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Author Topic: Colony Story, Prologue: Shattered Steel.  (Read 4899 times)

kaian-a-coel

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #60 on: October 29, 2012, 05:01:53 am »

plus if we wait then we can CHOOSE where we settle. and its more useful in space. its probably not even meant to land.
It's not. That's why you have shuttles. (five of them, but two are wrecked.)

Ask the computer about the composition of the asteroids in the field around the planet. Also ask if there is any data on this planet, and try to find if it has any atmosphere. Also scan ship for number of hostile lifeforms.

      As far as the still-functionning sensors can tell, this asteroid field is mainly made out of chondrites, although there is also some metallic ores. For the planet, no data is available. As it does'nt orbit around a star, there is no way you could have detected it before. Still, you can tell it has a rather thick atmosphere. Yet, it is mainly hydrogen and helium, with a bit of oxygen sometimes (others molecules simply solidify to the sheer coldness). No biggie though, clones can be spawned with the ability to breath hydrogen. XEg-001 breath oxygen, but this can be changed in the medbay.
      Aside from the rear part, which cant be accurately scanned yet, the number of hostiles within the ship isn't estimated to be more than a dozen, most probably less than ten.

      The colonization process is quite simple in the beginning: a bunch of clones are spawned, they fill the shuttles with the necessary equipment (mass extractors, reffiners, energy generators, hydroponics, habs, micro-factories, a bit of food, lights, weapons...), and then land, disembark, the shuttle goes back to the ship, repeat until the ship in orbit is emptied.
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Teneb

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #61 on: October 29, 2012, 09:24:03 am »

Requisition the AI for bigger weapons or a security force to purge the ship from xenos hostile lifeforms.
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kaian-a-coel

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #62 on: October 29, 2012, 11:17:48 am »

Requisition the AI for bigger weapons or a security force to purge the ship from xenos hostile lifeforms.

      The AI aknowledge your request, and start growing three security clones, as well as giving you the localisation of a weapon crate within the cargo rooms, containing laser rifles.

RTS MODE: ACTIVATION! *tudududuuuu*

-Active clones:
   -X clones:
      -XEg-001 (pistool, engineering space suit)
-Growing clones:
   -Basic clones:
      -Workers clones x7
      -Pilot clones x2
      -Soldier clones x3
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stabbymcstabstab

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #63 on: October 29, 2012, 12:33:44 pm »

get the crate to those clones, lets keep our pistool when carring the crate it'll be easier to carry.
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wer6

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #64 on: October 29, 2012, 02:13:41 pm »

get the crate to those clones, lets keep our pistool when carring the crate it'll be easier to carry.
this but get a laser rifle as a secondary weapon on our back incase we need something big.
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Aseaheru

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #65 on: October 29, 2012, 02:31:51 pm »

get scanning the planet, see where it is warmest, healthiest and easyest to defend. also scan for metal and get mining in the belt.

if i go poof, thank grace the hurricane.
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Teneb

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #66 on: October 29, 2012, 02:40:07 pm »

get the crate to those clones, lets keep our pistool when carring the crate it'll be easier to carry.
this but get a laser rifle as a secondary weapon on our back incase we need something big.

Check the contents of the crate first to see if there are any laser rifles at all.
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kaian-a-coel

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #67 on: October 29, 2012, 03:51:19 pm »

      You decide to return to the storage area (which you do without problem. You had to scare a lone, small, possibly young space beast, but that's all.). You grab the crate you've been designated as containing laser rifle, and check its content. Yup, twelve laser rifles. With magazines (or rather batteries) for 1500 shots each. You bring it back to the spawning bay and wait for the other clones to spawn.
      They do so after a couple hours (you grabbed a crate of rations after about an hour). You and the AI inform them of the situation and you arm yourselves for cleansing the shuttle hangars.
      With the four of you, the beasts stand no chance, and the hangar is free of xenos in less than two minutes. Afterwards, you scan the planet for a suitable landing. Thankfully, one of the sensors you fixed capt infrared emission: heat. You spot a couple slightly-less-cold areas on the surface. Thinking that this is not enough, you fix a couple more sensors with some spare parts grabbed in the storage and the help of the workers. With that, you designate four areas that may be suitable for establishing a landsite:

      -Landsite one: a somewhat hilly area where there is fewer ice (ice here does not necessarily mean "water ice". It may be solid nitrogen or oxygen, or carbon ice.) and more rocks. Hence more stability.

      -Landsite two: a huge, flat glacier. It looks stable enough to build on (still, be careful) , and have the benefits of having large water reserves. The warmth detected may imply the existence of underground rivers of carbon dioxid or nitrogen (or even water! one may dream...). It's also very easy to dig in.

      -Landsite three: Mountains. Possibly ancient volcanos. It's like the rocky hills landsite, but with higher risks (less stability) and higher warmth (and minerals).

      -Landsite four: Some odd geological formation, combined with geothermal heat, allowed the existence of a sea of liquid carbon dioxid. It's somewhat warm (tropical even, compared to the rest of the planet) without having to dig, and the sea can be exploited for energy, oxygen and carbon. You won't be surprised if there even was lifeforms in there. Yet, "tropical" weather come with downsides.


-Active clones:
   -X clones:
      -XEg-001 (pistool, engineering space suit)
   -Basic clones:
      -Workers clones x7 (space suits)
      -Pilot clones x2 (space suits)
      -Soldier clones x3 (space suits, laser rifles)
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
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wer6

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #68 on: October 29, 2012, 03:53:22 pm »

go to landsite three with heated discussion form other AI subroutines :P
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Teneb

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #69 on: October 29, 2012, 03:56:51 pm »

Fix ship first. Then head to landsite one.


(I guess this'll be a vote)
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wer6

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #70 on: October 29, 2012, 04:05:35 pm »

the ship is a wreck we should strip it and then go down no need to fix it.
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kaian-a-coel

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #71 on: October 29, 2012, 04:07:35 pm »

Fix ship first. Then head to landsite one.


(I guess this'll be a vote)
Yes it's a vote. And I repeat, the big ship itself won't land, under ANY circumstances. It's not even necessary to fix it now, and anyway it's not possible. You lack time and ressources. As for stripping it down... Well you can do that, but there is hundreds of tons of way more useful stuff in the cargo bays for now.
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Sauron makes the precious.
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wer6

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #72 on: October 29, 2012, 04:08:47 pm »

or we could turn it into space station 13? that chould sound fun and maybe we can mine some plasma too!
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Teneb

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #73 on: October 29, 2012, 04:11:00 pm »

wer6... maybe we should limit suggestions to reasonable ones for now.


Anyway, we need a tie-breaker (or someone could make a 3-way tie instead).
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Aseaheru

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Re: Colony Story, Prologue: Shattered Steel.
« Reply #74 on: October 29, 2012, 04:19:08 pm »

keep the ship, send down almost everything, but keep ship for use as a comm center. aand... i vote 1 with future bases at 4 and 3.
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