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Author Topic: Build a Colony: The Tragic tale of Rearden's Arms  (Read 45422 times)

evilcherry

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #180 on: September 02, 2013, 06:54:33 am »

((Can we get a spoiler with what facilities we have installed. I keep forgetting it.))

The mining vehicle can continue digging it's perimeter, likewise for the drilling rig.
The 2 free robots*
One of the researchers looks at how long it would take to develop AI algorithms, the other analyses that tree, or whatever else the vegetation gatherer comes up with

* Currently holding the guns, take the rocks and throw them into the cement generating machine. One of them also gathers the unmined rocks with the mining tools.
The two robots aren't free. They are providing cover for the vanguard. The team of 4 should keep this echelon formation towards the distress signal; fire at will at anything hostile.
The other robot can of course work with concrete. We defenitely need some kind of platform for our bots to stand on as watch at night (honestly I thought of making them out of wood).
Which leads to the question: How are the sensoral capabilities of the robots? Depending we might need an IR or multispectral sensor, perhaps even a radar, as a kind of early warning system.

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #181 on: September 02, 2013, 07:01:52 am »

Sending 80% of our workforce away might be a bit excessive. I thought the others would stay behind.
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Evil Lincoln

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #182 on: September 02, 2013, 07:12:10 am »

I put up a spoiler with a list of your modules and equipment. Vaguely sorted into power, tech and manufacturing.

evilcherry

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #183 on: September 02, 2013, 07:18:30 am »

Sending 80% of our workforce away might be a bit excessive. I thought the others would stay behind.
But its unfortunately just enough to balance the wildlife. Bots aren't exactly the most stealthy beings either.

*dammit we should think about a solar flyer...

Tomcost

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #184 on: September 02, 2013, 08:14:18 am »

Should we send the robots? Because it would be better if, for now, we stay at base while we do business. And meanwhile we could get to analize the laser rifles.

Also: tree robot: begin collecting yellow fruit from the bulbs

Aseaheru

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #185 on: September 02, 2013, 03:17:07 pm »

As for the oil brig tell it to move to the other side of the ditch and start gigging another well. As for the mining rig that can just keep doing what its doing.
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #186 on: September 02, 2013, 03:17:59 pm »

As for the oil brig tell it to move to the other side of the ditch and start gigging another well. As for the mining rig that can just keep doing what its doing.
Why do you want another well?  It's unlikely that the water ceiling will have moved. Most likely, it's even closer to the surface.
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Aseaheru

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #187 on: September 02, 2013, 03:19:34 pm »

So we can go deeper and look for other things without fucking up our water as much.
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #188 on: September 02, 2013, 03:20:34 pm »

So we can go deeper and look for other things without fucking up our water as much.
We would need to go away from the river to do that, not farther north. ((Besides, there's a river if we want fresh water))
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Aseaheru

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #189 on: September 02, 2013, 03:59:20 pm »

Is not north farther from the river or is the thing not arrayed correctly?

As for the river it is too easy to screw with that for my taste.
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #190 on: September 02, 2013, 04:14:00 pm »

Is not north farther from the river or is the thing not arrayed correctly?

As for the river it is too easy to screw with that for my taste.
You said the other side of the ditch. And I assumed you didn't want to send the rig into the forest on it's own, which implies you're staying near the river.

Considering the groundwater is in direct contact with the river. (It's like 20 meters away, the ground water probably feeds the river; or vice-versa). It won't make a huge difference
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Aseaheru

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #191 on: September 02, 2013, 04:22:10 pm »

Still. I am halfway insane afterall.
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Evil Lincoln

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #192 on: September 20, 2013, 03:12:59 am »

I am probably the worst GM in terms of letting you guys know when I am going on hiatus, but better late then never.

I've had travel and university stuff going on for a while so I haven't found time to update but I should get back into it next week, probably Tuesday(for me, crazy timezones).

Gamerlord

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #193 on: September 20, 2013, 03:30:23 am »

That's okay mate.

GreatWyrmGold

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #194 on: September 20, 2013, 08:17:45 am »

No problem. RL>B12
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