The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
30/30
Solar Eclipse Cannon
In storage till further notice.
16/30
Confederacy Fleet
5/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
The Meaning of Life, the Universe, and Everything.
Join Date:
6/25/2013
Posts:
48
Member Details
30/30
Solar Eclipse Cannon
In storage till further notice.
17/30
Confederacy Fleet
6/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
As the fleet falls back, the temporary fleet commander requests backup, which the Imperial High command responds. They send a small fleet to the battle, of course it will take time to arrive. In the mean time, the fleet commander starts setting up his destroyers in a defensive formation, which should give a small boost to their defense.
hmm... to which age should i evolve the airfield... some F35s seem quite nice, but also very expensive and OP. and you only need one or 2 types of planes then.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 11/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 12/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
hmm... to which age should i evolve the airfield... some F35s seem quite nice, but also very expensive and OP. and you only need one or 2 types of planes then.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 11/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 12/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
Your post will not count.
*Impatiently waits for TwinBuilder to post tonight, even though TwinBuilder posts at a good time and I have no reason to be impatient.*
I take whatever the guy that was killed from my previous attack dropped. I think it was Baylissa...or something like that.
Also, remember when I said I was keeping hold of the Falling Rocket attack? Well...I'm unleashing it now.
A Rockomax-sized rocket with a powerful Mainsail engine comes into view. The capsule is ejected and lands safely somewhere else due to the help of parachutes, but the rocket's main body is still comming in strong. It eventually crashes into a random Pro-Godmodder entity and explodes, dealing big damage.
I start rapidly summoning entire fleets of starships, complete with fighters and rayguns! Except... They are all made of potato chips. The AGs laugh and start eating all the potato chips, but the potato chips have a tranquilizer effect that puts them to sleep!
The Thunder Tank, being electronic, is not affected and wakes everything up! However, a lone potato chip infiltrates its defenses, dealing 1,500 damage to the Force Field.
30/30
Solar Eclipse Cannon
In storage till further notice.
12/30
Confederacy Fleet
1/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I heal starkiller.
In answer to the question about my accomplishments, I give the godmodder this:
"I threw a bunch of random themed attacks at you. That's all there is to it, really".
Yeah, the point of the project was just to hurt the godmodder, not to actually reality-ize the game. Even though I didn't succeed, it was still a good run!
While I'm at the current point of this guide, I go ahead and read section 5. All of it, including 5.1/5.2.
[5] Counter-Godmodding
If you want to be able to destroy even a low-level godmodder, you're going to have to understand the art of counter-godmodding. Counter-godmodding is basically godmodding a godmodder's godmod. To put it simply, you can buff one of your attacks to make it so that a godmodder cannot block it, or basically block a godmodder's attack.
Additionally, you can counter-godmod a godmodder's block so that he can actaully end up taking damage from your attack.
BE WARNED: Do not counter-godmod excessively, or it will not work.
[5.1] DO THIS:
Here's a good example of counter godmodding.
Player: I generically attack the godmodder in some way, shape, or form.
Godmodder: I block your generic attack!
Player: However, I reveal that the attack is a LASER DINOSAUR HURRICANE KAMIKAZE TAC NUKE STRIKE that is un-counterable, un-godmodderable, and un-blockable!
Godmodder: !?!?!??! 1 DAMAGE!
[5.2] NOT THIS:
DO NOT make your godmod too OP or the OP scale will react accordingly.
DO NOT counter-godmod too often as it shows you lack originality and it will just plain not work.
DO NOT try to godmod an entity's death. You can't just revive an entity.
30/30
Solar Eclipse Cannon
In storage till further notice.
13/30
Confederacy Fleet
2/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
30/30
Solar Eclipse Cannon
In storage till further notice.
14/30
Confederacy Fleet
3/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
After reading section 5, I hop into my time machine and go back to just 2 months before the present date. Once again, I check the guide.
