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Author Topic: Tiberian Night: Day 4, Encounter 1  (Read 5455 times)

Toaster

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Re: Tiberian Night: Day 1
« Reply #15 on: December 08, 2014, 01:32:47 pm »

Maybe check should reappear after using them?  "Okay, you drove that truck through the tiberium fields; wouldn't be a bad idea to take a peek at it."
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

cerapa

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Re: Tiberian Night: Day 1
« Reply #16 on: December 08, 2014, 01:44:17 pm »

Yeah, that was the plan.

But don't expect things to be broken every time the option to check pops up.
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10ebbor10

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Re: Tiberian Night: Day 1
« Reply #17 on: December 08, 2014, 01:49:31 pm »

Using engineers to explore seems like a waste though. Better to get them work on repairing the solar power installation, since we'll need that anyway if we wish to utilize any of the facilities here.
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RangerCado

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Re: Tiberian Night: Day 1
« Reply #18 on: December 08, 2014, 01:50:37 pm »

Okay, so in order to get the water refinery going again, we need to repair both the solar array and the water refinery. While we do have sufficient resources to do so, we don't have sufficient time.

So, that means we need to find a way to get more resources. First in that attempt will probably mean getting the refinery online, and seeing what to do with that.

1 civilian : Harvest Tiberium
2 soldiers, 1 civilian : Explore Greenhouse
1 soldier, 5 civilians : Explore Tiberium Refinery
2 civilians, 3 engineers : Repair solar power installation
+1

Getting the power up and running while also having a resource supply chain will be ideal. We'll at the very least want to focus on getting established resource and supply wise before we go for comfort. The Gas station is lodging enough, even if 1 person is sleeping elsewhere uncomfortably.

We should also consider having a soldier on patrol or posted in that tower-esque building in the south east on the next turn. Good to have fair warning of potential visitors, or just to keep an eye on other non-human threats.
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Parsely

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Re: Tiberian Night: Day 1
« Reply #19 on: December 08, 2014, 01:55:55 pm »

Using engineers to explore seems like a waste though. Better to get them work on repairing the solar power installation, since we'll need that anyway if we wish to utilize any of the facilities here.
Well you need an engineer or two if you want to appraise the Wolverine and the refinery, full of all kinds of clunky shifty zappy bits what needs a tech-minded fellow to understand.
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Toaster

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Re: Tiberian Night: Day 1
« Reply #20 on: December 08, 2014, 02:11:17 pm »

Using engineers to explore seems like a waste though. Better to get them work on repairing the solar power installation, since we'll need that anyway if we wish to utilize any of the facilities here.

Sure, and your plan is good too.  I'd just rather get more exploration going on so that we can find any hidden treasures (aka food) sooner rather than later.

Getting the power up and running while also having a resource supply chain will be ideal. We'll at the very least want to focus on getting established resource and supply wise before we go for comfort. The Gas station is lodging enough, even if 1 person is sleeping elsewhere uncomfortably.

I was more interested in any loot in the apartment, but the good place to sleep is certainly a plus.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

Parsely

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Re: Tiberian Night: Day 1
« Reply #21 on: December 08, 2014, 02:21:33 pm »

Explore Greenhouse
  2 Solider
  1 Civilian

Explore Apartment
  1 Soldier
  3 Civilian

Examine Wolverine
  1 Engineer

Harvest Tiberium
  1 Civilian  (Gather what's encroaching on the base)

Explore Refinery
  2 Engineer
  5 Civilian


Check out some of the other major buildings, while also taking care of one of the incoming problems.  The Greenhouse should give us opportunities to make food, and if we're lucky there's something usable already in there.  Might as well use at least one engineer to their specialty as well.
+1
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Ambidextrous

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Re: Tiberian Night: Day 1
« Reply #22 on: December 08, 2014, 07:01:01 pm »

Explore Greenhouse
  2 Solider
  1 Civilian

Explore Apartment
  1 Soldier
  3 Civilian

Examine Wolverine
  1 Engineer

Harvest Tiberium
  1 Civilian  (Gather what's encroaching on the base)

