RLDline
SMKW Idol
The Pterodactylous Third
Bzzambo!
Posts: 1,584
|
Post by RLDline on Apr 14, 2008 15:43:25 GMT -5
Dear Koops, I understand son. Don't worry about it. But lets promise to stay on good terms. I wouldn't want to go to war against my own son. -Koopley
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Apr 17, 2008 18:27:11 GMT -5
04/17/08: Sixteen-day update. 3 Civilian Houses finished.
-----
Army: Loaded Shells Location: Koopa Bros' Fort General: Koops (Green Koopa) Captain: Kooper (Blue Koopa with no wings) [On Quest] Messenger: Parakarry (Green Paratroopa)
Troops
500 Green Koopas (Fast, dodgy Koopas) 1,000 Red Koopas (Fire-resistant Koopas, can ignite shells) 1,250 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 1,000 Blue Koopas (Have wings, are equally good on land and air) 1,000 Kooper Troopers (Mechanical Koopas, have upgrades)
Total: 4,750 Coins: 3,500 Civilians: 1,700/1,700 (Not housed: 0)
Allies-Cosmic Crusade Enemies-Morons Hiring-Losers
Equipment
(None)
Buildings/Assets/Resources
3 Civilian Houses (Safely house/protect 5,000 Civilians each)
Defenses
1/1 Complete Steel Wall (Large, thick wall that goes around the whole base)
Machines
(None)
Projects
1) Build a Central HQ (Firmly-protected central building with many functions) (22/50 Days) 2) Upgrade Steel Wall to Titanium Wall (Much more defensive strength, includes niches for defenses) (22/50 Days) 3) Build a Machine Factory (1,000 Civilians) (Builds land machines automatically) (36/40 Days) 4) Build a Hangar (1,000 Civilians) (Builds aerial machines automatically) (36/40 Days) 5) Build an Explodo Shell Launcher (D--Lobs Explodo Shells long distances) (11/15 Days)
Log
Koops: Heh heh...factories coming...and...a defense...
Kalifornia's Future Self: #$&%!
|
|
|
Post by The Doomship Expert on Apr 17, 2008 18:43:53 GMT -5
_______________________
Loaded Shells,
Um, we found you army recently and we would like to know if we can start contact on good terms. Maybe even ally? Because I don't want to start on the wrong foot with a pack of trigger happy Koopas.
Robert
P.S. If you can reply before my photo sensor overload and have a sizure, that would be great. We're in an abandend castle Bowser once used. You that one with with the really huge mushrooms next to it? That one.
___________________________
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Apr 17, 2008 19:17:33 GMT -5
Dear Robert,
We would be happy to create good terms with you, and would even like to ally with you. We have heard of you, and are somewhat interested. We'd be fine with an alliance; hopefully we'll both benefit from it.
~Koops
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Apr 22, 2008 19:18:09 GMT -5
04/22/08: Twenty-day update. 1 Explodo Shell Launcher finished. Captain recruited.
-----
Army: Loaded Shells Location: Koopa Bros' Fort General: Koops (Green Koopa) Captain: Kooper (Blue Koopa with no wings) [On Quest] Land Captain: Kalifornia (Red Koopa) Messenger: Parakarry (Green Paratroopa)
Troops
1,250 Green Koopas (Fast, dodgy Koopas) 1,000 Green Paratroopas (Very fast, flying Koopas) 1,250 Red Koopas (Fire-resistant Koopas, can ignite shells) 1,250 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 1,250 Blue Koopas (Have wings, are equally good on land and air) 1,250 Kooper Troopers (Mechanical Koopas, have upgrades)
Total: 7,250 Coins: 5,500 Civilians: 2,200/2,200 (Not housed: 0)
Allies-Cosmic Crusade, Retro Regiment Enemies-Morons Hiring-Losers
Equipment
(None)
Buildings/Assets/Resources
3 Civilian Houses (Safely house/protect 5,000 Civilians each)
Defenses
1/1 Complete Steel Wall (Large, thick wall that goes around the whole base) 1/# Explodo Shell Launcher (Lobs Explodo Shells long distances)
Machines
(None)
Projects
1) Build a Central HQ (Firmly-protected central building with many functions) (2/50 Days) 2) Upgrade Steel Wall to Titanium Wall (Much more defensive strength, includes niches for defenses) (2/50 Days) 3) Build a Machine Factory (1,000 Civilians) (Builds land machines automatically) (16/40 Days) 4) Build a Hangar (1,000 Civilians) (Builds aerial machines automatically) (16/40 Days) 5) Build a Defense Factory (1,000 Civilians) (Builds base defenses automatically) (31/40 Days)
Log
Koops: Nothin'. 'Cept for a base defense factory. Also, something tells me that Kooper will be back soon. (...Maybe that something was Kooper.) And a Captain came back from the past.
Kalifornia: #$&%!
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on May 2, 2008 17:39:48 GMT -5
05/02/08: Forty-day update. Central HQ, Machine Factory, Hangar, Defense Factory, Steel Wall upgrade finished. Champions recruited. Two Captains recruited.
-----
Army: Loaded Shells Location: Koopa Bros' Fort General: Koops (Green Koopa) Head Captain: Kooper (Blue Koopa with no wings) Land Captain: Kalifornia (Red Koopa) Aerial Captain: Putts (Yellow Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Messenger: Parakarry (Green Paratroopa)
Troops
1,250 Green Koopas (Fast, dodgy Koopas) 1,000 Green Paratroopas (Very fast, flying Koopas) 1,250 Red Koopas (Fire-resistant Koopas, can ignite shells) 1,250 Red Paratroopas (Paratroopas with volatile capabilities) 1,250 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 1,250 Yellow Paratroopas (Make extremely fast charges and rams) 1,250 Blue Koopas (Have wings, are equally good on land and air) 1,250 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 1,250 Kooper Troopers (Mechanical Koopas, have upgrades) 1,250 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.)
Total: 12,250 Coins: 9,500 Civilians: 3,200/200 (Not housed: 0)
Allies-Cosmic Crusade, Retro Regiment Enemies-Morons Hiring-Losers
Equipment
(None)
Buildings/Assets/Resources
Machine Factory: Building "Kinetic Orb Tank" (6/30 Days) Hangar: Building "Blue Shell Blaster" (6/30 Days) Defense Factory: Building "Explodo Shell Launcher" (7/15 Days) --- Central HQ (Firmly-protected central building with many functions) 3 Civilian Houses (Safely house/protect 5,000 Civilians each)
Defenses
1/1 Complete Titanium Wall* (Forty-foot high, thick wall that circles the whole base. Very tough.) 1 Explodo Shell Launcher (Lobs Explodo Shells long distances)
*Upgraded Defense
Machines
(None)
Projects
1) Upgrade Central HQ to System Headquarters (Adds many command functions) (32/50 Days) 2) Build a Rail Track (Goes on the wall and circles the base. Railguns can ride on it.) (32/50 Days) 3) Build a Sheller Sam Railgun (Rides on the Rail Track, fires Sheller Sams) (21/25 Days) 4) Build a Sheller Sam Railgun (Rides on the Rail Track, fires Sheller Sams) (21/25 Days) 5) Build a Sheller Sam Railgun (Rides on the Rail Track, fires Sheller Sams) (16/25 Days)
Log
Koops: Well, Kooper got back and told me to "Do projects to get Champions". I told him to...well, never mind about that. The Central HQ is being upgraded, so it'll be the ultimate command center, and then we're just making defenses.
