletes with each use. Ammo can be replenished for all three weapons after all of their ammo has been depleted. After a while, Mega Man will copy the powers of the foes (and allies) on the battlefield. This will take a bit, though.
Damage Chart:
0 Turns: A small pellet that deals medium damage.
1 Turn: A burst of energy that deals a good bit damage.
2 Turns: A laser that deals big damage.
3 Turns: The maximum charge. It emits a huge boom and a pure cylinder of energy is shot out. It deals very big damage. When it hits, pellets fly out in all directions, also dealing damage.
FOR TT2000:
TT2000, I'll leave it up to you to decide his HP, considering I used 30 turns to charge him. If I do not post during a turn, just let Mega Man fire his Mega Buster automatically at an enemy.
To start off, Mega Man fires his Mega Buster at the Fortress Walls!
The goats are still attacking the golems, and the repair team continues to work on the AXIS.
I also call in a chemist that buffs all aspects of any anti-godmodder entity, and attacks with chemical warfare and things like acids. It will arrive and join the mini army in 4 turns.
3 golems killed! +5000 health to the AXIS! Chemist on its way, but it can only do little, temporary buffs.
Power Info: The power will later be used for THE ULTIMATE WEAPON. Also, power is used when I use powerful missiles. Basic missiles do basic damage, Small do small, Medium do medium, and ect.
For Example (Not actual strength or Power): Basic- 2,000 Damage Small- 5,000 Damage (Power=5) Medium- 10,000 Damage (Power=10) Large- 30,000 Damage (Power=20) Mega- 60,000 Damage (Power=30) Ultra- 100,000 Damage (Power=50) DEATH- 500,000 Damage (Power=100) Note:You decide what power is required for each and what damage they do, and I'll go with it. (You can also change names, add, delete, whatever as long as it is fair and not something ridiculous like 20 Power for 500 damage.) I was just playing around with names and such, so do whatever you please
Anyways I shoot 2 Basic Missiles at the golems, and 3 at the wall.
So it's used to power the ultimate weapon? I'll posts stats for it once you finish the weapon. 2 golems killed, 2000 damage to the wall!
I begin an upgrade on my batboxes so they will not blow up.
1/5 batbox upgrade.
Listen, 5 posts for 20 TJ or whatever is not good enough. The AXIS is designed so any one aspect of it can be very overpowered if it has enough TJ put into it, but in doing so, other parts have to be compromised. Unless you charge it for a lot longer, you aren't going to be able to add any TJ.
I attempt a unique attack form. It will be a chain attack that will build up damage every time it hits this TT2000 post. It starts out dealing 2000 damage but each consecutive hit does 1000 more than before so it would be 2000-3000-4000-etc. up to 8000 where I am forced to perform the final hit. It can be done at any point during the chain attack and does 2000 more than the previous attack but ends the chain attack. The attack must ALL be directed at the same target (In this case the walls) until they are destroyed. Once the entity is destroyed it can be chained onto something else. Anyway... Hit 1 activates!
As the battle wages on, all of a sudden, everyone stops and gazes at a nearby cliff. Appearing as a black figure against the full moon, he dons his helmet and cannon. His eyes, once static, flicker with life. He leaps from the cliff, and, in a beam of light, teleports onto the battlefield. Mega Man is here! Here are his stats:
Mega Man is a very powerful robot made by the leading researchers in robotic engineering at Light Labs. His standard weapon of attack is his Mega Buster. Its standard attack will deal small damage. However, Mega Man can charge his shots for more powerful shots. This will cost turns, though. Of course, Mega Man is primarily known for copying the powers of the robots he encounters. He will so that in this as well! Mega Man will come equipped with three powers from the previous games he's been in:
Metal Blade: An extremely sharp projectile used by Metal Man. It deals big damage to whatever it hits, but it runs out of ammo moderately fast.
Napalm Bomb: An explosive used by Napalm Man. Its explosion can be stalled for a turn, and it deals moderate damage to whatever it hits. It runs out of ammo at a moderately slow pace.
Black Hole Bomb: A rip in space used by Galaxy Man. It bends and warps whatever it hits for moderately little damage, but it pulls in nearby entities as well for little damage. The Bomb stays in place for two or so turns. Each turn deals more damage than the last. It runs out of ammo fast.