Explore Refinery
  2 Engineer
  5 Civilian


Check out some of the other major buildings, while also taking care of one of the incoming problems.  The Greenhouse should give us opportunities to make food, and if we're lucky there's something usable already in there.  Might as well use at least one engineer to their specialty as well.
+1
+1
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stabbymcstabstab

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Re: Tiberian Night: Day 1
« Reply #23 on: December 08, 2014, 08:53:04 pm »

Explore Greenhouse
  2 Solider
  1 Civilian

Explore Apartment
  1 Soldier
  3 Civilian

Examine Wolverine
  1 Engineer

Harvest Tiberium with harvester
  1 Civilian  (Gather what's encroaching on the base)

Explore Refinery
  2 Engineer
  5 Civilian


Check out some of the other major buildings, while also taking care of one of the incoming problems.  The Greenhouse should give us opportunities to make food, and if we're lucky there's something usable already in there.  Might as well use at least one engineer to their specialty as well.
+1
+1
+1
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cerapa

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Re: Tiberian Night: Day 2
« Reply #24 on: December 09, 2014, 01:26:05 pm »

             Day 2: More Explorin'

Explore Greenhouse [0/5]
  assigned 2 Soldiers [+2]
  assigned 1 Civilian [+1]
  [5/5]
Completed.

The greenhouse appears to have been left untended for a while. They seem to be of a slightly hardier sort and so are still alive, even if they are exceptionally dehydrated. They most likely haven't gotten any water since the water purifier broke. Getting it operational wouldn't feed all of you, but it might alleviate some supply problems. There doesn't seem to be much you can do without a supply of clean water though. Some searching reveals that there is a decent supply of fertilizer though, so there shouldn't be any additional problems. There is a small freezer present, but sadly it doesn't seem to contain any food. [Explored Greenhouse]

Spoiler: Greenhouse (click to show/hide)

----

Explore Apartment [0/5]
  assigned 1 Soldier [+2]
  assigned 3 Civilians [+1]
  [5/5]
Completed.

The apartment is quite run-down and a stairwell has even collapsed. It also seems to have a broken power supply. When this town was abandoned, it seems that most items were left behind. Due to the lack of power, the freezers didn't work, and the stench of rotting food lingers in the air. You find plenty of canned food and medicine though, which should last you a couple of days. [+100 supplies] [Explored Apartment] [New Project available]

Spoiler: Apartment (click to show/hide)

----

Examine Wolverine [0/2]
  assigned 1 Engineer [+2]
  [2/2]
Completed.


The engineer takes a look at the wolverines and picks the one that seems to be in the best condition. The battery doesn't seem to be working and it takes most of the day to actually get inside the damn thing. It seems to have seen quite a bit of combat in its time, and it seems to have been destroyed and patched up several times before finally being left behind. A tandem effort from all the engineers should get it working in a day though. [Gained Damaged Vehicle: Wolverine] [New Project Available]

Spoiler: Wolverine (click to show/hide)

----

Harvest Tiberium [0/1]
  assigned 1 Civilian [+1]
  [1/1]
Completed.

A civilian takes the wheel of the new harvester and spends the day clearing the tiberium enroaching on town. Tiberium grows fast, but harvesting at this rate seems to be pushing it back ever so slightly. After the day he pulls into the refinery and unloads the harvested tiberium. [+5 tiberium]

----

Explore Refinery [0/7]
  assigned 2 Engineers [+1]
  assigned 5 Civilians [+1]
  [7/7]
Completed.

The engineers and civilians proceed into the refinery. It resembles a standard refinery, but is connected to the water purifier. Having examined both you see that it seems to add trace amounts of semi-refined tiberium to the water supply. Easily switched off, but it's unlike the GDI to do experiments like this. The refinery is in relatively good shape compared to the water purifier and solar array, but will still need a lot of work. There also seems to be a stockpile of unrefined tiberium sitting in the silo, and a roughly equal amount of resources. [+50 tiberium] [+50 resources] [Explored Refinery] [New Project Available]

Spoiler: Tiberium Refinery (click to show/hide)

----

The second day is equally as busy as the first one. This day seemed to end in gaining an extra day from starvation, and morale is high. The prospect of a working Wolverine also has many excited. Sadly there are rumors that this place might be something a bit different from a simple GDI outpost. People aren't any more sick than usual though, and nobody is very keen on leaving a place with electricity. Perhaps next days will bring more answers. For now, this was a good day.