Shailor: Woo! Back again! BLARGG!
Putts: ...Shut up.
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on May 9, 2008 13:26:42 GMT -5
05/09/08: Twenty eight-day update. 3 Sheller Sam Railguns finished.
-----
Army: Loaded Shells
Location: Koopa Bros' Fort
General: Koops (Green Koopa)
Head Captain: Kooper (Blue Koopa with no wings) Land Captain: Kalifornia (Red Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones)
Messenger: Parakarry (Green Paratroopa)
Champions: Red, Yellow, Black, Green Koopa Bros
Troops
2,000 Green Koopas (Fast, dodgy Koopas) 2,000 Green Paratroopas (Very fast, flying Koopas) 2,000 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,000 Red Paratroopas (Paratroopas with volatile capabilities) 1,250 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 1,250 Yellow Paratroopas (Make extremely fast charges and rams) 1,250 Blue Koopas (Have wings, are equally good on land and air) 1,250 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 1,250 Kooper Troopers (Mechanical Koopas, have upgrades) 1,500 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.)
Total: 15,750 Coins: 12,300 Civilians: 3,900/900 (Not housed: 0)
Allies-Cosmic Crusade, Retro Regiment Enemies-Morons Hiring-Losers
Equipment
(None)
Buildings/Assets/Resources
Machine Factory: Building "Kinetic Orb Tank" (8/30 Days) Hangar: Building "Blue Shell Blaster" (8/30 Days) Defense Factory: Building "Explodo Shell Launcher" (9/15 Days) --- Central HQ (Firmly-protected central building with many functions) 3 Civilian Houses (Safely house/protect 5,000 Civilians each)
Defenses
1/1 Complete Titanium Wall* (Forty-foot high, thick wall that circles the whole base. Very tough.) 3 Explodo Shell Launchers (Lob Explodo Shells long distances) 3/0 Sheller Sam Railguns (Ride on the Rail Track, fire Sheller Sams)
*Upgraded Defense
Machines
1 Kinetic Orb Tank (Fires off Kinetic Orbs at ultrahigh speeds) --- 1 Blue Shell Blaster (Looks like a flying Blue Shell. Has very high number of missile launchers.)
Projects
1) Upgrade Central HQ to System Headquarters (Adds many command functions) (4/50 Days) 2) Build a Rail Track (Goes on the wall and circles the base. Railguns can ride on it.) (4/50 Days) 3) Build a Sheller Sam Railgun (D--Rides on the Rail Track, fires Sheller Sams) (18/25 Days) 4) Build a Sheller Sam Railgun (D--Rides on the Rail Track, fires Sheller Sams) (18/25 Days) 5) Build a Sheller Sam Railgun (D--Rides on the Rail Track, fires Sheller Sams) (13/25 Days)
Log
Shailor: Nothin'.
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on May 11, 2008 11:53:50 GMT -5
05/11/08: Eight-day update. Rail Track, Central HQ Upgrade finished.
-----
Army: Loaded Shells
Location: Koopa Bros' Fort
General: Koops (Green Koopa)
Head Captain: Kooper (Blue Koopa with no wings) Land Captain: Kalifornia (Red Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones)
Messenger: Parakarry (Green Paratroopa)
Champions: Red, Yellow, Black, Green Koopa Bros
Troops
2,000 Green Koopas (Fast, dodgy Koopas) 2,000 Green Paratroopas (Very fast, flying Koopas) 2,000 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,000 Red Paratroopas (Paratroopas with volatile capabilities) 2,000 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 1,500 Yellow Paratroopas (Make extremely fast charges and rams) 1,250 Blue Koopas (Have wings, are equally good on land and air) 1,250 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 1,250 Kooper Troopers (Mechanical Koopas, have upgrades) 1,500 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.)
Total: 16,750 Coins: 13,100 Civilians: 4,100/1,100 (Not housed: 0)
Allies-Retro Regiment, Bowser Jr. Enemies-Morons Hiring-Losers
Equipment
(None)
Buildings/Assets/Resources
Machine Factory: Building "Digger Tank" (30/30 Days) Hangar: Building "Hoverjet" (30/30 Days) Defense Factory: Building "Explodo Shell Launcher" (1/15 Days) --- *System Headquarters (Firmly-protected building with loads of command functions. See tech section.) 3 Civilian Houses (Safely house/protect 5,000 Civilians each.)
*Upgraded building.
Defenses
1/1 *Complete Titanium Wall (Forty-foot high, thick wall that circles the whole base. Very tough.) 3 Explodo Shell Launchers (Lob Explodo Shells long distances.) 3/20 Sheller Sam Railguns (Ride on the Rail Track, fire Sheller Sams.) 1 Rail Track (Goes on the wall and circles the base. 20 Railguns can ride on it.)
*Upgraded Defense
Machines
2 Kinetic Orb Tanks (Fire off Kinetic Orbs at ultrahigh speeds.) --- 2 Blue Shell Blasters (Look like flying Blue Shells. Have very high number of missile launchers.)
Projects
1) Upgrade Machine Factory to have two Worklines (-500 Civilians) (26/30 Days) 2) Upgrade Defense Factory to have three Worklines (-1000 Civilians) (26/30 Days) 3) Build a Sheller Sam Railgun (D--Rides on the Rail Track, fires Sheller Sams) (10/25 Days) 4) Build a Sheller Sam Railgun (D--Rides on the Rail Track, fires Sheller Sams) (10/25 Days) 5) Build a Sheller Sam Railgun (D--Rides on the Rail Track, fires Sheller Sams) (10/25 Days)
Log
Putts: The factories. They upgrade. The Central HQ. It's System Headquarters. Hot stuff.
