ForumsForum Games[necro] Create Your Own Colony Everything

294 136751
firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Welcome to create your own Colony...thing.
You can create governments, buildings, units, etc.

Use this format:

(Name of thing)

If it's a government:

Resources every 5 seconds: ? Money ? Manpower ? Energy
Bonus: (What it's better at than the other governments)

If it's a building:

Building type: (resource, defense, unit deployment, misc)
Resource gain: (example: 3 money per 6 seconds)
Tier: (1, 2 or 3)
Upgradeable into:

If it's a unit:

Health:
Armor type: (Chronite, titanium, infantry)
Damage:
Fire Type: (Machine gun, pulse, land splash, lasers, anti-air, etc)
Fire Rate: (How fast the unit fires)
Production Cost: (how much resources)
Production Time: (As quick as a marine, as slow as a black queen)

Have fun!
Be as detailed as you'd like!

  • 294 Replies
firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Well, no duh. I think 16 romans can also kill a glad.
That's why you have to get a large group of 'em.

lalala12
offline
lalala12
2,165 posts
Nomad

16 romans?

:O...

SOYMASTER
offline
SOYMASTER
1,098 posts
Nomad

16 romans killing 16 glads lol

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Yeah, because romans don't have as much life as I thought they did, apparently.

And no, 16 romans can't kill 16 glads.

SOYMASTER
offline
SOYMASTER
1,098 posts
Nomad

[quote]Well, no duh. I think 16 romans can also kill a glad.
That's why you have to get a large group of 'em.
And no, 16 romans can't kill 16 glads.[/quote]u siad they can
firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

I said 16 romans can kill a glad...

SOYMASTER
offline
SOYMASTER
1,098 posts
Nomad

oh yeah the A i didnt see that thank u for clarifying

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Modified Large Scout Carrier
Health: 20x normal scout
Armor: Titanium + extra anti-air defense
Damage: 0.5x normal scout
Fire type: Pink Lasers
Fire rate: Same as normal scout
Production Cost: 30$, 100E, requires armory
Production Time: 2.5x scout
Builds from: Technology (tier 4 forge)

Releases normal scouts from itself every 5 seconds.

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Modified Scout
Health: 2x normal scout
Armor: Special
Damage: Same as scout
Fire type: Pink Lasers
Fire rate: 2x normal scout
Production Cost: 10I
Production Time: 3 seconds
Builds from: Spec ops

jdoggparty
offline
jdoggparty
5,860 posts
Nomad

Destroyer

Health: same as Hover tank
Armor: Hover Tank
Speed: Hovers Speed
Weapons: Red Ion Turret
Passengers: 2 modified romans
Health: x2 roman
Armor: x1.5 roman strength
Fire Type: Same
Fire Rate: x1.5 roman
Builds From: Apartment
Upgrade of house
Builds 5 manpower every 3 second
Deploys Mod Romans and destroyer
Cost: 20 Manpower 20 Influence
Loads: Chronite Speed

Wow, that is a big list.

The indented parts are stats for other units/structure above them...

jdoggparty
offline
jdoggparty
5,860 posts
Nomad

Whoops I ment Resort not Apartment (If you look at pg 7)

firetail_madness
offline
firetail_madness
20,591 posts
Blacksmith

Thief
Health: Same as marine
Armor: Light
Damage: None
Fire type: None
Fire rate: None
Production Cost: 5M
Production Time: 1 second
Builds from: Bank/Treasury
Effect: Steals 1 money per second from one of the enemy players and transfers it to you once it reaches enemy.

jdoggparty
offline
jdoggparty
5,860 posts
Nomad

Firetail that sorta sucks.

Ninja
Health: Same as snipe
Armor: None
Fire type: Nunchuks
fire Rate: Ninja Speed (same as romans)
Damage: Nunchuks are explosive. Do as much damage as a sakata spider. Have big splash
Production: 20 Energy, 10 Manpower, 5 Money
Builds From: Tier 2 Forge (I forget teh name)

Ephemeral
offline
Ephemeral
88 posts
Peasant

Ephemeral

Health: 5x Sakata MK2
Armor: Heavy and Anti-Missile
Damage: 1337
Fire type: High-intensity hadron cannons
Fire rate: 1 per 6 seconds
Production Cost: You can't produce me unless you have 5 Missile silos
Production Time: Not in your life-time, unless you want to offer me something?
Builds from: Missile Silo
Effect: Uber unit that will help you learn how to play Colony, bash you for learning slowly, and then win the game for you.

No but really, I came in here to bash some ideas, however, seeing none, decided to create one myself, of myself.

lalala12
offline
lalala12
2,165 posts
Nomad

Can't figure out a good name...

Battleship (unless you wanna be starcraft-y and name it the BC)
Weapons: Missile battery, launches 3 missiles (black queen damage) at an air target. CD is a scout's? Has very minor splash, splash range is that of a sakata's. (1/10th of damage)
Laser, targets a ground unit and does continuous damage for 1 second. Takes 5 seconds to recharge, overall damage done is equal to 10 sniper shots. All units in the laser take the damage. Damage is halved against special armor, and reflected towards a random unit...if there are say, 2 hovers, they will eventually end up taking half damage each. (quarter maybe?) Can hit air units...if they're in the path. If the unit targeted is killed or seperates from a mass, the laser will target another unit.
Armor: Special, 3x that of a Queen
Releases 2 healing drones when damaged, have scout stats without the damage, and heal 1/10th or so of the queen's hp at 0.5 of a medic's speed.
Cost: 150 of all resources, 100 influence. Build time is that of a glad. Builds from tier-4 outpost? Requires an armory.

Likey?

Showing 76-90 of 294