The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
I start to summon an elemental relic to fight the godmodder. It is a very complex and powerful entity so it will require a charge time. Elemental relic: ========== (1/10)
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.) I'll post more specific stats later, probably some time next week as that is when I'll be able to keep working on this.
I start to summon an elemental relic to fight the godmodder. It is a very complex and powerful entity so it will require a charge time. Elemental relic: ========== (1/10)
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.) I'll post more specific stats later, probably some time next week as that is when I'll be able to keep working on this.
I use more of my infinite BP to speed up relic construction.
Meanwhile,
THE SUMMONING IS COMPLETE! Oryx the Mad God has risen!
Oryx the mad god appears at the teleporter exit, having used the teleporter entrance inside the tank. he has been buffed with overpowering points, and is completely loyal to me, because i promised him this world once he kills the godmodder. if he does turn on me, the summoning link will activate and banish him. the shots only affect Godmodder-aligned units. He starts with his whole army summoned.
Oryx the mad god:
HP: 100000/100000
Defense (reduces damage taken from each attack): 1000
Attacks (all are used each turn):
Energy orb: 5000 damage.
Bullet storm: 5000 damage, hits 5 targets
Debuff disk: used 3 times, victim sustains either Slowed (moves 75% slower, cannot dodge), Weak (attacks have 75% less power), Blind (Cannot attack outside melee range), or Confused (attacks random target, friend or foe).
Spawns: summons up to 5 Henchman of Oryx, 3 Bile of oryx, and 2 Vintners of Oryx at a rate of 1 of each per turn.
Vintner of Oryx: 2000/2000 HP x2
Attack:
Wine bomb: 50 damage, inflicts Drunk (50% miss chance) on victim.
Healing wine: heals 2500 HP and gives Drunk, Armored (+2500 Defense), and Strong (+50% attack damage) to the target. Oryx is not affected by the drunk debuff.
Bile of Oryx: 2500/2500 HP x3
Attack:
Slime trail: 250 damage, Slowed, and Sick (cannot recover health) to enemies passing through the trail.
Henchman of Oryx: 25000/25000 HP x5
Defense: 250
Bodyguard: 25% chance to block an attack targeting Oryx.
Confusarang: 500 damage, inflicts Confused.
Sword: 750 damage.
Spawns up to 5 Soldiers of Oryx, 1 Abombination of Oryx, 1 Abberant of Oryx, and 1 Monstrosity of Oryx at a rate of 2 soldiers and/or 1 Abombination, Abberant, or Monstrosity per turn.
Soldiers of Oryx: 50/50 HP x 25
Meatshield: An attack on any member of Oryx's army has a 75% chance to hit a soldier instead.
Attack: 25 damage.
Abombination of Oryx: 5000/5000 HP x5
Attack:
Spray of acid: 750 damage.
Abberant of Oryx: 5000/5000 HP x5
Attack:
Bomb: 500 damage, long range
Monstrosity of Oryx: 5000/5000 HP x5
Spawn Scarabs at a rate of 5 per turn (max 10).
Scarabs: 1/1 HP x50
Attack:
Suicide blast: 250 damage, suicide.
Meanwhile, the tank teleports to the End, where the next succesion endermancer (when an endermancer dies, a new enderman takes his place), summons his enderman strike force to repair the tank while he supercharges the shields.
The system are ready to program anti godmodding servers at underground. Little damage to godmodder.
Progress: [[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[[
(Pre-Developing, stage 1/3) (remember, it is very slow and complexity of scripts to create)
Alfieq's Hardware: Total armor & hp: 330 armor, 325 hp
Monitors: 30/30 armor, 50/50 hp (when destroyed, slows the process) (on) CPU: 100/100, 75/75 hp (when destroyed, slows the process and cuts the progress bar by 10%) (on) File Servers: 25/25 armor, 125/125 hp (when destroyed, cuts the progress by 20% and lagged entire game) (on) Processors: 100/100 armor, 75/75 hp (when destroyed, slows the process) (on)
If you are asking about this for my "very important notice", it's what madscientist said. If you are talking about just in general, no double posting is pretty much an unspoken rule on most forum games.
I aim the Level 7 Sentry Gun at the Level 4 Combat Disposable Mini-Sentry Gun, and mash M1 and M2, spraying bullets and rockets everywhere towards it.
NOTE: The l7 sentry might be humongous, as are its bullets, but the l4 sentry is also pretty large(just not as large as the l7), therefore it can be hit by the bullets.
