Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8] 9 10

Author Topic: Reconquering - An illustrated suggestion colony (re)builder  (Read 13930 times)

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #105 on: February 04, 2015, 03:10:57 am »

Viruses have one hell of a shelf life.

And that deer is a perfectly adapted breeding ground for it.

Also. IC, we wouldn't know.
Logged

tryrar

  • Bay Watcher
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #106 on: February 04, 2015, 03:19:56 am »

I agree. Even if that particular plague is no more, there are probably other wild and weird diseases in this brave new world, so precautionary isolation sounds like a good idea.
Logged
This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

zomara0292

  • Bay Watcher
  • Its a lie. he is still an escaped lunatic brony.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #107 on: February 04, 2015, 07:16:05 am »

Lets just assume, regardless of injuries, that the live gaurds and anyone who ocmes in or out, goes through a deep washing process, to prevent contamination. Lets also say that we see it as 99% effective. Lets say it is actually 100% effective. Our ic selves have nothing to really worry about, and our ooc selves truely know their is nothing to worry about. Now, about those suits they were wearing. . . .  That should be decontaminted, or, at the very least, checked for signs of the virus, if it is still an issue.
Logged
I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Asgarus

  • Bay Watcher
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #108 on: February 04, 2015, 07:37:55 am »

It is a bunker built for catastrophes of all kinds.
There surely is a (optional) decontamination at the entrance, so that won't be a problem.
The suits they are wearing are just regular protection suits, but obviously the guards are okay (at least they show no signs of illness).
Logged

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #109 on: February 04, 2015, 02:30:06 pm »

Decomtamination is surface only. The thing about viruses is they tend to be internal. Obviously only minimal study on the virus was done before humanity collapsed. They wouldn't have time to develop anything even skindeep to decontaminate. Not to mention all the other possible viri living within the deer. Since it's perfectly adapted to be a carrier.
Logged

Asgarus

  • Bay Watcher
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #110 on: February 04, 2015, 03:32:20 pm »

Reconquering
An illustrated suggestion colony (re)builder


[Knowledge Database]
[Story and turn overview in the opening post]


Turn 9
June 2171
The Crucible

Spoiler: Map (click to show/hide)
We now know which and how many weapons we have stored.

Some of the servers did shut down when the power failure occured.
We have to finish repairing those reactors before we can get them all running properly again.
Some engineers and scientists will stay in the server room to prepare everything and keep them running later.

The factory needs more energy, too, to run properly.
If we have the energy, it can basically create whatever we want, but we need blueprints.
There are some basic blueprints stored in the database, but for more complex stuff we have to design our own blueprints.
A bunch of workers and engineers stay at the factory to clean it and prepare it for when the energy is back.

Some farmers are staying at the food production to take care of the farms.

The doctors and scientists already begin, with the help of some workers and engineers, to move their tools and machines to their parts of the capsule hall.

Some scientists and doctors come out to observe the corpse and the parasites eating it.
If possible, they will take samples, too, both from the corpse and the parasites.

They are accompanied by some extra guards which will scout the area to the east of the bunker.

Active tasks
(done)Take stock of the armory.
(done)Inspect the server room.
(done)Inspect the factory
(turns remaining: 1)Lowering the wall to seperate the capsule hall into hospital and laboratory.
(turns remaining: 1)[20 Workers]Inspect and clean up the storage.
(turns remaining: 1)[25 Engineers, 20 Workers]Salvage (75%) / store away the capsules.
(turns remaining: 1)[25 Engineers]Check and repair the reactors.
(turns remaining: 2)[10 Scientists, 5 Engineers, 6 Workers]Set up the laboratory.
(turns remaining: 2)[10 Doctors, 5 Engineers, 6 Workers]Set up the hospital.
(turns remaining: 3)[15 Guards]Scout the area to the east of the bunker.

Permanent Tasks
[10 Guards]Man the guard post inside the entrance.
[5 Guards, 3 Scientists, 3 Doctors]Guard and observe the carcass.
[5 Doctors]Run the improvised hospital.
[30 Farmers]Farms.
[4 Engineers, 2 Scientists]Server room.
[5 Engineers, 10 Workers]Factory.

Population
Spoiler: Population (click to show/hide)

Hospital Queue
Spoiler: Hospital Queue (click to show/hide)

Advisors
Spoiler: Advisors (click to show/hide)

Storage
Spoiler: Armory (click to show/hide)
Spoiler: Food (click to show/hide)
Spoiler: Materials (click to show/hide)

Energy
Spoiler: Energy (click to show/hide)

Production queue
Spoiler: Production (click to show/hide)



« Last Edit: February 08, 2015, 08:18:41 am by Asgarus »
Logged

Asgarus

  • Bay Watcher
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #111 on: February 04, 2015, 03:34:19 pm »

As soon as the hospital and laboratory are ready, a turn will be a day.
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #112 on: February 04, 2015, 03:53:39 pm »

Some of the armors seem to be listed more than once.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Asgarus

  • Bay Watcher
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #113 on: February 04, 2015, 04:16:33 pm »

Fixed. :)
Logged

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #114 on: February 04, 2015, 04:42:14 pm »

So whats the difference between combat suits, powerarmor and full body protection suits?
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

Asgarus

  • Bay Watcher
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #115 on: February 04, 2015, 05:41:07 pm »

Combat suits are regular suits for combat, not much more than soldiers are wearing today.
http://img546.imageshack.us/img546/6973/compwg.jpg

Power suits are partly technically improved, they are basically light exo sceletons.
(Like the ones from Crysis, just not that overpowered)
http://www.pcgameshardware.com/screenshots/original/2009/08/NanoSuit2desktop_0003_1920x1200_090820183719.jpg

Full body protection suits are basically this: http://www.matisec.com/sites/default/files/imagecache/produit_zoom/produits/gr3sol.jpg
I don't differ between chemical protection suits, biohazard protection suits and whatever else is out there.
There are suits for all kinds of dangers.
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #116 on: February 04, 2015, 07:25:09 pm »

The Cruciblites should construct a cemetery right outside the settlement for the deceased.
Logged
Max avatar size is 80x80

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #117 on: February 04, 2015, 07:41:58 pm »

And attract scavengers?
Logged

StrawBarrel

  • Bay Watcher
  • I do not use social media regularly.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #118 on: February 04, 2015, 08:03:39 pm »

It could accidentally attract scavengers. Do you think a mausoleum or catacomb should be built outside?
Asgarus, have the guards seen any forms of life (plant, animal, fungus, etc.) other than the Aegerious Cerva in the vicinity of The Crucible? Do we have digging or mining equipment?
Logged
Max avatar size is 80x80

~Neri

  • Bay Watcher
  • Now back to our regularly scheduled bark.
    • View Profile
Re: Reconquering - An illustrated suggestion colony (re)builder
« Reply #119 on: February 04, 2015, 10:17:06 pm »

We could just toss the corpses in a room and hope they don't reanimate.
Logged
Pages: 1 ... 6 7 [8] 9 10