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Jun 8, 2008 10:00:34 GMT -5
06/08/08: One hundred fifty two-day update. ( ) Dark Koopatrol training (30 days), Machine Factory upgrade (30), Defense Factory upgrade (30), 3 Sheller Sam Railguns (25 each), Flare Guards (60), Icebreakers (60), Strange Sacks (30), Quake Shields (50), Telescopic Eye Attachments (30), Line Rifles (50), Anti-Stealth Projectors (40), Possession Shields (30), Sheller Shield Units (100) completed. Two Captains recruited. ----- Army: Loaded ShellsLocation: Koopa Bros' Fort General: Koops (Green Koopa) Head Captain: Kooper (Blue Koopa with no wings) Organization Captain: Wry Bones (Azure Bones) Formation Captain: KT-04965 (Kooper Trooper) Land Captain: Kalifornia (Red Koopa) Secondary Land Captain: Mr. Koopa (Yellow Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones) Messenger: Parakarry (Green Paratroopa) Champions: Red, Yellow, Black, Green Koopa Bros Troops2,000 Green Koopas (Fast, dodgy Koopas) 2,000 Green Paratroopas (Very fast, flying Koopas) 2,000 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,000 Red Paratroopas (Paratroopas with volatile capabilities) 2,000 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 2,000 Yellow Paratroopas (Make extremely fast charges and rams) 2,000 Blue Koopas (Have wings, are equally good on land and air) 2,000 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 2,250 Kooper Troopers (Mechanical Koopas, have upgrades) 2,500 Shnipers (Orange-shells Koopas with sniper rifles. Great at distance combat, sucky in direct.) 2,500 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.) 2,500 Crimson Bones (Dry Bones with red shoes and shells. Are immune to fire and can spit fireballs. Somewhat weaker otherwise.) 2,500 Azure Bones (Blue shoes and shells. When in water, can jet around at top speed like torpedoes.) 2,500 Amber Bones (Dark yellow shoes and shells. Very sneaky--Great at hijacking machines and stealing things.) 2,500 Koopatrols (Armored warriors that are great in direct combat. Somewhat difficult to kill in melee.) 2,500 Dark Koopatrols (Uber units! Heavily armored turtles of spiky doom!) Total: 35,750 Coins: 28,300 Civilians: 7,900/2,900 (Not housed: 0) Allies-Retro Regiment Enemies-Morons Hiring-Losers Equipment1. Flare Guards (Special shields that completely protect troops from 2. heat) 3. Icereakers (Special shields that completely protect troops from cold) 4. Strange Sacks (Allow troops to carry their equipment, and also steal things. Sacks can hold almost anything.) 5. Quake Shields (Completely protect troops from tremors, earthquakes, rumblings, etc.) 6. Telescopic Eye Attachments (Advanced sight tech. Allows troops to shoot with pinpoint accuracy and see long distances.) 7. Line Rifles (Guns that fire a bullet in a straight line. Bullet travels to its target instantly.) 8. Anti-Stealth Projectors (Attachments that display locations of cloaked/sneaky units. Uncover invisible things.) 9. Possession Shields (Prevent troops from being possessed, freaked out, terrified, etc.) 10. Sheller Shield Units (Protect troops completely from one hit. Doesn't matter if it's a nuke.) Buildings/Assets/Resources*Machine Factory: Building "Kinetic Orb Tank" (28/30 Days) -->Building "Digger Artillery" (28/30 Days) -->Building "Shell Spinner" (28/30 Days) Hangar: Building "Hoverjet" (28/30 Days) *Defense Factory: Building "Sheller Sam Railgun" (24/25 Days) -->Building "Sheller Sam Railgun" (24/25 Days) --> Building FLAK Turret (14/20 Days) === *System Headquarters (Firmly-protected building with loads of command functions. See tech section.) 3 Civilian Houses (Safely house/protect 5,000 Civilians each.) *Upgraded building. Defenses1/1 *Complete Titanium Wall (Forty-foot high, thick wall that circles the whole base. Very tough.) 4 Explodo Shell Launchers (Lob Explodo Shells long distances.) 6 FLAK Turrets (Spray FLAK Missiles, designed to throw shrapnel and blow aircraft engines. Anti-aircraft guns.) 17/20 Sheller Sam Railguns (Ride on the Rail Track, fire Sheller Sams.) 1 Rail Track (Goes on the wall and circles the base. 20 Railguns can ride on it.) *Upgraded Defense Machines5 Kinetic Orb Tanks (Fire off Kinetic Orbs at ultrahigh speeds.) 5 Digger Artillery (Large drilling machines that also have two artillery blasters. Speed up digging project times a bit.) 5 Shell Spinners (Shell-shaped machines. Have lots of Sheller Sam Shooters/Explodo Shell Launchers. Have wheel setups to travel in any direction.) === 3 Blue Shell Blasters (Look like flying Blue Shells. Have very high number of missile launchers.) 2 Hoverjets (Standard aircraft with two missile blasters and ten rapidfire laser pods.) 2 Aerobombers (Extremely powerful bombers that do lots of damage, but are pretty weak defensively.) Projects1) Dock (Automatically produces naval machines) (24/40 Days, -1000 Civilians) 2) Build a Small Shield Dome (Surrounds the base and sucks up a lot of damage. Shuts off before overload.) (44/50 Days) 3) Equipment Factory (Automatically produces equipment for troops) (18/40 Days) (-1000 Civilians) 4) Build a Feelin' Fine Generator (Cures troops of non-directly-damaging effects. Portable.) (48/60 Days) 5) Build the Mystery Cube (Uber war machine. Checky the techy!) (58/200 Days) LogKoops: Just...read...the top...I'm not...going to say it all... KT-04965: Zap! ========== Note that if you're wondering about factory workline times being the same, I shut off the main workline for a short time so that they'd end up being the same and we wouldn't have confusion. I'd also like to point out that I'm using more realistic project times for my troop equipment. I can't believe that I made Sheller Shield Units be 20 days in the last version--And in a factory, no less. Also, if you see something wrong in here, please tell me. It's a pain to do a one-hundred fifty+ day update.
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Jun 13, 2008 17:50:54 GMT -5
06/13/08: Twenty-day update. Equipment Factory finished. Allied with the X-Nauts.
-----
Army: Loaded Shells
Location: Koopa Bros' Fort
General: Koops (Green Koopa)
Head Captain: Kooper (Blue Koopa with no wings) Organization Captain: Wry Bones (Azure Bones) Formation Captain: KT-04965 (Kooper Trooper) Land Captain: Kalifornia (Red Koopa) Secondary Land Captain: Mr. Koopa (Yellow Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones)
Messenger: Parakarry (Green Paratroopa)
Champions: Red, Yellow, Black, Green Koopa Bros
Troops
2,000 Green Koopas (Fast, dodgy Koopas) 2,000 Green Paratroopas (Very fast, flying Koopas) 2,000 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,500 Red Paratroopas (Paratroopas with volatile capabilities) 2,500 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 2,500 Yellow Paratroopas (Make extremely fast charges and rams) 2,500 Blue Koopas (Have wings, are equally good on land and air) 2,500 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 2,250 Kooper Troopers (Mechanical Koopas, have upgrades) 2,500 Shnipers (Orange-shells Koopas with sniper rifles. Great at distance combat, sucky in direct.) 2,500 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.) 2,500 Crimson Bones (Dry Bones with red shoes and shells. Are immune to fire and can spit fireballs. Somewhat weaker otherwise.) 2,500 Azure Bones (Blue shoes and shells. When in water, can jet around at top speed like torpedoes.) 2,500 Amber Bones (Dark yellow shoes and shells. Very sneaky--Great at hijacking machines and stealing things.) 2,500 Koopatrols (Armored warriors that are great in direct combat. Somewhat difficult to kill in melee.) 2,500 Dark Koopatrols (Uber units! Heavily armored turtles of spiky doom!)