I start to summon an elemental relic to fight the godmodder. It is a very complex and powerful entity so it will require a charge time. Elemental relic: ========== (1/10)
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.) I'll post more specific stats later, probably some time next week as that is when I'll be able to keep working on this.
I use more of my infinite BP to speed up relic construction.
Meanwhile,
THE SUMMONING IS COMPLETE! Oryx the Mad God has risen!
Oryx the mad god appears at the teleporter exit, having used the teleporter entrance inside the tank. he has been buffed with overpowering points, and is completely loyal to me, because i promised him this world once he kills the godmodder. if he does turn on me, the summoning link will activate and banish him. the shots only affect Godmodder-aligned units. He starts with his whole army summoned.
Oryx the mad god:
HP: 100000/100000
Defense (reduces damage taken from each attack): 1000
Attacks (all are used each turn):
Energy orb: 5000 damage.
Bullet storm: 5000 damage, hits 5 targets
Debuff disk: used 3 times, victim sustains either Slowed (moves 75% slower, cannot dodge), Weak (attacks have 75% less power), Blind (Cannot attack outside melee range), or Confused (attacks random target, friend or foe).
Spawns: summons up to 5 Henchman of Oryx, 3 Bile of oryx, and 2 Vintners of Oryx at a rate of 1 of each per turn.
Vintner of Oryx: 2000/2000 HP x2
Attack:
Wine bomb: 50 damage, inflicts Drunk (50% miss chance) on victim.
Healing wine: heals 2500 HP and gives Drunk, Armored (+2500 Defense), and Strong (+50% attack damage) to the target. Oryx is not affected by the drunk debuff.
Bile of Oryx: 2500/2500 HP x3
Attack:
Slime trail: 250 damage, Slowed, and Sick (cannot recover health) to enemies passing through the trail.
Henchman of Oryx: 25000/25000 HP x5
Defense: 250
Bodyguard: 25% chance to block an attack targeting Oryx.
Confusarang: 500 damage, inflicts Confused.
Sword: 750 damage.
Spawns up to 5 Soldiers of Oryx, 1 Abombination of Oryx, 1 Abberant of Oryx, and 1 Monstrosity of Oryx at a rate of 2 soldiers and/or 1 Abombination, Abberant, or Monstrosity per turn.
Soldiers of Oryx: 50/50 HP x 25
Meatshield: An attack on any member of Oryx's army has a 75% chance to hit a soldier instead.
Attack: 25 damage.
Abombination of Oryx: 5000/5000 HP x5
Attack:
Spray of acid: 750 damage.
Abberant of Oryx: 5000/5000 HP x5
Attack:
Bomb: 500 damage, long range
Monstrosity of Oryx: 5000/5000 HP x5
Spawn Scarabs at a rate of 5 per turn (max 10).
Scarabs: 1/1 HP x50
Attack:
Suicide blast: 250 damage, suicide.
Meanwhile, the tank teleports to the End, where the next succesion endermancer (when an endermancer dies, a new enderman takes his place), summons his enderman strike force to repair the tank while he supercharges the shields.
All of the allies but the Oryx trip and fall, dying. Orix added!
All of the terrors perform a SUPER COMBO, killing Orix(alneit not before it fires out a shot dealing 5000 damage to the terror creeper). Steve attacks the terror creeper, dealing 15000 damage, then upgrading to diamond pickaxe level! The Three ghosts and super tank finish off the terror creeper!
i attack the godmodder with a stick wacking him with it.
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
(srry if this is already posted i didnt read whole post)
Since he is going on vacation and does not want to have a gianormous pile of posts to moderate.
TT2000, you are genius.
The Relic's Energy System
The relic has an energy system that can be represented visually like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects.
If that was confusing, here is an example.
If the relic gains two air charges and two water charges, the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
I'll post more specific stats later, probably some time next week as that is when I'll be able to keep working on this.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
I use more of my infinite BP to speed up relic construction.
Meanwhile,
THE SUMMONING IS COMPLETE! Oryx the Mad God has risen!
Oryx the mad god appears at the teleporter exit, having used the teleporter entrance inside the tank. he has been buffed with overpowering points, and is completely loyal to me, because i promised him this world once he kills the godmodder. if he does turn on me, the summoning link will activate and banish him. the shots only affect Godmodder-aligned units. He starts with his whole army summoned.
Oryx the mad god:
HP: 100000/100000
Defense (reduces damage taken from each attack): 1000
Attacks (all are used each turn):
Energy orb: 5000 damage.