As you can see, each attack has weapon energy. It starts off at 100%, and depletes with each use. Ammo can be replenished for all three weapons after all of their ammo has been depleted. After a while, Mega Man will copy the powers of the foes (and allies) on the battlefield. This will take a bit, though.
Damage Chart:
0 Turns: A small pellet that deals medium damage.
1 Turn: A burst of energy that deals a good bit damage.
2 Turns: A laser that deals big damage.
3 Turns: The maximum charge. It emits a huge boom and a pure cylinder of energy is shot out. It deals very big damage. When it hits, pellets fly out in all directions, also dealing damage.
FOR TT2000:
TT2000, I'll leave it up to you to decide his HP, considering I used 30 turns to charge him. If I do not post during a turn, just let Mega Man fire his Mega Buster automatically at an enemy.
To start off, Mega Man fires his Mega Buster at the Fortress Walls!
I create a railroad leading to the fortress walls and make a minecart barrel on the rails and through the walls.
7000 damage!
The pro-godmodder golem attacks Grug, only for it to get healed again! The AXIS and repair team also heal the hexmobile. fully healing it! Then, the anti-godmodders all attack the walls, dealing 53000 damage!
The godmodder notes the extreme abundance of anti-godmodder entities, and pleads for assistance, so the three heroes turn to his side!
Another wave of golems comes out of the fort!
Hunter group 4: 85500/85500(37% bribed)(anti-godmodder)(+3% bribing every turn)
Hunter group 5: 110500/110500(33% bribed)(anti-godmodder)(+2% bribing every turn)
Allied Hunter groups 1, 2, and 3: 116500/116500(anti-godmodder)
I also call in a chemist that buffs all aspects of any anti-godmodder entity, and attacks with chemical warfare and things like acids. It will arrive and join the mini army in 4 turns.
Power Info: The power will later be used for THE ULTIMATE WEAPON. Also, power is used when I use powerful missiles. Basic missiles do basic damage, Small do small, Medium do medium, and ect.
For Example (Not actual strength or Power):
Basic- 2,000 Damage
Small- 5,000 Damage (Power=5)
Medium- 10,000 Damage (Power=10)
Large- 30,000 Damage (Power=20)
Mega- 60,000 Damage (Power=30)
Ultra- 100,000 Damage (Power=50)
DEATH- 500,000 Damage (Power=100)
Note: You decide what power is required for each and what damage they do, and I'll go with it. (You can also change names, add, delete, whatever as long as it is fair and not something ridiculous like 20 Power for 500 damage.) I was just playing around with names and such, so do whatever you please
Anyways I shoot 2 Basic Missiles at the golems, and 3 at the wall.
The more batteries (counted like this: Tell Battery 100/100 x1,x2, x3), the more damage they do. I hope that explains it good enough :D.
I throw the corpse of Jormungandr Midgardsormr at the wall.
TT2000, you are genius.
Yay! Begginning of a new page!
7/20
5/5.
I unleash my C-C-C-C-Combo attack an the wall dealing massive damage.
I begin an upgrade on my batboxes so they will not blow up.
1/5 batbox upgrade.
Hit 2 activates (at the fortress walls)!.. I think?
Hit 3 I guess.
2/5 batbox upgrade
As the battle wages on, all of a sudden, everyone stops and gazes at a nearby cliff. Appearing as a black figure against the full moon, he dons his helmet and cannon. His eyes, once static, flicker with life. He leaps from the cliff, and, in a beam of light, teleports onto the battlefield. Mega Man is here! Here are his stats:
Metal Blade: An extremely sharp projectile used by Metal Man. It deals big damage to whatever it hits, but it runs out of ammo moderately fast.
Napalm Bomb: An explosive used by Napalm Man. Its explosion can be stalled for a turn, and it deals moderate damage to whatever it hits. It runs out of ammo at a moderately slow pace.
Black Hole Bomb: A rip in space used by Galaxy Man. It bends and warps whatever it hits for moderately little damage, but it pulls in nearby entities as well for little damage. The Bomb stays in place for two or so turns. Each turn deals more damage than the last. It runs out of ammo fast.
As you can see, each attack has weapon energy. It starts off at 100%, and depletes with each use. Ammo can be replenished for all three weapons after all of their ammo has been depleted. After a while, Mega Man will copy the powers of the foes (and allies) on the battlefield. This will take a bit, though.