Total: 38,250 Coins: 30,300 Civilians: 8,400/3,400 (Not housed: 0)
Allies-Retro Regiment, Legion of the X-Nauts Enemies-Morons Hiring-Losers
Equipment
1. Flare Guards (Special shields that completely protect troops from heat) 2. Icereakers (Special shields that completely protect troops from cold) 3. Strange Sacks (Allow troops to carry their equipment, and also steal things. Sacks can hold almost anything.) 4. Quake Shields (Completely protect troops from tremors, earthquakes, rumblings, etc.) 5. Telescopic Eye Attachments (Advanced sight tech. Allows troops to shoot with pinpoint accuracy and see long distances.) 6. Line Rifles (Guns that fire a bullet in a straight line. Bullet travels to its target instantly.) 7. Anti-Stealth Projectors (Attachments that display locations of cloaked/sneaky units. Uncover invisible things.) 8. Possession Shields (Prevent troops from being possessed, freaked out, terrified, etc.) 9. Sheller Shield Units (Protect troops completely from one hit. Nukes, bullets, babies, whatever.)
Buildings/Assets/Resources
*Machine Factory: Building "Kinetic Orb Tank" (8/30 Days) --> Building "Digger Artillery" (8/30 Days) --> Building "Shell Spinner" (8/30 Days)
Hangar: Building "Hoverjet" (8/30 Days)
*Defense Factory: Building "Sheller Sam Railgun" (4/25 Days) --> Building "Sheller Sam Railgun" (4/25 Days) --> Building "Lightning Vortex" (14/20 Days)
Equipment Factory: Manufacturing "Flame Lineguns" (38/40 Days) === *System Headquarters (Firmly-protected building with loads of command functions. See tech section.) 3 Civilian Houses (Safely house/protect 5,000 Civilians each.)
*Upgraded building.
Defenses
1/1 *Complete Titanium Wall (Forty-foot high, thick wall that circles the whole base. Very tough.) 4 Explodo Shell Launchers (Lob Explodo Shells long distances.) 7 FLAK Turrets (Spray FLAK Missiles, designed to throw shrapnel and blow aircraft engines. Anti-aircraft guns.) 17/20 Sheller Sam Railguns (Ride on the Rail Track, fire Sheller Sams.) 1 Rail Track (Goes on the wall and circles the base. 20 Railguns can ride on it.)
*Upgraded Defense
Machines
5 Kinetic Orb Tanks (Fire off Kinetic Orbs at ultrahigh speeds.) 5 Digger Artillery (Large drilling machines that also have two artillery blasters. Speed up digging project times a bit.) 5 Shell Spinners (Shell-shaped machines. Have lots of Sheller Sam Shooters/Explodo Shell Launchers. Have wheel setups to travel in any direction.) 3 X-Raiders (X-Naut machines. c their tech k) === 3 Blue Shell Blasters (Look like flying Blue Shells. Have very high number of missile launchers.) 1 Hoverjet (Standard aircraft with two missile blasters and ten rapidfire laser pods.) 1 Aerobomber (Extremely powerful bombers that do lots of damage, but are pretty weak defensively.)
Projects
1) Dock (Automatically produces naval machines) (4/40 Days, -1000 Civilians) 2) Build a Small Shield Dome (Surrounds the base and sucks up a lot of damage. Shuts off before overload.) (24/50 Days) 3) Build the Pipe Network (Warp pipes that connect to allies bases and allow transport of stuff.) (48/50 Days) 4) Build a Quartz-K Generator (Cures troops of non-directly-damaging effects. Portable.) (28/60 Days) 5) Build the Mystery Cube (Uber war machine. Checky the techy!) (38/200 Days)
Log
Koops: We recently allied with some X-Naut fellows...now we have an alliance triangle, which will most likely help us out tremendously. Besides that, we're mostly waiting for projects to be done. The Quartz-K Generator (Initially named the Feelin' Fine Generator) protects all of our troops from non-damaging attacks--Such as things that will make them weaker. Same goes for constantly-weakening attacks, like poisoning. It'll keep them all safe from back here. The Pipe Network will allow easy and instant transport of stuff to our allies' bases, and will connect all three of them in a triangle. Finally, the Small Shield Dome will defend from just about anything until whatever is attacking the base is able to beat it enough to shut it off. It'll soon be upgraded to the Large Shield Dome, which will be twice as strong.
...Also, I really wish two of our captains would just go die right now.
KT-04965: Zap!
...Zap?
Cap'n Koopa: WHERE'S MEH BEER?! THIS AIN'T MEH BOTTLE!
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Jun 19, 2008 22:14:24 GMT -5
06/19/08: Twenty four-day update. Sold stuff twice. Bought stuff once. Dock and Small Shield Dome completed.
-----
Army: Loaded Shells
Location: Koopa Bros' Fort
General: Koops (Green Koopa)
Head Captain: Kooper (Blue Koopa with no wings) Organization Captain: Wry Bones (Azure Bones) Formation Captain: KT-04965 (Kooper Trooper) Land Captain: Kalifornia (Red Koopa) Secondary Land Captain: Mr. Koopa (Yellow Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones)
Messenger: Parakarry (Green Paratroopa)
Champions: Red, Yellow, Black, Green Koopa Bros (All: Buddy Badges)
Troops
2,500 Green Koopas (Fast, dodgy Koopas) 2,500 Green Paratroopas (Very fast, flying Koopas) 2,500 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,500 Red Paratroopas (Paratroopas with volatile capabilities) 2,500 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 2,500 Yellow Paratroopas (Make extremely fast charges and rams) 2,500 Blue Koopas (Have wings, are equally good on land and air) 2,500 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 3,000 Kooper Troopers (Mechanical Koopas, have upgrades) 2,500 Shnipers (Orange-shells Koopas with sniper rifles. Great at distance combat, sucky in direct.) 3,250 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.) 2,500 Crimson Bones (Dry Bones with red shoes and shells. Are immune to fire and can spit fireballs. Somewhat weaker otherwise.) 2,500 Azure Bones (Blue shoes and shells. When in water, can jet around at top speed like torpedoes.) 2,500 Amber Bones (Dark yellow shoes and shells. Very sneaky--Great at hijacking machines and stealing things.) 2,500 Koopatrols (Armored warriors that are great in direct combat. Somewhat difficult to kill in melee.) 2,500 Dark Koopatrols (Uber units. Heavily armored turtles of spiky doom!)
