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Author Topic: Tiberian Night: Day 4, Encounter 1  (Read 5428 times)

cerapa

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Re: Tiberian Night: Day 2
« Reply #30 on: December 10, 2014, 08:46:00 am »

Some votes wouldn't go amiss. Currently a tie.
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10ebbor10

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Re: Tiberian Night: Day 2
« Reply #31 on: December 10, 2014, 08:55:19 am »

I change my action to toasters one.
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Hawk132

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Re: Tiberian Night: Day 2
« Reply #32 on: December 10, 2014, 09:58:10 am »

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.
+1
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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

10ebbor10

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Re: Tiberian Night: Day 2
« Reply #33 on: December 10, 2014, 12:38:53 pm »

On a side note, I just realized that repairing the water supply is not a very good idea. See, even with the water supply online, and the greenhouse working, we can not hope to sustain our population.

After all, the Greenhouse produces a mere 50 food every 5 days.

Thus, the question comes whether repairing the the water supply will produce a net increase work days, or not.

First off, in order to repair the water supply, we need at least 125 work points (100 for purifier, 25 for power supply). Assuming we assign all non soldier units to this task, we spend 8 turns and 102 man*day on it. Each of which cost us 3 supply.

So, repairing the water supply costs us 306 supplies.  (Not counting supplies for those who don't work on the project).

The gain for the well is 1 supply per man*day + 50 supplies per 5 days. Assuming our population does not change, we need to stay here for at least 12 days, after the repair, just to have a benefit from out investment.

This means that we would need to find a small 1000 supplies on site here (Including what we already have).

On a side note, exploring everything we can costs us 25 man*days (assuming no professionals are used), while checking the wolverines costs us 10.   Add another 60 man*days to repair the wolverines, 10 man*days to repair the refinery, and then 2 persons working per day to operate it and the harvester, and we can empty this site out in a few days. Oh, and 2 man*days for the bus.

Spoiler: Detailed (click to show/hide)

So therefore, my renewed plan.

Quote
Explore Wolverine Supply Depot
  3 soldiers

Harvest Tiberium
  1 Civilian

Repair Tiberium Refinery
  1 Engineers
  8 civilians

Check Wolverine
  1 Engineer
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Toaster

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Re: Tiberian Night: Day 2
« Reply #34 on: December 10, 2014, 01:08:17 pm »

How are we going to beat the air penalty?  Will fixing the electrics in an apartment do that?  If so, that plus water is still a net loss of 6 supplies a day from the greenhouse, but surely there's some way to upgrade it or even replicate it.  Without a MCV, I don't see us getting another full-on base started anyway... and 48 supplies a day from the wilds is probably not going to happen.  Perhaps there is some way to convert from resources to supplies, even at a poor ratio?


In any case, we should shortly start exploring outside the grounds here.  Once we have the base buildings mapped, we should start sending out the truck with two soldiers in it on exploration runs.  If we come across any major finds, the buses can go pick up what the truck can't.


Cerapa:  Will we get updated maps if we scout the nearby area, or was that a one-time screenshot?
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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 2
« Reply #35 on: December 10, 2014, 01:55:15 pm »

The immediate area around the base is an empty wasteland, requiring day long trips to find anything. I will however occasionally post updated screenshots of the base and will also be making screenshots of any places you find while exploring and encounters you have. I specifically installed Tiberian Sun for this purpose.

And you can in fact upgrade things, or anything else you can think of. That "Other Actions [?/?]" is there for a reason. Particularly clever plans might even spawn heroes.
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Toaster

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Re: Tiberian Night: Day 2
« Reply #36 on: December 10, 2014, 02:02:28 pm »

Then there we go.  We'll have to bank on exploration (local and otherwise) to cover us until we can get water flowing and the greenhouse upgraded.
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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 #37 on: December 10, 2014, 02:08:43 pm »

Speaking about that water, and perhaps, I'm paranoid, but perhaps it's not such a good idea.

See, the system was build as to inject tiberium into the water supply. Now, while we turned that off, the tiberium is likely to have already accumulated in trace amounts in the greenhouse soil and within the pipes. Then again, the air is saturated with tiberium particles, so that shouldn't be that problematic.
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Toaster

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Re: Tiberian Night: Day 2
« Reply #38 on: December 10, 2014, 02:11:48 pm »

We'll see about scrubbing it out when we have secure supply lines.  If we really need to move (or better yet, start a second base) we'll handle that when scouting reveals a good spot.
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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 3
« Reply #39 on: December 11, 2014, 04:28:05 pm »



             Day 3: More POWER!