Damage Chart:
0 Turns: A small pellet that deals medium damage.
1 Turn: A burst of energy that deals a good bit damage.
2 Turns: A laser that deals big damage.
3 Turns: The maximum charge. It emits a huge boom and a pure cylinder of energy is shot out. It deals very big damage. When it hits, pellets fly out in all directions, also dealing damage.
FOR TT2000:
TT2000, I'll leave it up to you to decide his HP, considering I used 30 turns to charge him. If I do not post during a turn, just let Mega Man fire his Mega Buster automatically at an enemy.
To start off, Mega Man fires his Mega Buster at the Fortress Walls!
3/5 batbox upgrade.
4/5 batbox upgrade
Batbox upgrades complete! +20 TJ for AXIS!
I create a railroad leading to the fortress walls and make a minecart barrel on the rails and through the walls.
4000 damage!
3 golems killed! +5000 health to the AXIS! Chemist on its way, but it can only do little, temporary buffs.
So it's used to power the ultimate weapon? I'll posts stats for it once you finish the weapon. 2 golems killed, 2000 damage to the wall!
I've got it. So once the factory and batteries is destroyed the turrets are useless? I'll add them.
6000 damage!
4000 damage!
Listen, 5 posts for 20 TJ or whatever is not good enough. The AXIS is designed so any one aspect of it can be very overpowered if it has enough TJ put into it, but in doing so, other parts have to be compromised. Unless you charge it for a lot longer, you aren't going to be able to add any TJ.
2000 damage!
3000 damage!
4000 damage!
Mega Man added! 3000 damage!
5000 damage!
6000 damage!
Hexmobile armor upgraded!
7000 damage!
The pro-godmodder golem attacks Grug, only for it to get healed again! The AXIS and repair team also heal the hexmobile. fully healing it! Then, the anti-godmodders all attack the walls, dealing 53000 damage!
The godmodder notes the extreme abundance of anti-godmodder entities, and pleads for assistance, so the three heroes turn to his side!
Another wave of golems comes out of the fort!
Hunter group 4: 85500/85500(37% bribed)(anti-godmodder)(+3% bribing every turn)
Hunter group 5: 110500/110500(33% bribed)(anti-godmodder)(+2% bribing every turn)
Allied Hunter groups 1, 2, and 3: 116500/116500(anti-godmodder)
Shrine: 177000/200000(neutral)(summoning powers)(seconding powers)
Hexmobile: 12500/125000+60000/60000 shields(3/4 shield blocker)(+11500 shields/turn)(+6500 health/turn)(anti-godmodder)(armored, -5000 damage taken each post)
AXIS: 130000/130000+500/15000 shields(anti-godmodder)(-10% magic damage, +10% techno-damage)(Main body: 50 TJ)(left gun: 5 TJ)(Right gun: 0 TJ)(Mortar: 0 TJ)(shield generator: 5 TJ)(Targeting system: 0 TJ)(Med Bay: 40 TJ)
Mini army: 40000/40000(anti-godmodder)
Grug: 1000/1000(pro-godmodder)
Gelth: 1200/1200(pro-godmodder)
Aoerna: 1500/1500(pro-godmodder)
Golem squad: 27000/27000(anti-godmodder)(+2000 health/turn)(25% damage reduction)
Repair team: 20000/20000(repairer/healer)(anti-godmodder)
Ultimate subspace cannon: 100/100(anti-godmodder)(uber resistance)(void drawing)(black hole drawing)(summoning)(huge damaging)
Thunder Lair: 80000/80000+10000/10000 defense(anti-godmodder)(60 power, +10 power per post)(+5000 health per post)
Turrets(anti-godmodder)(powered by battery)
Factory: 75000/75000(anti-godmodder)(produces a battery every 3 posts, 3 more posts until next battery)(far away)
Mega Man: 80000/80000(anti-godmodder)(Power/Ammo: 100)(Blade launcher)(Napalm)(Black Hole Bomb)(chargeable shots)
Fortress walls: 165000/750000(pro-godmodder)(being destroyed by cannon, -5000 health per turn)
Godmodder fortress minion golem: 500/500x6(pro-godmodder)
Godmodder HP: 5/80(pro-godmodder)(housed safely inside castle)
Chemist on the way, arriving in 4 posts
Check out my bad CTM map reviews here.