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Author Topic: The Centauri Colonies: Game Thread  (Read 9941 times)

Weirdsound

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Re: The Centauri Colonies: Game Thread
« Reply #30 on: November 22, 2012, 05:20:20 pm »

To: Pittiful Surrendering Yokels
From: Admiral Mask
RE: Terms Accepted

Drop off the goods offered five miles up the coastline from the settlement. My men will pick it up overnight. No traps or other funny stuff, or else I shell you off the face of the map with our destroyer.

Assuming the transaction goes off without a hitch, you are free to continue your insignificant lives as you see fit.

Thanks for the Business.

-Mask; Admiral, Emperor, and God of Neptune's Hand

...

To: Captain Lance Cook
From: Admiral Mask
RE: The Plan for this Month

The raid was successful. The hovercrafts and interceptors will be returning shortly with the spoils of our first attack. Unload the hovercrafts quickly so we can send them back to pick up our tribute from the other colony.

Once we pick up the tribute, I will return to port with the destroyer and stay for a bit. I think I will spend most of my time personally... inspecting some of the new slaves, so seeing that my orders on the home-front are carried out will still be your responsibility.

The new slaves and unskilled laborers will work with the crop under the watchful eyes of 25 Raiders. They are to harvest and replant the crop. We have some cool new stun guns to give to the field laborers; hopefully the new toys and raider babysitters will keep the slaves in check.

Once the crop is harvested it is to be processed into cocaine, opium, and chocolate.

Our skilled labor force will tinker with our Destroyer. We will transfer the radio equipment from one of our pods to the ship, so that I can make long range transmissions from sea without revealing our location. We will also focus on calibrating our targeting; it seemed a bit off during the siege.

We will dig in 50 raiders to defend our base for now, but the rest are to head inland to hunt. Might as well keep em busy.

Finally you are to encourage our citizens to take on the slaves as wives. The quicker we can get them integrated into our society the better. If you can get any of the newcomers to tell you what the seeds we took grow, that would also be great.

Keep up the good work

-Mask
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GreatWyrmGold

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Re: The Centauri Colonies: Game Thread
« Reply #31 on: November 22, 2012, 07:31:26 pm »

Have the groups split up again.
One will take any weapons we have and 100 robots to investigate the calls in person. Phil will be in this group.
Three groups will set up all workshops and try to set up some solar cells. Each gets 75 robots. If we already have the workshops set up, have two set up some resource refineries and one set up the solar cells. They should let me know what the various industries we have the capacity for require, and any major gaps in our capabilities.
Two groups, with 30 robots each, will try to make farms. Three more groups, aided by 5 robots each, will try to keep birds off.

The diplomatic group will try to determine who these "Royal Marines" are. Or whoever it is sending the transmissions.
« Last Edit: November 22, 2012, 08:38:11 pm by GreatWyrmGold »
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mesor

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Re: The Centauri Colonies: Game Thread
« Reply #32 on: November 23, 2012, 01:45:10 am »

Send additional message.

"Anybody receiving this transmission please respond, this is the royal marines."

(( Weird and Great are the only ones who receive it. ))
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10ebbor10

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Re: The Centauri Colonies: Game Thread
« Reply #33 on: November 24, 2012, 09:12:42 am »

Mesor Miniturn 2

Your choppers follow the drone into the city, where it peacefully flies around. Getting a perimeter around it is rather hard, as the drone doesn't like being surrounded. It always flies out at the last minute. You get a good look at it each time, allowing you to see that the quadpropellor craft is completely unarmed, but sstabilishing contact fails. It doesn't respond to any vocal, visual or radio signals. For now, the drone seems to  be content with flying around town a bit.  The Choppers ask if they should shoot it down now.

Meanwhile, at the other colony things aren't going as fluent. It'll be another day till the tanks get there, and the colonists refuse to come out of their pod. Even worse, they have started transmitting requests for aid, complete with detailed descriptions of your troops on several frequencies. And in order to make it even worse, it appears that several of your soldiers have been bitten by the dangerous insects. Their symptoms match, after all.
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mesor

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Re: The Centauri Colonies: Game Thread
« Reply #34 on: November 24, 2012, 04:58:21 pm »

Have the soldiers bitten kept away from the rest gunships are to blast a hole in the side of the pod, heavies are to move in through the hole, they are to take prisoners but anybody resisting is to be executed on the spot.