Turn 2 Summary:
Recovered 1 vehicle
Explored 3 buildings
Found 100 Supplies
Found 50 Resources
Found 50 Tiberium
Harvested 5 Tiberium
Consumed 48 Supplies
Survived another day



Available Projects:

Repair Water Purifier [0/100]
    100 resources

Repair Solar Array [0/25]
    50 resources

Repair Refinery [0/10]
   20 resources

Repair Apartment [0/100]
    10 resources

Repair Apartment Electrics [0/6]
    10 resources

Explore Temporary Housing [0/5] x2
Explore Apartment [0/5] x2
Explore Wolverine Supply Depot [0/5]

Examine Wolverine [0/2] x5

Repair Bus [0/2]
    5 resources

Repair Wolverine [0/6]
    12 resources

Fabricate Ammo [0/2] x∞
    2 resources -> 1 ammo

Harvest Tiberium [0/1]

Explore[?/?]
Other Actions [?/?]




Population: 16
    10 civilians
    3 engineers [+1 to contruction and repairs]
    3 soldiers [+1 to patrolling and scouting]

Upkeep:
    1 per population base
    +1 unreliable water supply
    +1 toxic air
    = 3 per population
    Total: 48 supplies
    Enough supplies for: 5 days

Heroes:
    None



Stockpile:

254 supplies
200 resources
55 tiberium
20 ammo [Light Weaponry]
« Last Edit: December 09, 2014, 01:33:14 pm by cerapa »
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10ebbor10

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Re: Tiberian Night: Day 2
« Reply #25 on: December 09, 2014, 01:47:32 pm »

3 engineers, 4 civilians : Repair Tiberium Refinery
1 soldier, 3 civilians : Explore Temporary housing
2 soldiers, 1 civilian : Explore the Wolverine Supply Depot
1 civilian : Harvest more Tiberium
1 civilian : Start repairing the solar array
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Re: Tiberian Night: Day 2
« Reply #26 on: December 09, 2014, 01:49:30 pm »

Right-o.  Now is the time for power, but let's explore the odd man out while we're at it.  (And might as well task the soldiers appropriately.

No sense in fixing the apartment yet; the gas station plus greenhouse covers us.


Explore Wolverine Supply Depot
  2 Soliders
  1 Civilian

Repair Solar Array
  3 Engineers
  8 Civilians


Harvest Tiberium
  1 Civilian

Explore Apartment [2/5]
  1 Soldier


We'll have the power up by the end of tomorrow.  The water supply will take quite some time without more engineers; we better hope we find more goodies.



PPE:  Why fix the refinery first?  We have enough resources to repair all the buildings and most of the vehicles already.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.

10ebbor10

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Re: Tiberian Night: Day 2
« Reply #27 on: December 09, 2014, 02:03:48 pm »

Might be headcanon, but if I recall correctly, leaving unrefined tiberium sitting for prolonged amounts of time was a stupid thing. After all, the crystals are highly dangerous and capable of converting other matter into themselves.

On the other hand, that is an explanation from the third game, so it might not apply.
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cerapa

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Re: Tiberian Night: Day 2
« Reply #28 on: December 09, 2014, 02:37:11 pm »

Second War time Tiberium is a bit less dangerous and more plant-like and with more mutagenic properties(mutated trees, wildlife, etc). So that's what you're dealing with.

Third War is when Tiberium really became all-consuming.

You can read all of it in the wiki.
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Toaster

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Re: Tiberian Night: Day 2
« Reply #29 on: December 09, 2014, 02:49:14 pm »

Might be headcanon, but if I recall correctly, leaving unrefined tiberium sitting for prolonged amounts of time was a stupid thing. After all, the crystals are highly dangerous and capable of converting other matter into themselves.

On the other hand, that is an explanation from the third game, so it might not apply.


What cerapa said, and who knows how long it's been sitting there already.
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HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.
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