You travel back to 9/26/13. You notice that the thread looks just like it did back when you first saw it, but without the Godmodder's editing! Perhaps he didn't notice it yet...
[0] Contents
[1] Welcome & Info [1.1] Contacting Me [2] Godmodding 101 [2.1] The Finer Arts of Godmodding [3] Godmodder's Allies [3.1] The Terrors [3.2] The Mechs [3.3] The Anti-Chuck Norris Turret [4] The Godmodder's Enemies [4.1] The Void [5] Counter-Godmodding [5.1] DO THIS [5.2] NOT THIS [6] A Godmodder's Greatest Threat [7] Conclusion/FAQ
I know, i come up with complicated things all the time
i am just a bit complicated.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 10/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 11/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
30/30
Solar Eclipse Cannon
In storage till further notice.
15/30
Confederacy Fleet
4/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
With the Dominator destroyed, and the fleet commander dead, the Star Destroyer fleet (Valorous, Tyrant, Tyranny, Visage, Vehement, Accuser, Stalker) is in disarray. The captain of the Tyranny takes command of the fleet, and now orders the other destroyers and the 501'st (if it's still there) to fall back and regroup.
Add: Temporary Fleet Commander (aboard Tyranny) - 100/100 Temporary Damage increase for all attacks against Star Destroyer Fleet - 1 turn Temporary Damage increase for all attacks against 501'st (if still there) - 1 turn
The 501st Army is dead! Do you want me to remove the Star Destroyer Fleet? Fleet Commander added!
As to your request, I will add the Fleet Ship's names.
Since the guide said to do "unusual" things, I return to the current time and dig up the entire battlefield. Not that the borders of the battlefield were ever properly defined, but I dig up the whole thing anyway. Then, I replace all the dirt and stone, to avoid future conflicts.
The godmodder stares at you as you dig up everything! As you do so, your foot stumbles and steps on something...a chest? You pocket it and seal everything up.
30/30
Solar Eclipse Cannon
In storage till further notice.
16/30
Confederacy Fleet
5/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
30/30
Solar Eclipse Cannon
In storage till further notice.
17/30
Confederacy Fleet
6/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
As the fleet falls back, the temporary fleet commander requests backup, which the Imperial High command responds. They send a small fleet to the battle, of course it will take time to arrive. In the mean time, the fleet commander starts setting up his destroyers in a defensive formation, which should give a small boost to their defense.
hmm... to which age should i evolve the airfield... some F35s seem quite nice, but also very expensive and OP. and you only need one or 2 types of planes then.
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 11/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 12/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
Your post will not count.
*Impatiently waits for TwinBuilder to post tonight, even though TwinBuilder posts at a good time and I have no reason to be impatient.*
*shoots you with a T-Shirt gun that shoots t-shirts that say I AM AN IDIOT for being such an idiot*
End-of-Turn Battle:
Ryth, in a desperate final strike, manages to destroy the final Sniper Bot! Pleased with his success, he picks out his next target: Hickam Airfield! He will begin his duel next turn.
Kefka attempts to use Dement Dance, but fails! His Shadow Clones use Buy Crappy Co-Op game, both on GLaDOS! All the AGs destroy Star Destroyer Valorous!
Mega Man, Proto Man, and the Rage-Mech destroy all the Shield Egg Pawns! The Godmodder kills both Shadow Clones and deals 4,000 damage to Kefka! Kefka also gets damaged due to GLaDOS's neurotoxin. GLaDOS was unable to attack this turn due to the Shadow Clones!
The godmodder begins to get worried as he looks around at the battlefield...he sees his army versus the juggernauts the Anti-Godmodders have conjured up! He decides that that has to change soon...
He grins.
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 200/1,500. Next Target: Hickam Airfield.
!!!!DO NOT QUOTE THIS AT THE NEXT TURN!!!!
I have to say I give thanks to TwinBuilder for taking the time to put this thread together! I understand it must take a lot of his time to make this work, and I am very thankful for it.
Also please put the names of the Star Destroyers under their Fleet slot in italics.
