Starting July 30th, you will no longer be able to log in to a Curse account that was not merged with a Twitch account. If you have not yet merged your Curse account with a Twitch account, please do so here! Otherwise, your account and its content will be inaccessible.
18/20 hexmobile weapons.
3/10 +10 energy for AXIS
I heal the Orbital strike cannon to the best of my ability.
I take the most damaged turret and fly it up to almost orbit. Then drop it onto the second most damaged turret.
I tell the hunter groups that we bribed them to defeat the ENTIRE castle. not just the treasure.
I then rickroll the godmodder.
Just for the halibut.
Whatever you do. Dont. Mess. With. The. Dragon. EVER. It feeds on skydoesminecraft fans. Well, only the ones that act like they have been taking drugs.
55/80 ultimate weapon.
7/20 on hexmobile Cannon. (i like the hexmobile, i want it alive.)
1/10 on my AXIS +10 battery.
I tell the hunter groups to go after the turrets first.
I take an iron golem in my claws and use it as some sort of hammer to attack the snowgolems.
I go inside of a random level 1 turret and stuff it full of skydoesminecraft fanboys which turn I love its bullets into gold, making it do less damage because in minecraft gold is almost worthless. Almost.
And yes, i support the squids :3
I dont have HUGE problems with sky, but his fanbase?
You do something squid-related on youtube, hate incurs.
you do it on a minecraft server, around a medium.
Someone does something SKY related here? well, lets just say he wont have very many friends to support him.
I love the minecraft forums. :3
Oh and crusher? a protection crystal is shields. magic is almost always for shields. (unless its magically enhanced plate metal) But a crystal is especially for shields. This is minecraft, but jeez guys, have some logic. (well, magic logic, but when have you seen a protection crystal just become part of the plating?)
Snow golem killed! 1000 damage to one of the turrets!
I would like +5000 armor for the hexmobile. the idea is that the protection crystals create a absorbive field that absorbs some damage off of incoming attacks each turn.
8/10 hexmobile weapons upgrade.
the hexmobile shoots EMP missiles at automated turret force A, causing minor damage and also shutting down the turret group for this turn.
Armor upgraded! 3000 damage to all group A turrets, but they don't shut down!
THE ULTIMATE WEAPON:56/80 (Thanks for helping, Brucaboy!)
--I send the golem squad to attack the Godmodder golems (Now Good Iron Golems VS Bad Iron Golems)-- --I begin charging a spawner-finder. 1/15 (Allows us to find the snow golem and iron golem spawners)-- --I Shoot 1 Rank IV missile at the structure, and 1 Rank II missiles at each of the Turret Forces.--
Side Note For TT2000: The 'no power auto-attack' as you say, is the Rank I missile. I could actually shoot it 9999+ times in 1 turn. I wouldn't do that though cause it would be unfair.
Also what I will do is put the stats in each of my posts. Lair Stats
I have noted all the things you said. The spawners will be revealed as the castle gets damaged, so your "spawner finder" will fail. 2000 damage to all turret forces, 12000 damage to the castle!
I finished charging Master Chief. So I summoned him.
I throw gold at a random hunter group.
Master chief summoned. How long did you spend charging him, so many summons and the like are going on at once now that it is tough of keeping track of it all... I'll give him 50000 health unless you show you charged him for a longer time. There are no un-bribed hunter groups left!
18/20 hexmobile weapons.
3/10 +10 energy for AXIS
I heal the Orbital strike cannon to the best of my ability.
I take the most damaged turret and fly it up to almost orbit. Then drop it onto the second most damaged turret.
I tell the hunter groups that we bribed them to defeat the ENTIRE castle. not just the treasure.
I then rickroll the godmodder.
Just for the halibut.
+1 health to the cannon! 1500 damage to three turrets! The hunter groups are sort of doing a betrayal with this... although attacking them for it won't get you anywhere. Does nothing!