Total: 41,250 Coins: 27,700 Civilians: 9,000/3,000 (Not housed: 0)
Allies-Retro Regiment, Legion of the X-Nauts Enemies-Morons Hiring-Soon-to-be Fawful
Equipment/Items
1. Flare Guards (Special shields that completely protect troops from heat) 2. Icereakers (Special shields that completely protect troops from cold) 3. Strange Sacks (Allow troops to carry their equipment, and also steal things. Sacks can hold almost anything.) 4. Quake Shields (Completely protect troops from tremors, earthquakes, rumblings, etc.) 5. Telescopic Eye Attachments (Advanced sight tech. Allows troops to shoot with pinpoint accuracy and see long distances.) 6. Line Rifles (Guns that fire a bullet in a straight line. Bullet travels to its target instantly.) 7. Anti-Stealth Projectors (Attachments that display locations of cloaked/sneaky units. Uncover invisible things.) 8. Possession Shields (Prevent troops from being possessed, freaked out, terrified, etc.) 9. Sheller Shield Units (Protect troops completely from one hit. Nukes, bullets, lazerz, whatever.) === 4 (0) Buddy Badges (Makes the wearers stronger when next to each other)
Number in parentheses is how many aren't being used.
Buildings/Assets/Resources
*Machine Factory: Building "Kinetic Orb Tank" (14/30 Days) --> Building "Digger Artillery" (14/30 Days) --> Building "Shell Spinner" (14/30 Days)
Hangar: Building "Aerobomber" (14/30 Days)
Dock: Building "Jeep Cheep" (14/30 Days)
*Defense Factory: Building "Sheller Sam Railgun" (5/25 Days) --> Upgrading "Small Shield Dome" to "Large Shield Dome" (50/50 Days) --> Building "Lightning Vortex" (10/20 Days)
Equipment Factory: Manufacturing "Flame Lineguns" (14/40 Days) === *System Headquarters (Firmly-protected building with loads of command functions. See tech section.) 3 Civilian Houses (Safely house/protect 5,000 Civilians each.)
*Upgraded building.
Defenses
4 Explodo Shell Launchers (Lob Explodo Shells long distances.) 7 FLAK Turrets (Spray FLAK Missiles, designed to throw shrapnel and blow aircraft engines. Anti-aircraft guns.) 2 Lightning Vortexes (Generator that creates a vortex to absorb selected amounts of lightning from a fourth of the base) 19/20 Sheller Sam Railguns (Ride on the Rail Track, fire Sheller Sams.) 1 Rail Track (Goes on the wall and circles the base. 20 Railguns can ride on it.) Small Shield Dome (Generator that creates a very powerful shield around the whole base that blocks anything from coming in. Things can still go out.) *Complete Titanium Wall (Forty-foot high, thick wall that circles the whole base. Very tough.)
*Upgraded Defense
Machines
4 Kinetic Orb Tanks (Fire off Kinetic Orbs at ultrahigh speeds.) 5 Digger Artillery (Large drilling machines that also have two artillery blasters. Speed up digging project times a bit.) 5 Shell Spinners (Shell-shaped machines. Have lots of Sheller Sam Shooters/Explodo Shell Launchers. Have wheel setups to travel in any direction.) 3 X-Raiders (X-Naut machines. c their tech k thx) === 2 Blue Shell Blasters (Look like flying Blue Shells. Have very high number of missile launchers.) 2 Hoverjets (Standard aircraft with two missile blasters and ten rapidfire laser pods.) 1 Aerobomber (Extremely powerful bombers that do lots of damage, but are pretty weak defensively.)
Projects
1) Upgrade the Hangar to have two more Worklines (10/30 Days) (-1000 Civilians) 2) Upgrade the Dock to have two more Worklines (30/30 Days) (-1000 Civilians) 3) Build the Pipe Network (Warp pipes that connect to allies bases and allow transport of stuff.) (24/50 Days) 4) Build a Quartz-K Generator (Cures troops of non-directly-damaging effects. Portable.) (4/60 Days) 5) Build the Mystery Cube (Uber war machine. Checky the techy!) (14/200 Days)
Log
Koops: Not much stuff...Fortunately, however, the Small Shield Dome is done. 'Course, it's anything but small...we just named it that to break the fourth wa-I mean, leave room for the name Large Shield Dome. We were also able to sell five war machines--I'm glad that our designs are good enough to be desirable. On the buying side of things, we bought some "Buddy Badges" for each of the Koopa Bros. Because they tend to travel together, this upgrade ought to make them a good deal stronger. Lastly, we're just upgrading our current factories to have more worklines. Once factory business is done, we can really get to work on projects.
Cap'n Koopa: DOWN, DOWN, TO GOBLIN TOWN!
*hic*
=====
I didn't run the Dock for four days so it could be along the same line of 30-day machines as the other factories.
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Jun 25, 2008 20:55:27 GMT -5
06/25/08: Twenty four-day update. Hangar upgrade, Pipe Network, Quartz-K Generator, Mystery Cube finished.
-----
Army: Loaded Shells
Location: Koopa Bros' Fort
General: Koops (Green Koopa)
Head Captain: Kooper (Blue Koopa with no wings) Organization Captain: Wry Bones (Azure Bones) Formation Captain: KT-04965 (Kooper Trooper) Land Captain: Kalifornia (Red Koopa) Secondary Land Captain: Mr. Koopa (Yellow Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones)
Messenger: Parakarry (Green Paratroopa)
Champions: Red, Yellow, Black, Green Koopa Bros (All: Buddy Badges)
Troops
2,500 Green Koopas (Fast, dodgy Koopas) 2,500 Green Paratroopas (Very fast, flying Koopas) 2,500 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,500 Red Paratroopas (Paratroopas with volatile capabilities) 2,500 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 2,500 Yellow Paratroopas (Make extremely fast charges and rams) 2,500 Blue Koopas (Have wings, are equally good on land and air) 2,500 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 3,000 Kooper Troopers (Mechanical Koopas, have upgrades) 2,500 Shnipers (Orange-shells Koopas with sniper rifles. Great at distance combat, sucky in direct.) 3,250 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.) 3,000 Crimson Bones (Dry Bones with red shoes and shells. Are immune to fire and can spit fireballs. Somewhat weaker otherwise.) 3,000 Azure Bones (Blue shoes and shells. When in water, can jet around at top speed like torpedoes.) 3,000 Amber Bones (Dark yellow shoes and shells. Very sneaky--Great at hijacking machines and stealing things.) 3,000 Koopatrols (Armored warriors that are great in direct combat. Somewhat difficult to kill in melee.) 2,500 Dark Koopatrols (Uber units. Heavily armored turtles of spiky doom!)