I activate my Hack Gun and shoot the Godmodder with it, ending up hitting him in the arm. I set the gun to the "Absorption Hack" and absorb the Godmodder's powers. I then smack him in the face, use his godmodded teleportation to move behind him, then stab him.
Now that the Fleet has regrouped and a new battle plan is formed, they charge at the AG forces, as one formation, they should do considerable damage, leveling anything underneath. The commander is saddened to hear that the 501'st has been wiped out, and knows that Vader will be most displeased with the previous commanders incompetence. He has the Star Destroyer fleet fire a volley of Ion Cannon rounds before the turbolasers (which Ion cannons do damage to shield technology).
Just a bit of knowlege on the vehicles I'm summoning:
Tartan patrol cruisers focus on anti-fighter technology, and are weak compared to larger ships. Although they can manage to take out a large amount of smaller craft because of their rapid fire rate.
The Acclamator assault ship is a relic from the Clone Wars, but makes good for support. They are a light craft and do not do so well against larger ship. Although they do contain some TIEs, but they can't summon any because the GM won't allow that. They carry Proton torpedo launchers, which make good for bombarding structures.
The Victory Class Destroyer is a formidable foe. it is not as powerful as an Imperial class, and is quite smaller.
The Broadside cruiser is equipped with mostly missiles, and focuses on destroying fixed targets and buildings. It has little armor and is easily destroyed, but has an insane firing range.
The Immobilizer 418 cruiser, or interdictor cruiser, is a small ship that is modeled after the Interdictor Class Star Destroyer. It has missile jamming technology as well as gravity well generators, which prevent enemies from going into hyperspace or faster than light speeds. It is weak, and needs to be protected.
Solar Eclipse Cannon
In storage till further notice.
16/30
Confederacy Fleet
5/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I heal starkiller.
Almost done!
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
An alternate timeline emerges.
However, we must first start from the beginning...
Solar Eclipse Cannon
In storage till further notice.
17/30
Confederacy Fleet
6/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I heal starkiller.
Summoning:
Tartan-class patrol cruiser (x5) - 1/5
Acclamator I-class assault ship (x4) 1/8
Victory-class Star Destroyer (x3) 1/9
Broadside-class cruiser kdb-1 (x2) 1/8
Immobilizer 418 cruiser (x1) 1/5
Add:
Boost to defense of the Star Destroyer Fleet
THIS IS THE 34TH POST!
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
This makes 35. Wait for Twin to post, or your actions will not count.
An alternate timeline emerges.
However, we must first start from the beginning...
-1000/1000 health
-scans for targets and sends the right planes
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Primary: StG-44/MP40/G43/G43S/Panzerschreck
Secondary: Walther P38/ Mauser C96 'Luger'
Additional: Stielhandgranate/medical supplies
Primary: M1A2 thompson 'Tommygun'/M1 Garand/Bazooka/Springfield M1903/M1A1 Carbine/B.A.R.
Secondary: Colt M1911
Additional: Frag grenades
Primary: Stengun/Lee-Enfield
Secondary: Webley revolver
Additional: Frag grenades
Primary: PPSh-41/Mosin Nagant/SVT-40/PPS-42
Secondary: TT33 Tokarev
Additional: Frag grenades, rifle sniper scope
17 P40 fighter
9 SBD divebomber, 1 SBD divebomber 1/2
6 B25 bomber, 1 B25 bomber 1/3
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 11/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 12/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
Your post will not count.
*Impatiently waits for TwinBuilder to post tonight, even though TwinBuilder posts at a good time and I have no reason to be impatient.*
Oh no
I'M A HACKER.
*hacks the godmodder and takes all of his godmodding abilities, as well as takes the server for myself*
GodCraft is now DonutCraft
Check out my bad CTM map reviews here.
Check out my mod idea! http://www.minecraft...r-with-bending/
*shoots you with a T-Shirt gun that shoots t-shirts that say I AM AN IDIOT for being such an idiot*
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
3 Legs destroyed! 1 Stealth Fighter destroyed!
5,000 damage to Proto Man!