The first and second group of turrets fire at the AXIS for 36000 damage! The third group fire at the allied golem squad for 22500 damage! All of the enemy golems attack them, and kill them! The allied hunter groups attack the treasure gate for 30000 damage! Mega Man finishes charging the buster and attacks with Master chief against the structure, for 16000 damage! The AXIS and mini army fire at the most injured turret of turret group A, for 15000 damage! The AXIS heals itself with help from the repair team, for 12000 health! The thunder Lair and turrets attack the injured group A turret as well, for 7500 damage!
Thunder Lair: 80000/80000+10000/10000 defense(anti-godmodder)(15 power, +10 power per post)(+5000 health per post)
Turrets(anti-godmodder)(powered by 1(3000/3000) battery)
Factory: 75000/75000(anti-godmodder)(produces a battery every 3 posts, 3 more post until next battery)(far away)
Mega Man: 80000/80000(anti-godmodder)(Blade launcher: 100/100)(Napalm: 100/100)(Black Hole Bomb: 100/100)(chargeable shots)(charging a shot, will be fired next post)
Master chief: 50000/50000(anti-godmodder)
Main Castle Structure: 347000/400000(pro-godmodder)
TT2000, just to clear up some things: About the ammo recharging, all special weapons' ammo will be restored one turn after all three special weapons' ammo has been depleted. However, I can also use some W-Tanks to refill weapon ammo by a smallish amount. Also, I don't understand why Mega Man is charging a shot every turn. He only charges his shots when I tell him to. And as a side note, his special weapons do not charge.
With that out of the way, Mega Man turns his focus to the Turrets. Being that they are robots, he tries to reason with them. "Come on! Robots aren't supposed to be bad! Just stop what you're doing so I can take you back to the lab. Dr. Light can make you better so you can fight for good!" The Turrets shoot at Mega Man without hesitation, but he dodges the shots. "Alright," he sighs. "I guess I'll have to destroy you."
Mega Man loads up the Black Hole Bomb! He fires it at Automated Turret System A, which takes moderate damage. However, Turret Systems B and C are also pulled in, taking little damage! The Bomb will keep dealing damage for two more turns.
STATS:
Metal Blade: 90/100
Napalm Bomb: 100/100
Black Hole Bomb: 80/100
Mega Buster: No charge.
I point out that the Castle is completely unoriginal causing the Castle to be affected by the Curse of Unoriginality that deals massive damage to all pro-godmodder entities.
If that fails i toss a millions of noobs at Gelth and Aoerna
I fire a red matter missile at the castle. the black hole will damage the castle each round until the godmodder goes out personally to deal with it. when the black hole is destroyed, i fire antimatter missiles at the godmodder and his castle. the double damage from the hexmobile weapons upgrade also applies to missiles.
I put the godmodder in pandora's box, where he shall put to torture for life, but not be killed,
Un-dodagable
Teleports you into it, and it into you
unbreakable
Also traps all the creepers and kills them since they are not inprentripable
Auto-blowtorch: 5/5
As this is a hexmobile attachment, it doesn't have to be added as a seperate entity. It's function is to automatically vaporize melt one pro-godmodder snow golem each TT2000 post.
TT2000, just to clear up some things: About the ammo recharging, all special weapons' ammo will be restored one turn after all three special weapons' ammo has been depleted. However, I can also use some W-Tanks to refill weapon ammo by a smallish amount. Also, I don't understand why Mega Man is charging a shot every turn. He only charges his shots when I tell him to. And as a side note, his special weapons do not charge.
With that out of the way, Mega Man turns his focus to the Turrets. Being that they are robots, he tries to reason with them. "Come on! Robots aren't supposed to be bad! Just stop what you're doing so I can take you back to the lab. Dr. Light can make you better so you can fight for good!" The Turrets shoot at Mega Man without hesitation, but he dodges the shots. "Alright," he sighs. "I guess I'll have to destroy you."
Mega Man loads up the Black Hole Bomb! He fires it at Automated Turret System A, which takes moderate damage. However, Turret Systems B and C are also pulled in, taking little damage! The Bomb will keep dealing damage for two more turns.
STATS:
Metal Blade: 90/100
Napalm Bomb: 100/100
Black Hole Bomb: 80/100
Mega Buster: No charge.