Total: 44,250 Coins: 30,100 Civilians: 9,600/2,600 (Not housed: 0)
Allies-Retro Regiment, Legion of the X-Nauts Enemies-Morons Hiring-Soon-to-be Fawful
Equipment/Items
1. Flare Guards (Special shields that completely protect troops from heat) 2. Icereakers (Special shields that completely protect troops from cold) 3. Strange Sacks (Allow troops to carry their equipment, and also steal things. Sacks can hold almost anything.) 4. Quake Shields (Completely protect troops from tremors, earthquakes, rumblings, etc.) 5. Telescopic Eye Attachments (Advanced sight tech. Allows troops to shoot with pinpoint accuracy and see long distances.) 6. Line Rifles (Guns that fire a bullet in a straight line. Bullet travels to its target instantly.) 7. Anti-Stealth Projectors (Attachments that display locations of cloaked/sneaky units. Uncover invisible things.) 8. Possession Shields (Prevent troops from being possessed, freaked out, terrified, etc.) 9. Sheller Shield Units (Protect troops completely from one hit. Nukes, bullets, lazerz, whatever.) 10. Flame Lineguns (Line Rifles that fire lines of flame to roast stuff and set things on fire.) === 4 (0) Buddy Badges (Makes the wearers stronger when next to each other)
Number in parentheses is how many aren't being used.
Buildings/Assets/Resources
*Machine Factory: Building "Kinetic Orb Tank" (20/30 Days) --> Building "Digger Artillery" (20/30 Days) --> Building "Shell Spinner" (20/30 Days)
Hangar: Building "Aerobomber" (20/30 Days) --> Building "Hoverjet" (20/30 Days) --> Building "Blue Shell Blaster" (20/30 Days)
Dock: Building "Jeep Cheep" (20/30 Days)
*Defense Factory: Building "Lightning Vortex" (1/20 Days) --> Upgrading "Small Shield Dome" to "Large Shield Dome" (26/50 Days) --> Building "Explodo Shell Launcher" (1/15 Days)
Equipment Factory: Manufacturing "Anti-Energy Units" (30/40 Days) === *System Headquarters (Firmly-protected building with loads of command functions. See tech section.) Pipe Network (Big warp pipes that connect to allies bases and allow transport of stuff.) 3 Civilian Houses (Safely house/protect 5,000 Civilians each.) Quartz-K Generator (Cures troops of non-directly-damaging effects. Portable.)
*Upgraded building.
Defenses
4 Explodo Shell Launchers (Lob Explodo Shells long distances.) 7 FLAK Turrets (Spray FLAK Missiles, designed to throw shrapnel and blow aircraft engines. Anti-aircraft guns.) 3 Lightning Vortexes (Generator that creates a vortex to absorb selected amounts of lightning from a fourth of the base) 20/20 Sheller Sam Railguns (Ride on the Rail Track, fire Sheller Sams.) 1 Rail Track (Goes on the wall and circles the base. 20 Railguns can ride on it.) Small Shield Dome (Generator that creates a very powerful shield around the whole base that blocks anything from coming in. Things can still go out.) *Complete Titanium Wall (Forty-foot high, thick wall that circles the whole base. Very tough.)
*Upgraded Defense
Machines
5 Kinetic Orb Tanks (Fire off Kinetic Orbs at ultrahigh speeds.) 6 Digger Artillery (Large drilling machines that also have two artillery blasters. Speed up digging project times a bit.) 6 Shell Spinners (Shell-shaped machines. Have lots of Sheller Sam Shooters/Explodo Shell Launchers. Have wheel setups to travel in any direction.) 3 X-Raiders (X-Naut machines. c their tech k thx) Mystery Cube (Large, extremely well-armored cube with a variety of attacks and flying capabilities.) === 2 Blue Shell Blasters (Look like flying Blue Shells. Have very high number of missile launchers.) 2 Hoverjets (Standard aircraft with two missile blasters and ten rapidfire laser pods.) 2 Aerobombers (Extremely powerful bombers that do lots of damage, but are pretty weak defensively.) === 1 Jeep Cheep (Submarine in Cheep Cheep shape. Has laser pods and an underwater artillery blaster.)
Projects
1) Build the Obsidian-K Generator (Eliminates magic in a large range around it. Portable.) (46/60 Days) 2) Upgrade the Dock to have two more Worklines (6/30 Days) (-1000 Civilians) 3) Build the Mecha-Pigeon Hatchery (Makes a Mecha-Pigeon every day.) (40/40 Days) 4) Build the Amber-K Generator (Weakens enemies considerable in a range around it. Portable.) (40/60 Days) 5) Build the Speed Drive (Teleports the base somewhere else and protects it .) (140/150 Days)
Log
Koops: Some stuff finished...now making some generators to eliminate certain unwanted things like magic...makin' a Speed Drive to teleport the base somewhere else if we need to...and going to get some--
Cap'n Koopa: PIGEON PIE?!
Koops: --Mecha Pigeons.
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Jul 4, 2008 22:04:44 GMT -5
07/04/08: Thirty six-day update. Dock upgrade finished.
-----
Army: Loaded Shells
Location: Koopa Bros' Fort
General: Koops (Green Koopa)
Head Captain: Kooper (Blue Koopa with no wings) Organization Captain: Wry Bones (Azure Bones) Formation Captain: KT-04965 (Kooper Trooper) Land Captain: Kalifornia (Red Koopa) Secondary Land Captain: Mr. Koopa (Yellow Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones)
Messenger: Parakarry (Green Paratroopa)
Champions: Red, Yellow, Black, Green Koopa Bros (All: Buddy Badges)
Troops
2,500 Green Koopas (Fast, dodgy Koopas) 3,500 Green Paratroopas (Very fast, flying Koopas) 2,500 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,500 Red Paratroopas (Paratroopas with volatile capabilities) 3,500 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 3,000 Yellow Paratroopas (Make extremely fast charges and rams) 3,500 Blue Koopas (Have wings, are equally good on land and air) 2,500 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 3,000 Kooper Troopers (Mechanical Koopas, have upgrades) 3,500 Shnipers (Orange-shells Koopas with sniper rifles. Great at distance combat, sucky in direct.) 3,250 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.) 3,000 Crimson Bones (Dry Bones with red shoes and shells. Are immune to fire and can spit fireballs. Somewhat weaker otherwise.) 3,000 Azure Bones (Blue shoes and shells. When in water, can jet around at top speed like torpedoes.) 3,000 Amber Bones (Dark yellow shoes and shells. Very sneaky--Great at hijacking machines and stealing things.) 3,000 Koopatrols (Armored warriors that are great in direct combat. Somewhat difficult to kill in melee.) 2,500 Dark Koopatrols (Uber units. Heavily armored turtles of spiky doom!)