Have 2 choppers land, have the tanks take up fixed position and keep observing the drone, they are to fire if it makes a hostile move, the remaining 2 choppers are to stay near the drone and do the same.

(( Lol they locked up and called for aid before I'd even made any hostile movies, paranoid much? ))
« Last Edit: November 24, 2012, 05:27:40 pm by mesor »
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10ebbor10

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Re: The Centauri Colonies: Game Thread
« Reply #35 on: November 24, 2012, 06:04:41 pm »

Spoiler (click to show/hide)
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mesor

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Re: The Centauri Colonies: Game Thread
« Reply #36 on: November 24, 2012, 06:12:50 pm »

Heavies are to move in, take prisoners if possible but put down any resistance with lethal force, search the pod and take every man woman and child prisoner, also take a detailed list of all resources within the pod. Have a chopper bring a replacement rotor out and have it fitted then have the damaged chopper return to the city for full repairs, have the sick soldiers placed on choppers to be taken back and have them placed with the other sick men and have 4 new choppers sent to provide cover, deploy the tanks in a perimeter around the pod when they arrive.

Continue to observe the the drone, don't fire unless it acts hostile, continue attempting to make contact, attempt to send a signal to it using a computer.
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micelus

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Re: The Centauri Colonies: Game Thread
« Reply #37 on: November 25, 2012, 01:50:04 pm »

Genetically modify some of the lizards to be more naturally inclined to eat the rodents.

Search out for any nearby source of wood that could be considered a forest.

Send a small group down river, to record anything they find.


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10ebbor10

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Re: The Centauri Colonies: Game Thread
« Reply #38 on: December 01, 2012, 10:42:57 am »

May: The first year

The Vanguard

Torrential rainstorms have been tormenting the settlement for some time, sweeping away the flooded and ruined colony pod, but they didn't get high enough to endanger the plants or the settlement. The harvest went well, providing more than enough food for the settlement this month. While long term ground exhaustion is a threat, it's solved for now thanks to the fertile mud deposited by the rivr.

The genetic research program progresses as marvelously, and enhanced lizards as well domesticated egg laying turtles finish research. The first are immediatly released into the wild, while the latter have been kept in the labratory for the time being.

Meanwhile, the digging team have hit and dug through a clay layer, and have started to construct the first facilities down there.

A small forest is discovered a few kilometers to the South.

The group doesn't find much. The river ends into a simple delta, with some rather normal looking wildlife and shrubs.


HTI

It's a long trek, but eventually your grow manages to make it quite close to origin location of the earlier signal. At least, that's what you expect as you're intercepted by 2 hovercrafts.

The birds continue their treck Southwards, allowing you to replant the fields. You food supplies should be large enough to last you to the harvest, but only barely. On a more positive side, whales have been seen for the coast. The sight of these majestic animals, which had been extinct on earth long before you were born, certainly sets a good mood.

The workshops and the generator are installed inside the cargo ship, to protect them from the elements. They should be able to produce simple solar cells, provided you have the resources. Basic refining is well inside their capabilities. Their extremely versatile nature limits their productivity, but allows you to construct almost everything, provided you have the resources.

The Royal marines appear to be the Mercenary group hired to secure the ship construction side. They weren't supposed to be on board though.

((Also, you really need to choose 2 techs. Those things are usefull))

Followers of the Machine God

The Quarry continues operations, but for now, no ores are found. Thankfully, work on the mountaincity is much succesfuller, and habitation for a good 500 people has been dug out, and rooms for a steam generator, and a small factory have been provided. This is quite important, as constant torrential rains have made life outside very depressing indeed. Both the generator and the factory still have to be build, but dissassembling colony pod should provide enough materials to do that.

The farm progresses well, despite run-off from the mountains.

The envoys stay at their current location, gaving made contact with house argonian. (Not rolling for inter PC diplomatic relations)

It takes a few days for your men to reach the concrete building, but luckily nobody falls. Once having arrived there, they try to and find an entrance. There's a small door partly hidden in a wall. Sadly, an electronic lock prevents them from entering. On a whim, one of the explorers decides to enter the accescodes for the ship's engine room and suprisingly, they work. Inside, your men find themselves in a small room, filled with computer equipment. Another door presumably leads to different parts of the facility, but it's locked. 