The Thunder Tank, being electronic, is not affected and wakes everything up! However, a lone potato chip infiltrates its defenses, dealing 1,500 damage to the Force Field.
+500 HP!
2 Shadow Clones added!
[5] Counter-Godmodding
If you want to be able to destroy even a low-level godmodder, you're going to have to understand the art of counter-godmodding. Counter-godmodding is basically godmodding a godmodder's godmod. To put it simply, you can buff one of your attacks to make it so that a godmodder cannot block it, or basically block a godmodder's attack.
Additionally, you can counter-godmod a godmodder's block so that he can actaully end up taking damage from your attack.
BE WARNED: Do not counter-godmod excessively, or it will not work.
[5.1] DO THIS:
Here's a good example of counter godmodding.
Player: I generically attack the godmodder in some way, shape, or form.
Godmodder: I block your generic attack!
Player: However, I reveal that the attack is a LASER DINOSAUR HURRICANE KAMIKAZE TAC NUKE STRIKE that is un-counterable, un-godmodderable, and un-blockable!
Godmodder: !?!?!??! 1 DAMAGE!
[5.2] NOT THIS:
DO NOT make your godmod too OP or the OP scale will react accordingly.
DO NOT counter-godmod too often as it shows you lack originality and it will just plain not work.
DO NOT try to godmod an entity's death. You can't just revive an entity.
+250 HP!
Yes. However, an entity cannot.
+100 HP!
You travel back to 9/26/13. You notice that the thread looks just like it did back when you first saw it, but without the Godmodder's editing! Perhaps he didn't notice it yet...
[0] Contents
[1] Welcome & Info
[1.1] Contacting Me
[2] Godmodding 101
[2.1] The Finer Arts of Godmodding
[3] Godmodder's Allies
[3.1] The Terrors
[3.2] The Mechs
[3.3] The Anti-Chuck Norris Turret
[4] The Godmodder's Enemies
[4.1] The Void
[5] Counter-Godmodding
[5.1] DO THIS
[5.2] NOT THIS
[6] A Godmodder's Greatest Threat
[7] Conclusion/FAQ
+50 HP!
Kefka will perform Dement Dance! The Shadow Clones will perform Buy Crappy Co-Op Game!
...?
2,000 damage to Starkiller's APH!
2,000 damage to a Star Destroyer!
The 501st Army is dead! Do you want me to remove the Star Destroyer Fleet? Fleet Commander added!
As to your request, I will add the Fleet Ship's names.
8 Shield Egg Pawns killed!
The godmodder stares at you as you dig up everything! As you do so, your foot stumbles and steps on something...a chest? You pocket it and seal everything up.
Do you open it?
You can't!
Entities cannot attack or be commanded to attack twice per turn!
You can't!
Alright. The Star Destroyer Fleet will stay, but will become vunerable to attack and cannot attack until they regroup!
Entities cannot attack or be commanded to attack more than once per turn!
End-of-Turn Battle:
Ryth, in a desperate final strike, manages to destroy the final Sniper Bot! Pleased with his success, he picks out his next target: Hickam Airfield! He will begin his duel next turn.
Kefka attempts to use Dement Dance, but fails! His Shadow Clones use Buy Crappy Co-Op game, both on GLaDOS! All the AGs destroy Star Destroyer Valorous!
Mega Man, Proto Man, and the Rage-Mech destroy all the Shield Egg Pawns! The Godmodder kills both Shadow Clones and deals 4,000 damage to Kefka! Kefka also gets damaged due to GLaDOS's neurotoxin. GLaDOS was unable to attack this turn due to the Shadow Clones!
The godmodder begins to get worried as he looks around at the battlefield...he sees his army versus the juggernauts the Anti-Godmodders have conjured up! He decides that that has to change soon...
He grins.
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 200/1,500. Next Target: Hickam Airfield.
