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Author Topic: You are a Lord of the Wastes  (Read 26141 times)

Ardas

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Re: You are a Lord of the Wastes
« Reply #60 on: May 08, 2012, 11:58:53 am »

Ok, thats interesting. So I assume that apart from those abominations and mutations, the rest like trees, grass, fruit and vegetables are more or less normal? I'm just trying to picture the general landscape here and the climate associated with it. Also, I assume that the local language is italian or some sort of italian dialect and that the "High Lanuage" is Englsih?
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #61 on: May 08, 2012, 12:13:50 pm »

Ok, thats interesting. So I assume that apart from those abominations and mutations, the rest like trees, grass, fruit and vegetables are more or less normal? I'm just trying to picture the general landscape here and the climate associated with it. Also, I assume that the local language is italian or some sort of italian dialect and that the "High Lanuage" is Englsih?

Basically, yes. The basic biosphere is the same as our everyday boring biosphere, with some new species types either created gene plagues or deliberate intervention which are currently in the process of finding their place within the food web, usually by eating people (after all, this would be pretty dull with all safe and happy mutated creatures).   

As to what our Character is actually speaking, I've been trying to keep it ambiguous, but you may assume that its some form of English/Italian hybrid brought about by nearly 100 years of internet and then devolved into a few dozen local dialects. The High Speech is usually English, but it could be any common pre-Collapse language. It's usually recognized by the fact that its letters are printed, a relative rarity on anything but ancient technological items and documents. 
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #62 on: May 08, 2012, 05:06:31 pm »

All I have to add is that in addition to what 10ebbor10 said, make a deal with the tinkers that we will supply them with all the raw materials, for anything they make for us and stuff they make to sell, in exchange for them working for us whenever we need them. This sweat deal should entice a few more tinkers into moving into the centrelized tinkering area, and enable us to embark on bigger building projects.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #63 on: May 09, 2012, 08:06:03 am »

You decide to implement a number of the proposed suggestions. You order work crews to secure the outer parts of the ringwall weakpoints by bolting Alloy sheets over the gaps. You even take the time to supervise, making sure that they're bolted into the Builder stone and not just the rebuilt stone blocks. Its not the most high tech solution, but by the time you are done you feel much happier about your the most basic of your defenses. Your pile of Alloy is reduced by 1/8 and you are now lacking in conveniently shaped Alloy sheets with precut eyelets.   

The Tinkerers are also busy. With your permission and support, five of them pool their resources and set up shop in some abandoned storage sheds near the Solar Furnace. Work is slow for now, but they manage to move some of their larger machines into the new workspace and a crate of general supplies and some Composite rods are delivered. This does give them time to go over the theoretical side of their various future projects. There is still much discussion of the Solar Furnace. There seem to be three main camps, those who want to build several hundred small booster reflectors, those who want to invest in a hybrid arc furnace and those who argue for an entirely independent arc furnace to cast aside the decadent Solar Furnace of old. Its mostly old Dmitri who argues for this last one however, likely due to his tendency to drink in the mornings and at any other time of day that suits him.

The general opinion on the various options is this: Lots of small reflectors would take a lot of labor and deplete basic scrap metal and electrical parts stocks by about a third. This would likely please the de Fiero clan and would ensure that the town primary smelting capacity didn't have to draw power form the fusion core, but was limited by available sunlight. Alternatively, a hybrid arc furnace could be constructed and merged with the SF. This would likely take a little less labor that the small reflectors and would likely deplete scrap metal and electrical parts stocks by a quarter. The SF would still be limited by available sunlight and would draw some power from the core to operate. A free standing, separate arc furnace could be produced for about the same parts and labor cost as the hybrid one, would have a slightly lower capacity than the hybrid, wouldn't be limited by available sunlight and would likely be seen as a power play against the de Fieros.

There's also a little discussion on how to improve the food supply. This mostly centers around the pro small reflector faction trying to claim that the mirror boosters could be easily adapted to reflect light onto particularly shady gardens. One SF neutral Tinkerer does claim that he has two matching sheets of Composite that would make the perfect mold for producing hexagonal glass plates, although what use that may be no-one knows. No progress, even theoretical, has yet been made on copying the steam engines.

Work with the dock proceeds smoothly, around one hundred steel barrels are produced and secured with chains. With the help of the fishermen, the entire assembly is anchored to the bottom about one hundred meters out. Its not an invulnerable port of doom, but its a big improvement from the beach. The whole thing is also painted white, because tripping and falling on a dock is embarrassing enough when your supposed to be a sailor without adding mild scaldings to the whole business.     