From the information displayed on the computer monitor, your team manages to deduce that this is one of the terraforming stations. The fact that it's written in giant friendly letters on the wall helps too.

House Argonian

Windmill construction progresses swiftly, and soon the three windmills tower over the settlement, being a good 75 meter higher than the already large colony pods.
With power having been restored (at least as long as there's wind, but that doesn't appear to be a problem, giving the recent storms), everyone returns to their jobs.
The envoys are gathered and welcomed with open arms, and over the month they get a controlled tour of the settlement.

The fields are planted with a variety of food crops, and also cotton. Irrigation channels have been dug, and a small stone dam has been constructed to regulate the water flow. Sadly, a few days after planting was finished, a torrential rainstorm, much worse than the previous ones, occured and flooded the fields, setting farming back several weeks.

Construction of a simple ironworkings facility begins immediatly. While large scale metalworking is beyond our grasp, a simple compound is set up, containing kilns, forges, and all other tools required for ironworking.

No visible progress has been made in our quest to research better mining techniques.


The Lawmakers

A large part of the population spends their time making a variety of crude weaponry. Several bows are made, as well as a small supply of arrows and some throwing spears.
As expected, many people are eager to try and climb above their status as slaves, and so you soon got a questionably loyal, though fairly competent hunting force.

The hunt goes well, bringing in enough food for everyone, though sadly, not enough to have excess. The scouting group manages to find a river to the North, and amongst it banks a large, 6 colony pod settlement. A few makeshift wooden crosses indicate that the wildlife, or other circumstances, haven't been kind for them.

In the settlement, everyone enjoys themselves. The results of this months escapades, as well as those of previous months, are noticeable a few weeks later (296).

Royal Marines Incorporated

300 prisoners are taken, and the pod is thoughroughly searched. You find 200 sidearms, a small amount of food and some construction tools. Frankly the pod turned out to be mostly empty, which is a serious dissapointment.

The drone rapidly dissappears in the distance, achieving a surpisingly large speed for it's design.

The farm is expanded, untill it takes up almost all free space in the town. At this point it won't be enough to supply food for your entire population, but it should come close.

The team examining the power facility find that reproducing it would be hard, but increasing the total power production would go rather easily. Currently, a large part of the reactors output appears to be wasted on overengineered safety measures, including a complete filtration system for the river water.(As in, reducing it to original state, not making it drinkable).
Shutting these systems down would increase production by about 25%.

Improvement of the wall is well underway.

Work on automated defense turrets progresses well, especially seen the difficulty of the task. There're the inherint design problems with lasers or rail/coil guns, as well as targetting problems for automated defense systems. Your research team decided to start with the latter one.

Electrical engines continue to be plagued by weight, power and overheating issues.

The infected are quarantined in a sterilized colony pod.  A good 400 people are infected, and they remain sick for a good part of the month. The disease is finally atributed to a small parasite, but sadly, standard medicin doesn't affect it. Luckily, the bad effects stop after a few weeks, though the parasite is still present in the patients bloodstream.

A rocky outcrop is seen somewhere south of the hill, but no surface mineral traces are found.

You send 4 helicopters out to scout the rest of the continent. (It isn't an island) They manage to find 2 new settlements, both fairly large, and approximately 200 km away from the base. No new cities are discovered, though occasionally drones are glimpsed, dissapearing towards West. A few forest are discovered towards the South. The North is dominated by a cold Tundra. Both are populated by several groups of large animals.

Neptune's Hand

The hovercrafts drop of their goods, and then return to pick up the other goods. On their way back they encounter a group of whales, trecking Northwards.

Work on the farm goes well, and soon the harvest is complete. After the plants have been replanted, a good amount of food remains, as well as  a variety of Narcotic substances.

The destroyer recieves some hasty modifications, targetting is recalibrated, and long range radio equipment is installed, in addition to it's already present short range equipment.

Hunting goes well, as the team manages to kill several of the large animals roaming the landscape.

Integration of slaves into society progresses well, although reluctantly.