Bullet storm: 5000 damage, hits 5 targets
Debuff disk: used 3 times, victim sustains either Slowed (moves 75% slower, cannot dodge), Weak (attacks have 75% less power), Blind (Cannot attack outside melee range), or Confused (attacks random target, friend or foe).
Spawns: summons up to 5 Henchman of Oryx, 3 Bile of oryx, and 2 Vintners of Oryx at a rate of 1 of each per turn.
Vintner of Oryx: 2000/2000 HP x2
Attack:
Wine bomb: 50 damage, inflicts Drunk (50% miss chance) on victim.
Healing wine: heals 2500 HP and gives Drunk, Armored (+2500 Defense), and Strong (+50% attack damage) to the target. Oryx is not affected by the drunk debuff.
Bile of Oryx: 2500/2500 HP x3
Attack:
Slime trail: 250 damage, Slowed, and Sick (cannot recover health) to enemies passing through the trail.
Henchman of Oryx: 25000/25000 HP x5
Defense: 250
Bodyguard: 25% chance to block an attack targeting Oryx.
Confusarang: 500 damage, inflicts Confused.
Sword: 750 damage.
Spawns up to 5 Soldiers of Oryx, 1 Abombination of Oryx, 1 Abberant of Oryx, and 1 Monstrosity of Oryx at a rate of 2 soldiers and/or 1 Abombination, Abberant, or Monstrosity per turn.
Soldiers of Oryx: 50/50 HP x 25
Meatshield: An attack on any member of Oryx's army has a 75% chance to hit a soldier instead.
Attack: 25 damage.
Abombination of Oryx: 5000/5000 HP x5
Attack:
Spray of acid: 750 damage.
Abberant of Oryx: 5000/5000 HP x5
Attack:
Bomb: 500 damage, long range
Monstrosity of Oryx: 5000/5000 HP x5
Spawn Scarabs at a rate of 5 per turn (max 10).
Scarabs: 1/1 HP x50
Attack:
Suicide blast: 250 damage, suicide.
Meanwhile, the tank teleports to the End, where the next succesion endermancer (when an endermancer dies, a new enderman takes his place), summons his enderman strike force to repair the tank while he supercharges the shields.
Professional mincebag
He scream
You do not know the location of the godmodder's computer(besides, he has an infinite amount of computers)!
I could have someone take over for me, but I would prefer them to have some past experience moderating forum games.
?
L6 sentry destroyed!
8000 damage to the terror zombie!
The HP isn't that high...
The godmodder is just a godmodder...
1000 damage to all foes(not including the godmodder)!
1000 damage to everything(but the godmodder).
What?
If you are asking about this for my "very important notice", it's what madscientist said. If you are talking about just in general, no double posting is pretty much an unspoken rule on most forum games.
L4 sentry destroyed!
1000 damage to the terror zombie!
Does nothing!
?
All of the allies but the Oryx trip and fall, dying. Orix added!
It isn't dead, I am just on vacation.
You are not a moderator, and besides, someone already tried that.
Missed!
What?
All of the terrors perform a SUPER COMBO, killing Orix(alneit not before it fires out a shot dealing 5000 damage to the terror creeper). Steve attacks the terror creeper, dealing 15000 damage, then upgrading to diamond pickaxe level! The Three ghosts and super tank finish off the terror creeper!
Large bacon acidic creepy dummy: 16/20
Mystery gate: 937500/1000000(neutral)
Level 3 teleporter exit: 20000/20000(anti-godmodder)
Level 7 sentry gun: 22000/112000(anti-godmodder)
The Three ghosts: 23000/30000(anti-godmodder)
Steve: 10/10(anti-godmodder)(respawn ability)(at diamond pickaxe level)
Terror skeleton: 68000/75000(bodyguard)
Terror blaze: 139000/150000(bodyguard)
Terror zombie: 39000/60000(bodyguard)
Terror enderman: 244000/250000(bodyguard)
Terror Spider: 35000/40000
Terror wither skeleton: 75000/80000
Terror Zombie Pigman: 91000/100000(bodyguard)
Terror Ghast: 245000/250000(total boss)
Terror magma cube: 90000/94000
Super tank: 80000/100000 HP+ 10000/50000 shields(anti-godmodder)
Godmodder HP: 25/80
Check out my bad CTM map reviews here.
Elemental relic 2/10
PS: exactly how often can I post?
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
Progress: ██████████ 10%
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Elemental Relic: ========== (3/10)
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
(Was admin of the server)