Total: 48,750 Coins: 34,600 Civilians: 10,500/2,500 (Not housed: 0)
Allies-Retro Regiment, Legion of the X-Nauts Enemies-Morons Hiring-Idiots (That means you!)
Equipment/Items
1. Flare Guards (Special shields that completely protect troops from heat) 2. Icereakers (Special shields that completely protect troops from cold) 3. Strange Sacks (Allow troops to carry their equipment, and also steal things. Sacks can hold almost anything.) 4. Quake Shields (Completely protect troops from tremors, earthquakes, rumblings, etc.) 5. Telescopic Eye Attachments (Advanced sight tech. Allows troops to shoot with pinpoint accuracy and see long distances.) 6. Line Rifles (Guns that fire a bullet in a straight line. Bullet travels to its target instantly.) 7. Anti-Stealth Projectors (Attachments that display locations of cloaked/sneaky units. Uncover invisible things.) 8. Possession Shields (Prevent troops from being possessed, freaked out, terrified, etc.) 9. Sheller Shield Units (Protect troops completely from one hit. Nukes, bullets, lazerz, whatever.) 10. Flame Lineguns (Line Rifles that fire lines of flame to roast stuff and set things on fire.) 11. Anti-Energy Units (Shields that reflect/nullify energy attacks on troops unless overloaded by overuse.) === 4 (0) Buddy Badges (Makes the wearers stronger when next to each other)
Number in parentheses is how many aren't being used.
Buildings/Assets/Resources
*Machine Factory: Building "Kinetic Orb Tank" (14/30 Days) --> Building "Digger Artillery" (14/30 Days) --> Building "Shell Spinner" (14/30 Days)
Hangar: Building "Aerobomber" (14/30 Days) --> Building "Hoverjet" (14/30 Days) --> Building "Blue Shell Blaster" (14/30 Days)
Dock: Building "Jeep Cheep" (14/30 Days) --> Building "Jeep Cheep" (14/30 Days) --> Building "Jeep Cheep" (14/30 Days)
*Defense Factory: Building "Nullifier Ray" (25/30 Days) --> Upgrading "Small Shield Dome" to "Nullifier Ray" (20/30 Days) --> Building "Explodo Shell Launcher" (10/15 Days)
Equipment Factory: Manufacturing "EMP Lineguns" (44/50 Days) === *System Headquarters (Firmly-protected building with loads of command functions. See tech section.) Pipe Network (Big warp pipes that connect to allies bases and allow transport of stuff.) 3 Civilian Houses (Safely house/protect 5,000 Civilians each.) Quartz-K Generator (Cures troops of non-directly-damaging effects. Portable.)
*Upgraded building.
Defenses
7 Explodo Shell Launchers (Lob Explodo Shells long distances.) 7 FLAK Turrets (Spray FLAK Missiles, designed to throw shrapnel and blow aircraft engines. Anti-aircraft guns.) 1 Nullifier Ray (Turret that fires rays which nullify any magical/special abilities owned by the target for an hour.) 4 Lightning Vortexes (Generators that create a vortex to absorb selected amounts of lightning from a fourth of the base each.) 20/20 Sheller Sam Railguns (Ride on the Rail Track at high speed, fire Sheller Sams.) 1 Rail Track (Goes on the wall and circles the base. 20 Railguns can ride on it.) *Large Shield Dome (Generator that creates a very powerful shield around the whole base that blocks anything from coming in. Projectiles can still go out.) *Complete Titanium Wall (Forty-foot high, thick wall that circles the whole base. Very tough.)
*Upgraded Defense
Machines
6 Kinetic Orb Tanks (Fire off Kinetic Orbs at ultrahigh speeds.) 7 Digger Artillery (Large drilling machines that also have two artillery blasters. Speed up digging project times a bit.) 7 Shell Spinners (Shell-shaped machines. Have lots of Sheller Sam Shooters/Explodo Shell Launchers. Have wheel setups to travel in any direction.) 3 X-Raiders (X-Naut machines. c their tech k thx) Mystery Cube (Large, extremely well-armored cube with a variety of attacks and flying capabilities.) === 3 Blue Shell Blasters (Look like flying Blue Shells. Have very high number of missile launchers.) 3 Hoverjets (Standard aircraft with two missile blasters and ten rapidfire laser pods.) 3 Aerobombers (Extremely powerful bombers that do lots of damage, but are pretty weak defensively.) === 2 Jeep Cheeps (Submarines in Cheep Cheep shape. Have laser pods and underwater artillery blasters.)
Projects
1) Build the Obsidian-K Generator (Eliminates magic in a large range around it. Portable.) (10/60 Days) 2) Build a Defensive Relay Generator (Powers defensive relays.) (20/50 Days) 3) Build the Mecha-Pigeon Hatchery (Makes a Mecha-Pigeon every day.) (4/40 Days) 4) Build the Amber-K Generator (Weakens enemies considerable in a range around it. Portable.) (4/60 Days) 5) Build the Speed Drive (Teleports the base somewhere else and protects it .) (104/150 Days)
Log
Koops: Not a whole lot. The Dock's extra worklines finished, so we're moving at a fast pace with all of our factories. Besides that, we're working on the Amber-K Generator, which will weaken enemies significantly in a range around it. And the Obsidian-K Generator will eliminate magic in an extremely large range around it. Basically, enough to keep magic from working around us. Additionally, once the Mecha-Pigeon Hatchery is done, we can finally make some--
Cap'n Koopa: PIGEON PIE?!
Koops: --Mecha Pigeons.
==========
As usual with factories, I didn't run the Dock's extra worklines until they meshed with the original one.
|
|
Water Dumple
SMKW God of the Wars
Expert Debater
Whatever do you mean, Commander Pierce?! Anglo military intelligence is second to none! Fire!
Posts: 4,123
|
Post by Water Dumple on Jul 9, 2008 21:08:43 GMT -5
07/09/08: Twenty-day update. Obsidian-K Generator, Amber-K Generator, Defensive Relay Generator, Mecha-Pigeon Hatchery finished.