Okay about the recharging. That lets me know how much damage to make your weapons do. The black hole bomb deals 3000 damage to the turret group A, and 1000 damage to groups B and C! They will take damage next turn as well. About the charging, you said 2 turns ago you wanted to charge a shot that would fire next turn. So I did, although I did forget to remove the charging tag.
I point out that the Castle is completely unoriginal causing the Castle to be affected by the Curse of Unoriginality that deals massive damage to all pro-godmodder entities.
If that fails i toss a millions of noobs at Gelth and Aoerna
The godmodder's stuff is immune to the curse of unoriginality! Gelth and Aoerna killed!
I fire a red matter missile at the castle. the black hole will damage the castle each round until the godmodder goes out personally to deal with it. when the black hole is destroyed, i fire antimatter missiles at the godmodder and his castle. the double damage from the hexmobile weapons upgrade also applies to missiles.
Castle being slightly damaged each turn! The godmodder is determined to stay inside for now and let his mooks deal with your entities...
I put the godmodder in pandora's box, where he shall put to torture for life, but not be killed,
Un-dodagable
Teleports you into it, and it into you
unbreakable
Also traps all the creepers and kills them since they are not inprentripable
The godmodder is inside the castle, and you can't get in to do it personally!
Auto-blowtorch: 5/5
As this is a hexmobile attachment, it doesn't have to be added as a seperate entity. It's function is to automatically vaporize melt one pro-godmodder snow golem each TT2000 post.
Auto-blowtorch installed! It will work as you said it will.
I attack the main structure by licking it. Really fast.
8000 damage!
The castle uses some of its turrets to attack and kill the mini-army! The rest attack the repair team for 19000 damage, and the snow golems finish it! Luckily, the chemist has arrived to help... The rest of the golem minions attack master Chief for 28000 damage! The AXIS heals itself and master chief for 7000 health! All of the allied hunter groups attack the treasure gate for another 30000 damage! The anti-godmodders attack the main structure for 40000 damage!
3/10 +10 energy for AXIS
I heal the Orbital strike cannon to the best of my ability.
I take the most damaged turret and fly it up to almost orbit. Then drop it onto the second most damaged turret.
I tell the hunter groups that we bribed them to defeat the ENTIRE castle. not just the treasure.
I then rickroll the godmodder.
Just for the halibut.
Snow golem killed! 1000 damage to one of the turrets!
It kills 3 golems and damages an elite minion!
Armor upgraded! 3000 damage to all group A turrets, but they don't shut down!
I have noted all the things you said. The spawners will be revealed as the castle gets damaged, so your "spawner finder" will fail. 2000 damage to all turret forces, 12000 damage to the castle!
3000 damage to all turrets in that group!
Master chief summoned. How long did you spend charging him, so many summons and the like are going on at once now that it is tough of keeping track of it all... I'll give him 50000 health unless you show you charged him for a longer time. There are no un-bribed hunter groups left!
6000 damage to the wall!
The ammo doesn't recharge, I'm assuming? 8000 damage to the structure, 3 golems killed!
7000 damage!
If you did that, the hunter groups would leave without helping to destroy the gate! That isn't a good idea.
If you fire it multiple times, it will deal the same damage as one hit, as otherwise it could be overpowered. 4000 damage!
+1 health to the cannon! 1500 damage to three turrets! The hunter groups are sort of doing a betrayal with this... although attacking them for it won't get you anywhere. Does nothing!
The first and second group of turrets fire at the AXIS for 36000 damage! The third group fire at the allied golem squad for 22500 damage! All of the enemy golems attack them, and kill them! The allied hunter groups attack the treasure gate for 30000 damage! Mega Man finishes charging the buster and attacks with Master chief against the structure, for 16000 damage! The AXIS and mini army fire at the most injured turret of turret group A, for 15000 damage! The AXIS heals itself with help from the repair team, for 12000 health! The thunder Lair and turrets attack the injured group A turret as well, for 7500 damage!