While you don't have time to personally search for lost documents and other information, you do call upon those with time on their hands to do so. Since most of the townsfolk live busy lives there aren't many people spare. However, a small group of children do answer your summons. Deciding that their small size could actually be an advantage you enlist their help. After giving them a stern lecture on the dangers of giant machines and electrical cables, you send them searching through the main building and reactor complex. They have a great time, playing hide and seek in the forbidden places of your people. Amazingly, none of the children are crushed or electrocuted. They don't turn up much of use either, until you finally have a stroke of luck. One child, squeezing past a stack of crates to hide from his companions, came across an abandoned storage room. It was bereft of useful supplies, but contained one very decomposed corpse and a data pad.

One week has passed. The Technocratia caravan should arrive next week and you are on track to produce enough water. What do you do now?   

Spoiler (click to show/hide)

If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.

         
« Last Edit: May 09, 2012, 08:34:34 am by Wayward Device »
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

10ebbor10

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Re: You are a Lord of the Wastes
« Reply #64 on: May 09, 2012, 08:31:18 am »

I think you forgot to upgrade the spoiler. The water hasn't changed and the dock isn't noted.
I say we wait to see what the caravan brings before deciding on whcih plan to follow. If we didn't announce that a caravan is coming to the town, do so.

Remember what the general weather is in these regios, and if there's much weather damage.

Also I think we should open the datapad. Bury the skeleton, hope the parents of the children don't bereft us for letting them run around in such dangerous conditions.

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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #65 on: May 09, 2012, 08:37:37 am »

Oops, fixed the spoiler stuff. The climate is what you'd expect for the Mediterranean region. Occasionally storms will cause some serious damage, and it gets pretty hto in the summer but apart from that its pretty normal. Next turn up later, probably tonight.
« Last Edit: May 10, 2012, 06:28:01 am by Wayward Device »
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Wayward Device

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Re: You are a Lord of the Wastes
« Reply #66 on: May 10, 2012, 08:32:59 am »

Things continue productively over the next week. The new dock is a resounding success. True, no seaborn traders have magically shown up now that its there but the fishermen seem to like it. On the Tinkerer front things continue to slowly improve in the communal workspace. You donate one of the three laser cutters from your Main Building workshop and power lines are finally rigged. The Tinkerers celebrate by cutting parts for a small working model of Moorish trader's engines. It's only the size of a small barrel and lacks the advanced Alloys that made the originals so efficient but it works. Its actually slightly more efficient than expected because they used some of the smaller Composite rods for the pipes and pistons. Not very practical but a useful proof of concept. You make sure that everyone knows that a trade caravan from Rome is on the way, due to your wise leadership.

Production of water is on target and there are currently no problems with either the reactor or desalinization plant.

While this is going on, you decide to delay a final decision on the Solar Furnace until the Technocratia caravan arrives. Perhaps they'll have something which might assist with this problem. To pass the time until their arrival you investigate the datapad, after burying the skeleton and checking that none of the children are traumatized. Mostly, they're just jealous that only one of them got to poke it with a stick. Unfortunately for you the datapad is protected. After much fooling around and occasionally shouting at it, you decide to run through all the words of power you know. None of them work, until finally you try the Word that opens the Small Water Tank and Desk Room, an inexplicable place attached to the Control Room. Upon speaking the Word, the pad comes to life and begins to fill with numerical entries.     

You spend the next few days reading through these and trying to make some sense out of them. Most of the earliest seem to be a series of laments for lost glories. One of the most common complaints in the first thirty or so pages of entries is that the diarist, who you cannot seem to place a name to, will never be leet again. You wonder why he should have suffered the loss of his fighting skills. You can find no entry that mentions any physical health problems, other than poor nutrition and a lack of food, which makes up another persistent theme. Later, many of the entries seem to deal with the day to day running of the reactor and of dealing with "those idiots". These entries seem oddly familiar to you, if a little distorted by the weight of the past. Just as you are coming to an entry about the fall of the Great Dish from the Control Tower, something of great historical interest to you, a militiaman runs into you chambers and announces that a caravan has been spotted approaching the city. You head to the main gate to observe their arrival. There seems to be two large tankers, some sort of heavy tracked hauler and around twenty five people riding smaller vehicles. As they near the city gates there is an explosion and the lead vehicle, a hover trike not too dissimilar to your own, is turned into burning metal confetti.

From the distance you see two bands of figures appear, flanking the caravan. They seem strange and you cannot quite make out their appearance. They are certainly human but something just seems...wrong somehow. You hear the crackle of gunfire and much higher pitched whines from the caravan, which is still heading towards Sala-Zione. The gate is still closed and only you and seven of your militia are nearby on this section of the wall.

What do you do?