-----
Army: Loaded Shells
Location: Koopa Bros' Fort
General: Koops (Green Koopa)
Head Captain: Kooper (Blue Koopa with no wings) Organization Captain: Wry Bones (Azure Bones) Formation Captain: KT-04965 (Kooper Trooper) Land Captain: Kalifornia (Red Koopa) Secondary Land Captain: Mr. Koopa (Yellow Koopa) Aerial Captain: Putts (Yellow Paratroopa) Secondary Aerial Captain: Bobbington (Red Paratroopa) Sea Captain: Shailor (Blue Koopa with no wings) Secondary Sea Captain: Cap'n Koopa (Dry Bones)
Messenger: Parakarry (Green Paratroopa)
Champions: Red, Yellow, Black, Green Koopa Bros (All: Buddy Badges)
Troops
3,000 Green Koopas (Fast, dodgy Koopas) 3,500 Green Paratroopas (Very fast, flying Koopas) 2,500 Red Koopas (Fire-resistant Koopas, can ignite shells) 2,500 Red Paratroopas (Paratroopas with volatile capabilities) 3,500 Yellow Koopas (Jump extremely high and drop to smash something or ground-pound) 3,000 Yellow Paratroopas (Make extremely fast charges and rams) 3,500 Blue Koopas (Have wings, are equally good on land and air) 3,000 Blue Paratroopas (Have three sets of wings. Complete aerial units.) 3,000 Kooper Troopers (Mechanical Koopas, have upgrades) 3,500 Shnipers (Orange-shells Koopas with sniper rifles. Great at distance combat, sucky in direct.) 3,500 Dry Bones (Skeleton Koopas. Throw bones, can rebuild themselves if broken.) 3,000 Crimson Bones (Dry Bones with red shoes and shells. Are immune to fire and can spit fireballs. Somewhat weaker otherwise.) 3,000 Azure Bones (Blue shoes and shells. When in water, can jet around at top speed like torpedoes.) 3,000 Amber Bones (Dark yellow shoes and shells. Very sneaky--Great at hijacking machines and stealing things.) 3,000 Koopatrols (Armored warriors that are great in direct combat. Somewhat difficult to kill in melee.) 2,500 Dark Koopatrols (Uber units. Heavily armored turtles of spiky doom!)
Total: 50,000 (Max) Coins: 36,600 Civilians: 11,000/3,000 (Not housed: 0)
Allies-Retro Regiment, Legion of the X-Nauts Enemies-Morons Hiring-Idiots (That means you!)
Equipment/Items
1. Flare Guards (Special shields that completely protect troops from heat) 2. Icereakers (Special shields that completely protect troops from cold) 3. Strange Sacks (Allow troops to carry their equipment, and also steal things. Sacks can hold almost anything.) 4. Quake Shields (Completely protect troops from tremors, earthquakes, rumblings, etc.) 5. Telescopic Eye Attachments (Advanced sight tech. Allows troops to shoot with pinpoint accuracy and see long distances.) 6. Line Rifles (Guns that fire a bullet in a straight line. Bullet travels to its target instantly.) 7. Anti-Stealth Projectors (Attachments that display locations of cloaked/sneaky units. Uncover invisible things.) 8. Possession Shields (Prevent troops from being possessed, freaked out, terrified, etc.) 9. Sheller Shield Units (Protect troops completely from one hit. Nukes, bullets, lazerz, whatever.) 10. Flame Lineguns (Line Rifles that fire lines of flame to roast stuff and set things on fire.) 11. Anti-Energy Units (Shields that reflect/nullify energy attacks on troops unless overloaded by overuse.) === 4 (0) Buddy Badges (Makes the wearers stronger when next to each other)
Number in parentheses is how many aren't being used.
Buildings/Assets/Resources
*Machine Factory: Building "Kinetic Orb Tank" (24/30 Days) --> Building "Digger Artillery" (24/30 Days) --> Building "Shell Spinner" (24/30 Days)
Hangar: Building "Aerobomber" (24/30 Days) --> Building "Hoverjet" (24/30 Days) --> Building "Blue Shell Blaster" (24/30 Days)
Dock: Building "Deep Cheep" (44/50 Days) --> Building "Deep Cheep" (44/50 Days) --> Building "Deep Cheep" (44/50 Days)
*Defense Factory: Building "Nullifier Ray" (5/30 Days) --> Building"Nullifier Ray" (30/30 Days) --> Building "FLAK Turret" (5/15 Days)
Equipment Factory: Manufacturing "EMP Lineguns" (24/50 Days)
Mecha Pigeon Hatchery (Makes a Mecha Pigeon every day.) === *System Headquarters (Firmly-protected building with loads of command functions. See tech section.) -Defensive Relay Generator (Powers defensive relays.) -Obsidian-K Generator (Eliminates magic in a large range around it. Portable.) -Amber-K Generator (Weakens enemies considerably in a range around it. Portable.) Pipe Network (Big warp pipes that connect to allies bases and allow transport of stuff.) 3 Civilian Houses (Safely house/protect 5,000 Civilians each.) Quartz-K Generator (Cures troops of non-directly-damaging effects. Portable.)
*Upgraded building.
Defenses
8 Explodo Shell Launchers (Lob Explodo Shells long distances.) 7 FLAK Turrets (Spray FLAK Missiles, designed to throw shrapnel and blow aircraft engines. Anti-aircraft guns.) 2 Nullifier Ray (Turret that fires rays which nullify any magical/special abilities owned by the target for an hour.) 4 Lightning Vortexes (Generators that create a vortex to absorb selected amounts of lightning from a fourth of the base each.) 20/20 Sheller Sam Railguns (Ride on the Rail Track at high speed, fire Sheller Sams.) 1 Rail Track (Goes on the wall and circles the base. 20 Railguns can ride on it.) *Large Shield Dome (Generator that creates a very powerful shield around the whole base that blocks anything from coming in. Projectiles can still go out.) *Complete Titanium Wall (Forty-foot high, thick wall that circles the whole base. Very tough.)
*Upgraded Defense
Machines
16 Mecha Pigeons (Mechanical pigeons that move quickly, drop bombs, and have drill beaks.) === 7 Kinetic Orb Tanks (Fire off Kinetic Orbs at ultrahigh speeds.) 8 Digger Artillery (Large drilling machines that also have two artillery blasters. Speed up digging project times a bit.) 8 Shell Spinners (Shell-shaped machines. Have lots of Sheller Sam Shooters/Explodo Shell Launchers. Have wheel setups to travel in any direction.) 3 X-Raiders (X-Naut machines. c their tech k thx) Mystery Cube (Large, extremely well-armored cube with a variety of attacks and flying capabilities.) === 4 Blue Shell Blasters (Look like flying Blue Shells. Have very high number of missile launchers.) 4 Hoverjets (Standard aircraft with two missile blasters and ten rapidfire laser pods.) 4 Aerobombers (Extremely powerful bombers that do lots of damage, but are pretty weak defensively.) === 5 Jeep Cheeps (Submarines in Cheep Cheep shape. Have laser pods and underwater artillery blasters.)
Projects
1) Build a Defensive Relay (Gives significant defensive bonus to friendly stuff when powered.) (30/40 Days) 2) Build a Defensive Relay (40/40 Days) 3) Build a Defensive Relay (24/40 Days) 4) Build a Defensive Relay (24/40 Days) 5) Build the Speed Drive (Teleports the base somewhere else and protects it .) (84/150 Days)
Log
Koops: Jus' look at the top, okay? For the new projects, they're just Defensive Relays. These'll give large defense boosts to friendly things in a large range around them, provided the Generator is working.
|
|