Allied Hunter groups: 116500/116500(anti-godmodder)
Shrine: 177000/200000(neutral)(summoning powers)(seconding powers)
Hexmobile: 125000/125000+60000/60000 shields(3/4 shield blocker)(+11500 shields/turn)(+6500 health/turn)(anti-godmodder)(armored, -10000 damage taken each post)
AXIS: 108500/130000+0/15000 shields(anti-godmodder)(-10% magic damage, +10% techno-damage)(Main body: 50 TJ)(left gun: 20 TJ)(Right gun: 0 TJ)(Mortar: 0 TJ)(shield generator: 5 TJ)(Targeting system: 5 TJ)(Med Bay: 20 TJ)
Mini army: 40000/40000(anti-godmodder)
Repair team: 20000/20000(repairer/healer)(anti-godmodder)
Ultimate subspace cannon: 96/100(anti-godmodder)(uber resistance)(void drawing)(black hole drawing)(summoning)(huge damaging)
Thunder Lair: 80000/80000+10000/10000 defense(anti-godmodder)(15 power, +10 power per post)(+5000 health per post)
Turrets(anti-godmodder)(powered by 1(3000/3000) battery)
Factory: 75000/75000(anti-godmodder)(produces a battery every 3 posts, 3 more post until next battery)(far away)
Mega Man: 80000/80000(anti-godmodder)(Blade launcher: 100/100)(Napalm: 100/100)(Black Hole Bomb: 100/100)(chargeable shots)(charging a shot, will be fired next post)
Master chief: 50000/50000(anti-godmodder)
Main Castle Structure: 347000/400000(pro-godmodder)
Underground Castle Gate: 50000/80000(pro-godmodder)(holding treasure)
Castle Automated Turrets Force A(1-3): 30500/40000x2+7000/40000x1(pro-godmodder)
Castle Automated Turrets Force B(4-6): 63000/65000x3(pro-godmodder)
Castle Automated Turrets Force C(7-10): 88000/90000x4(pro-godmodder)
Godmodder fortress minion golem: 500/500x8(pro-godmodder)
Elite Godmodder fortress minion golem: 2000/2000x3+1000/2000x1(pro-godmodder)
Gelth: 700/1200(pro-godmodder)
Aoerna: 1000/1500(pro-godmodder)
Godmodder HP: 5/80(pro-godmodder)(housed safely inside castle)
Chemist on the way, arriving in 2 posts
Check out my bad CTM map reviews here.
With that out of the way, Mega Man turns his focus to the Turrets. Being that they are robots, he tries to reason with them. "Come on! Robots aren't supposed to be bad! Just stop what you're doing so I can take you back to the lab. Dr. Light can make you better so you can fight for good!" The Turrets shoot at Mega Man without hesitation, but he dodges the shots. "Alright," he sighs. "I guess I'll have to destroy you."
Mega Man loads up the Black Hole Bomb! He fires it at Automated Turret System A, which takes moderate damage. However, Turret Systems B and C are also pulled in, taking little damage! The Bomb will keep dealing damage for two more turns.
STATS:
Metal Blade: 90/100
Napalm Bomb: 100/100
Black Hole Bomb: 80/100
Mega Buster: No charge.
I fire the left gun at turret group A. (5TJ in targeting means 5% chance of crit for double damage)
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.
24/30
10/20
I point out that the Castle is completely unoriginal causing the Castle to be affected by the Curse of Unoriginality that deals massive damage to all pro-godmodder entities.
If that fails i toss a millions of noobs at Gelth and Aoerna
Professional mincebag
70 - 20 - (3 x 5) + 10 = 15?
I don't attack using missiles this round. Instead,I throw TT's mistake at the Structure.
Lair Stats
Rank II- 5 power: 2000 damage
Rank III- 10 power: 5000 damage
Rank IV- 20 power: 12000 damage
Rank V- 30 power: 18000 damage
Rank VI- 50 power: 30000 damage
Rank VII- 70 power: 45000 damage
Rank VIII-100 power: 70000 damage
Rank IX-150 power: 110000 damage
Rank X- 200 power: 150000 damage
I fire a red matter missile at the castle. the black hole will damage the castle each round until the godmodder goes out personally to deal with it. when the black hole is destroyed, i fire antimatter missiles at the godmodder and his castle. the double damage from the hexmobile weapons upgrade also applies to missiles.