Assault-Bots: [AG] HP: 2,500/2,500. (x4.)
Hickam Field: [AG] HP: 14,000/20,000. Shield: 0/1,500. Control Tower: 1,000/1,000. Fighter Hangar: 500/500. (Planes: 6.) Divebomber Hangar: 500/500. (Planes: 3.) Bomber Hangar: 0/750. (Planes: 0.) Messroom: 750/750. Custom Planes: V-2. HP: 1,800/1,800.
Gamma: [AG] HP: 28,500/40,000. Weakness: Search Snake.
Shadow Man: [AG] 6,500/7,500. Weapon: Shadow Blade. Weakness: Top Spin.
Mainframe Beacons: [AG] HP: 7,500/7,500. (x9.)
Kefka Palazzo: [AG] HP: 54,500/60,000. Specials: Is neurotoxined.
Starkiller: [AG] HP: 48,800/50,000. Specials: Anti-Pyschology Helmet: HP: 18,000/20,000.
Master Chief: [AG] HP: 35,000/35,000. Shields: 5,000/5,000. Special Attack Cooldown: IIIII
Thunder Tank: [AG] HP: 20,000/20,000. Force Field: 19,000/20,000.
Star Destroyer Fleet: Tyrant, Tyranny, Visage, Vehement, Accuser, & Stalker: [PG] HP: 10,000/10,000. (x6.) Shields: 1,000/1,000.
Fleet Commander: [PG] HP: 100/100.
Mega Man: [PG] HP: 24,000/35,000. Weapons: Mega Buster. No charge. Junk Shield. Ammo: 100/100.
Proto Man: [PG] HP: 20,000/25,000. Weapons: Proto Buster.
GLaDOS: [PG] HP: 23,800/35,000. Specials: Neurotoxin deals additional damage. When HP is critical, summons neurotoxin storm dealing damage to all.
Rage Mech: [PG] Legs: 300/300. (x6.) Rage Cannons: 50/50. (x3.) Shields: 0/700. Rage Superlaser: 0/1,500. Minion Spawner: 150/750. Core: 20,000/25,000.
Stealth Fighters: [PG] HP: 2,000/2,000. (x1.)
Godmodder: [PG] HP: 80/125.
So wait what happened o.O (I might just have been to fast..)
Check out my mod idea! http://www.minecraft...r-with-bending/
I have to say I give thanks to TwinBuilder for taking the time to put this thread together! I understand it must take a lot of his time to make this work, and I am very thankful for it.
Also please put the names of the Star Destroyers under their Fleet slot in italics.
An alternate timeline emerges.
However, we must first start from the beginning...
Just a bit of knowlege on the vehicles I'm summoning:
Tartan patrol cruisers focus on anti-fighter technology, and are weak compared to larger ships. Although they can manage to take out a large amount of smaller craft because of their rapid fire rate.
The Acclamator assault ship is a relic from the Clone Wars, but makes good for support. They are a light craft and do not do so well against larger ship. Although they do contain some TIEs, but they can't summon any because the GM won't allow that. They carry Proton torpedo launchers, which make good for bombarding structures.
The Victory Class Destroyer is a formidable foe. it is not as powerful as an Imperial class, and is quite smaller.
The Broadside cruiser is equipped with mostly missiles, and focuses on destroying fixed targets and buildings. It has little armor and is easily destroyed, but has an insane firing range.
The Immobilizer 418 cruiser, or interdictor cruiser, is a small ship that is modeled after the Interdictor Class Star Destroyer. It has missile jamming technology as well as gravity well generators, which prevent enemies from going into hyperspace or faster than light speeds. It is weak, and needs to be protected.
Summoning:
Tartan-class patrol cruiser (x5) - 2/5
Acclamator I-class assault ship (x4) 2/8
Victory-class Star Destroyer (x3) 2/9
Broadside-class cruiser kdb-1 (x2) 2/8
Immobilizer 418 cruiser (x1) 2/5