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Author Topic: Build a Colony: The Tragic tale of Rearden's Arms  (Read 45286 times)

Tomcost

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #465 on: December 27, 2013, 07:10:04 am »

Even better. Well, anyway. Scratch any complaints about the night vision then. At 4 credits a piece they'll be very useful.

Anyway, we should contemplate the construction of additional robots. We have the materials, we have the blueprints, and we have the fabricator.
But we need the AI

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #466 on: December 27, 2013, 07:13:22 am »

Both are not mutually exclusive.

A robot requires 6 metal and 2 electronics. We have the resources to create almost a hundred electronics. Actually, the thing we might get short on is metals. We should have bought more.

I doubt Rod does nightly deliveries, right?
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Evil Lincoln

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #467 on: December 27, 2013, 07:15:10 am »

How often do we need to sleep anyway.
I'm going to go with the usual 8 turns (forgot to answer this before).

I doubt Rod does nightly deliveries, right?
I doubt it.

escaped lurker

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #468 on: December 27, 2013, 07:29:18 am »

I doubt that we will be able to produce enough in such short order, as that we would need to rouse Rod. Even if, as he might become our main-supply of ores I vote against being a pain to him.

On the matter of supplies - ... how many cigs did we pack again?!?

Anyway, creating additional robots sounds good. We can always research specific AIs and models later on. How about 5 for now? Should be plenty, with enough for odds and night-shifts to spare, but not an investment that would hurt us in the long run.
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #469 on: December 27, 2013, 07:33:37 am »

We have metals for at most 3 robots. Unless we decide to buy from the orbital depot.  Which asks a stunning 100% markup.
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Tomcost

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #470 on: December 27, 2013, 09:10:08 am »

Tell the robot to spare the animal's skull, for intimidation purposes

The Froggy Ninja

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #471 on: December 27, 2013, 01:25:55 pm »

If we're making an AI I think we should get some Advanced Electronics.

10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #472 on: December 27, 2013, 01:28:39 pm »

If we're making an AI I think we should get some Advanced Electronics.
I think we shouldn't.

Really, the advanced products of the resource depot are extremely expensive. I mean, electronics is at a 5 times mark-up. I'm certain we can construct the advanced electronics ourselves. I mean, that's why we salvaged the flight computer.

« Last Edit: December 27, 2013, 01:37:17 pm by 10ebbor10 »
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Aseaheru

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #473 on: December 27, 2013, 01:44:20 pm »

Yep.

Anyways, I am voteing for
Researchers:
     - Research night vision (Not that it is going to be extremely useful extremely useful for Drones on the outskirts of the Colony)
     - Examine the corpse / Research AI
Oil rig: Continue production
Mining rig: Continue digging
Robot 1: Create 3 more extension cords.
Robot 2: Process the corpse
Robot 3: Create 3 lanterns
Us : Reverse engineer another weapon, I suppose

How often do we need to sleep anyway.

+1 and fixed it

Aswell as producing three bots.


Can we make any glass? if not I suggest we buy just enough for three lanterns.
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Ukrainian Ranger

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #474 on: December 28, 2013, 09:05:06 am »

PTW
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Evil Lincoln

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Turn 14
« Reply #475 on: January 06, 2014, 11:10:30 am »

Night Turn 1-4 (Turn 14 - 18)

According to the schedule you draw up you immediately go to sleep once the sun sets.

The Colony: (you might want to just follow this link instead since it's a big image: http://i.imgur.com/vne0OnU.png)

Spoiler (click to show/hide)
You awake and Barnum fills you in on what happened while you slept.

Your order for 3 glass arrived and has been used in the construction of some lanterns.
A patrol cord for every bot has been made.
10 electronics have been made in preparation for the creation of new robots.
One of the robots has turned the bullwart fur into cloth and is halfway done butchering the Bullwart that was killed (it isn't very good at butchering).
And the scout party has returned with their loot.

A-1 Helped refine raw materials but A-2 didn't have a job so went into sleep mode. A-2's legs are also very damaged and will have to be repaired before it can do any heavy lifting.

You and Barnum are very hungry. You suspect that Bailey would be too if they weren't asleep.

1467 Credits | Power: 34/50(-6.5)
Research:
Spoiler (click to show/hide)

Resources/Food:
Spoiler (click to show/hide)

Tools:
Spoiler (click to show/hide)

Weapons:
Spoiler (click to show/hide)

Robots/Clones:
Spoiler (click to show/hide)

Your Modules/Equipment:
Spoiler (click to show/hide)

Hero(es):
Spoiler (click to show/hide)

Glossary Posts

Spoiler: Author Notes: (click to show/hide)
« Last Edit: January 06, 2014, 09:13:21 pm by Evil Lincoln »
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10ebbor10

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #476 on: January 06, 2014, 11:35:26 am »

Researchers:
       - Eat then sleep
       - Sleep
Oil rig: Continue production
Mining rig: Continue digging
Robot 1: Transfer some oil to our burner, we will need the extra power.
Robot 2: Continue defrag/whatever 
Robot 3: Continue processing ores. After you've finished with Greyum move on to Relux
Robot 4: Untangle the mining rig before it breaks it's own cable
Robot 5: Continue processing the corpse
Us : Eat then Finish our work with the e-mag rifle

Note: Patrol cords haven't been updated in the notes.
Note 2: It might have been better if we'd dug our ditch slightly further from our camp, hadn't it.
« Last Edit: January 06, 2014, 12:01:38 pm by 10ebbor10 »
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Ukrainian Ranger

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #477 on: January 06, 2014, 11:40:08 am »

I think we should continue to dig in the current direction, leaving us with the space to expand.

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

GreatWyrmGold

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #478 on: January 06, 2014, 01:50:34 pm »

Wake Baily up for a nice midnight "family" meal!
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GiglameshDespair

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Re: Build a Colony: The Tragic tale of Rearden's Arms
« Reply #479 on: January 06, 2014, 02:01:50 pm »

I think we should continue to dig in the current direction, leaving us with the space to expand.


+1
Though leave a gap so we can take stuff into our base easily.

Feed the clones with clone chow, eat the rations ourselves. We don't know if the meat of the bullwarts are fit for consumption (plus they're raw.)
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