Maybe this should be a hexmobile attachment...
It will now be hexmobile attachment!
Un-dodagable
Teleports you into it, and it into you
unbreakable
Also traps all the creepers and kills them since they are not inprentripable
As this is a hexmobile attachment, it doesn't have to be added as a seperate entity. It's function is to automatically
vaporizemelt one pro-godmodder snow golem each TT2000 post.Okay about the recharging. That lets me know how much damage to make your weapons do. The black hole bomb deals 3000 damage to the turret group A, and 1000 damage to groups B and C! They will take damage next turn as well. About the charging, you said 2 turns ago you wanted to charge a shot that would fire next turn. So I did, although I did forget to remove the charging tag.
Weapons upgraded!
Not DOUBLE the damage! But it will still deal substantially more.
It hits the almost destroyed turret and kills it!
The godmodder's stuff is immune to the curse of unoriginality! Gelth and Aoerna killed!
2000 damage to all turrets in group B!
+10000 health to the shrine!
When you fired at the groups, you fired a rank I missile at EACH INDIVIDUAL TURRET, not just the groups so you burned 50 power in that shot, not 15.
Castle being slightly damaged each turn! The godmodder is determined to stay inside for now and let his mooks deal with your entities...
Lets let Droideka decide that...
The godmodder is inside the castle, and you can't get in to do it personally!
2000 damage to all turrets!
Auto-blowtorch installed! It will work as you said it will.
8000 damage!
The castle uses some of its turrets to attack and kill the mini-army! The rest attack the repair team for 19000 damage, and the snow golems finish it! Luckily, the chemist has arrived to help... The rest of the golem minions attack master Chief for 28000 damage! The AXIS heals itself and master chief for 7000 health! All of the allied hunter groups attack the treasure gate for another 30000 damage! The anti-godmodders attack the main structure for 40000 damage!
Allied Hunter groups: 116500/116500(anti-godmodder)
Shrine: 187000/200000(neutral)(summoning powers)(seconding powers)
Hexmobile: 125000/125000+60000/60000 shields(3/4 shield blocker)(+11500 shields/turn)(+6500 health/turn)(anti-godmodder)(armored, -10000 damage taken each post)(has auto-blowtorch)
AXIS: 115500/130000+0/15000 shields(anti-godmodder)(-10% magic damage, +10% techno-damage)(Main body: 50 TJ)(left gun: 20 TJ)(Right gun: 0 TJ)(Mortar: 0 TJ)(shield generator: 5 TJ)(Targeting system: 5 TJ)(Med Bay: 20 TJ)
Chemist: 25000/25000(anti-godmodder)
Ultimate subspace cannon: 96/100(anti-godmodder)(uber resistance)(void drawing)(black hole drawing)(summoning)(huge damaging)
Thunder Lair: 80000/80000+10000/10000 defense(anti-godmodder)(25 power, +10 power per post)(+5000 health per post)
Turrets(anti-godmodder)(powered by 1(3000/3000) battery)
Factory: 75000/75000(anti-godmodder)(produces a battery every 3 posts, 2 more post until next battery)(far away)
Mega Man: 80000/80000(anti-godmodder)(Blade launcher: 90/100)(Napalm: 100/100)(Black Hole Bomb: 80/100)(chargeable shots)
Master chief: 29000/50000(anti-godmodder)
Main Castle Structure: 298000/400000(pro-godmodder)(-1000 health each turn)
Underground Castle Gate: 50000/80000(pro-godmodder)(holding treasure)
Castle Automated Turrets Force A(2-3): 25500/40000x2
Castle Automated Turrets Force B(4-6): 58000/65000x3(pro-godmodder)
Castle Automated Turrets Force C(7-10): 85000/90000x4(pro-godmodder)
Godmodder fortress minion golem: 500/500x8(pro-godmodder)
Elite Godmodder fortress minion golem: 2000/2000x3+1000/2000x1(pro-godmodder)
Godmodder HP: 5/80(pro-godmodder)(housed safely inside castle)
Check out my bad CTM map reviews here.