((Sorry for the rushed turn. Also, I accidently lost part of the player post, so I'll have to redo that later. Probably tomorrow))

[/quote]

Spoiler: NPC Settlements (click to show/hide)
« Last Edit: December 01, 2012, 11:18:31 am by 10ebbor10 »
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mesor

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Re: The Centauri Colonies: Game Thread
« Reply #39 on: December 01, 2012, 10:59:41 am »

Contact the two new towns by radio and invite them to send a diplomatic delegation to my town.

250 support staff are to continue work on the automated defenses.
150 support staff are to continue work on electronic engines.
50 support staff are to research the disease and parasite and search for a cure.
100 support staff and 500 civilians to continue work in the factories.
50 support staff are to divert the power being used to purify the river and continue working on ways to reproduce or enhance it's power production.
100 support staff are to begin designing a chemical to increase farmland yield.
200 support staff, 1500 civilians and all 300 hundred prisoners are to work on the farms and build an irrigation system to enhance the farming, 250 infantry are to stand guard over the prisoners.
100 support staff and 1000 civilians are to turn 2 more pods into factories and then covert 2 more into housing areas.
The remaining 1250 civilians are to continue work on upgrading the walls.

All marines and heavies are to strip apart 4 more pods for materials to be sent to factories and converted into parts.
Snipers and remaining infantry are to man the walls 24/7 in shifts.
Tanks are to continue standing guard over entrances.
Choppers stand down unless required.

Factories are to finish production of protective equipment to prevent any more bug bites and distribute it to the entire population, prisoners included.
Factories are to produce 10 transport choppers and 10 armored personnel carriers, no engines until electronic are available and store them with the remaining vehicles.

Royal marines and 500 civilians are to dismantle the pod from the village and bring the parts back to be broken down into raw materials.

Radio signal is to be sent out again stating who we are to make contact with any other people in the area.
« Last Edit: December 01, 2012, 11:09:33 am by mesor »
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Origami_Psycho

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Re: The Centauri Colonies: Game Thread
« Reply #40 on: December 01, 2012, 02:00:29 pm »

250 continue quarry
300 mine out more housing
200 start to plant crops
50 Build factory
50 Build steam generator
5 start to engage diplomatic relations with House Argonian/contact these Royal Marine's shumcks/search for other colonies (ask about mysterious drones showing up, it/they may have come from the facility we spotted
25 at Argonian settlement continue to stay.
10 to continue to attempt infiltration of concrete building, or determine if we can use it for our own ends
Have the rest pitch in where they can


Do you want diplomacy to be dealt with in this thread or the OOC thread?
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adwarf

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Re: The Centauri Colonies: Game Thread
« Reply #41 on: December 01, 2012, 02:48:09 pm »

Have a large chamber dug beneath the colony use the best materials possible to shore it up.
Use everything that can be spared from the colony pods and our current stocks to construct a massive energy storage facility in above chamber. Hook all forms of energy generation we currently have to this.
Have all the current projects/structures manned as best they can be.
Begin forging of any needed tools, supplies, etc. In spare time begin forging half-foot thick plates to be placed on the parts of the colony pods that are outside of the wall.
Continue research into advanced mining techniques.
A project is to be undergone to begin building walls out and around all of House Argonian's holdings (this includes farms, ore mine, and quarry)
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GreatWyrmGold

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Re: The Centauri Colonies: Game Thread
« Reply #42 on: December 01, 2012, 09:42:26 pm »

((I have no idea what kinds of techs I can choose. Was there a list somewhere I missed?
What do I need to make solar cells and such?))
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Origami_Psycho

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Re: The Centauri Colonies: Game Thread
« Reply #43 on: December 01, 2012, 10:38:21 pm »

((I have no idea what kinds of techs I can choose. Was there a list somewhere I missed?
What do I need to make solar cells and such?))
((Just choose two things you want to be able to make, there isn't a list.  If you want to be able to make biologically immortal people then you can, as I understand it.))
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GENERATION 12: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
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GreatWyrmGold

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Re: The Centauri Colonies: Game Thread
« Reply #44 on: December 01, 2012, 11:03:32 pm »

((I have no idea what kinds of techs I can choose. Was there a list somewhere I missed?
What do I need to make solar cells and such?))
((Just choose two things you want to be able to make, there isn't a list.  If you want to be able to make biologically immortal people then you can, as I understand it.))
Okay...TECHS: Quantum Computing, Advanced Machinery
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