Spoiler (click to show/hide)
     

If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed.     
« Last Edit: May 10, 2012, 08:35:50 am by Wayward Device »
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Maldevious

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Re: You are a Lord of the Wastes
« Reply #67 on: May 10, 2012, 08:41:42 am »

I say we protect the caravan as well as we can from the walls, and open the gates if they get close enough and their pursuers are far enough back.
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stabbymcstabstab

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Re: You are a Lord of the Wastes
« Reply #68 on: May 10, 2012, 09:05:36 am »

Have half of our milita open fire on the attackers the rest prepare the area around the gate incase a few attackers get in.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #69 on: May 10, 2012, 10:24:07 am »

Sound the alarm, mobilize the army. Get everyone inside quickly. Order your troops to fire at the enemy. Leave the gates closed, but unlock the doors already, so you can open them quickly.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #70 on: May 10, 2012, 05:43:53 pm »

Sound the alarm, mobilize the army. Get everyone inside quickly. Order your troops to fire at the enemy. Leave the gates closed, but unlock the doors already, so you can open them quickly.
Plus one
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micelus

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Re: You are a Lord of the Wastes
« Reply #71 on: May 10, 2012, 06:51:04 pm »

Sound the alarm, mobilize the army. Get everyone inside quickly. Order your troops to fire at the enemy. Leave the gates closed, but unlock the doors already, so you can open them quickly.

This.
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10ebbor10

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Re: You are a Lord of the Wastes
« Reply #72 on: May 11, 2012, 12:14:54 am »

We should also spread ou our troops. The enemy has a rocket launcher thingy.
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Mr. Palau

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Re: You are a Lord of the Wastes
« Reply #73 on: May 11, 2012, 06:13:44 am »

We should also spread ou our troops. The enemy has a rocket launcher thingy.
Oh yes do this and use our rocket launchers too. This is important enough to deplete our rockets because if this caravan dies it could damage relations.
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Wayward Device

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Re: You are a Lord of the Wastes
« Reply #74 on: May 11, 2012, 08:27:44 am »

You sound the alarm, order the gate to be unlocked and call for your troops. One of your militia runs off to gather the others and two jump down from the wall and begin to unlock the gate. People begin to flee to the relative safety of their homes. From your position on the gate watchtower you see the caravan approaching at speed. Bullets begin to fly over your position as the raiders turn their attention to defenders of Sala-Zione. You take aim and as you sight down the barrel of your laser you realize what it is that makes these raiders so strange. All are at least six foot in height and some of them seem to be almost nine feet tall. Clearly these are monsters, not men. You take a pot shot at one of the larger of the creatures. You hit, but the narrow cauterizing beam misses any vital organs, enraging it and starting a small fire among its ragged cloths.

You continue to fire, finding your aim and downing two of the creatures with headshots. Your militia do the same, taking their time and finding their mark. If only there were more than five of you on this section of the wall. Despite your efforts the caravan loses another small vehicle to a violent explosion and great gash is torn in the side of one of the tankers by the shrapnel. Immediately after a rocket crashes into the ringwall just to the left of the gate, spraying you and your militia with shards of Builder stone. It seems that both of the flanking groups have launchers. After taking a moment to recover, you notice that one of your men has been turned into an unfortunate red smear and that there's a fairly large chunk missing from the parapet. Not the fucking wall too! You just fixed that!

Things are looking bleak. The Caravan is close enough for you to see the whites of their eyes and the raiders are closing in rapidly. Finally, some reinforcements arrive. Seventeen militia arrive at this section of the ringwall, one of whom is hauling one of your own launchers. They begin to fire, finally having some effect against the raider's superior numbers and physical endurance. The militiaman with the launcher has brought the five incendiary shells. He takes his time and waits for his target. As another rocket is fired from the right flanking group, only to explode harmlessly against one of the Alloy reinforced weakpoints, he takes careful aim and countersnipes the raider rocket team. There is much screaming and running about of burning probably-mutants. Well, more than there was already.

You continue to fire from your position atop the gate watchtower, having taken out at least six of the raiders that you can be sure of. The right flanking group group seems to be demoralized after taking the brunt of your fire but the one on the left still seems relatively fresh and continues to advance. You see a huge man, who must be at least nine feet tall, reloading a launcher and shouting at the raiders around him. The caravan is mere meters away from the gate.

What do you do now?

Spoiler (click to show/hide)
   

If you notice stuff that should be here but isn't, please tell me. Likewise with any suggestions I may have missed. However, the spoiler will be updated after this action stuff is concluded.             
« Last Edit: May 11, 2012, 08:29:49 am by Wayward Device »
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.
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