Explore Wolverine Supply Depot [0/5]
  assigned 2 Soldiers [+2]
  assigned 1 Civilian [+1]
  [5/5]
Completed.

The group takes a peek at the supply depot for the Wolverines. It's nearly empty. The building is littered with holes and slots for various machinery for repairing the Wolverines and small-scale manufacturing of spare parts and ammo, but there is no sign of them now. They must have been taken when this place was abandoned. It might be possible to slot them into place if you were to come across any in your travels or chose to fabricate some by hand. There is however some ammo that was left behind. [Explored Wolverine Supply Depot] [+10 light weaponry ammo]

Spoiler: Supply Depot (click to show/hide)

----

Repair Solar Array [0/25]
  assigned 3 Engineers [+2]
  assigned 8 Civilians [+1]
  [14/25]
  [-28 Resources]

Most of the nomads work on fixing the solar array. They spend the day fabricating new panels and setting them up. It's gonna take a bit longer to fix the electronics though, as the power distribution system is partially fried and will need to be remade to cope with the increased power.
----

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

The now designated "tiberium guy" takes the harvester out for a spin again. Another days work chopping crystals. He does report hearing strange noises while he was working though. [+5 tiberium]

Explore Apartment [0/5]
  assigned 1 Soldier [+2]
  [2/5]

The soldier takes a peek into one of the apartments. A cursory look makes it seem like the building might collapse any second, but you might still finds some stuff before it does.

----

The third day was more focused than the others, with most spending the day working on the solar array. The nomads spend the evening resting. A soldier passes around a pack of cigarettes she found while exploring the apartment and spins a tale of ghosts in the crumbling walls. These ghosts apparently drove the inhabitants of this town crazy and drove them into the fields of tiberium. This somehow leads to a debate on whether there are visceroid ghosts and if a person turning into a visceroid would leave a ghost. One of the engineers draws some charts to settle the question. In response the harvester driver proceeds to get drunk off a bottle of moonshine he found hidden in a compartment of the harvester and starts talking about his childhood during the time before tiberium. The ramblings of the drunk old man send the nomads to sleep and onto the next day.

Turn 2 Summary:
Explored 1 building
Found 10 Ammo [Light Weaponry]
Harvested 5 Tiberium
Consumed 48 Supplies
Used 28 Resources
Survived another day



Available Projects:

Repair Water Purifier [0/100]
    100 resources

Repair Solar Array [14/25]
    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 [2/5]
Explore Apartment [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: 4 days

Heroes:
    None



Stockpile:

206 supplies
172 resources
60 tiberium
30 ammo [Light Weaponry]
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Toaster

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Re: Tiberian Night: Day 3
« Reply #40 on: December 11, 2014, 04:37:53 pm »

Alrighty, good progress all around.

Gather Tiberium
  1 Civilian "Harvester Guy"


Explore Apartment [2/5]
  1 Soldier
  1 Civilian

Repair Solar Array [14/25]
  3 Engineers
  5 Civilians

Explore Apartment [0/5]
  3 4 Civilian

2 Day trip exploring local area
  2 Soldiers
  1 Pickup Truck
  9 Supplies (Take an extra day's worth just in case)
  10 Ammo



This finishes the first major project, the exploration from yesterday, starts another exploration, and starts a two day exploration trip- might as well send them extra supplies just in case.  The three civilians starting the apartment are there to do something productive; I suppose they could fix the bus as well or half the apartment electrics, but I think that's the best option of the bunch.  The electrics can be knocked out tomorrow.
« Last Edit: December 11, 2014, 08:59:13 pm by Toaster »
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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.

RangerCado

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Re: Tiberian Night: Day 3
« Reply #41 on: December 11, 2014, 04:39:20 pm »

Shouldn't the 3 civilians just finish exploring the one apartment we have 2/5 progress on? Missed that there were 2

Also, thinking of trying something similar to this with Warcraft 3. Need to touch up on my modding skills a little so I can make it easier on myself.
« Last Edit: December 11, 2014, 04:44:26 pm by RangerCado »
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cerapa

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Re: Tiberian Night: Day 3
« Reply #42 on: December 11, 2014, 04:42:49 pm »

There are two explore apartment actions in his plan.

Don't forget ammo for the trip though. You should always be aware of any dangers that might arise. Never know what things might be out there, lurking.
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stabbymcstabstab

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Re: Tiberian Night: Day 3
« Reply #43 on: December 11, 2014, 04:44:50 pm »

1 engineer and 3 civilians to repair the buses.
1 engineer and 4 civilians ro repair the wolverines.
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Re: Tiberian Night: Day 3
« Reply #44 on: December 11, 2014, 04:44:57 pm »

Ammo has been added.
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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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