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Author Topic: Kerbal Colonization Program  (Read 6688 times)

flazeo25

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Re: Kerbal Colonization Program
« Reply #75 on: June 30, 2015, 10:48:19 pm »

"I would agree that lab would be useful.'' Rei mutters.

Have Rei examine nerby fauna and flora.
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RulerOfNothing

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Re: Kerbal Colonization Program
« Reply #76 on: June 30, 2015, 11:34:18 pm »

"So do you want the biochem lab or the general lab set up first?" Harson asks.

Harson will work with his engineering team to set up an agricultural pod, a general workshop and the biochemistry lab.
« Last Edit: July 01, 2015, 07:56:19 pm by RulerOfNothing »
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flazeo25

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Re: Kerbal Colonization Program
« Reply #77 on: July 01, 2015, 06:32:52 am »

"A biotype lab would be good if he we could get to work on making flora around here grow easier" says Rei.
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The Froggy Ninja

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Re: Kerbal Colonization Program
« Reply #78 on: July 01, 2015, 10:56:15 am »

"I've been messing around with metabolism. Should help with crops as well as a little side project I'm doing."

Nirur Torir

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Re: Kerbal Colonization Program
« Reply #79 on: July 01, 2015, 04:03:53 pm »

Reminder that anyone can vote for the laborer teams' actions. (Or the Kaptain's, but he can't do much other than order the laborer teams around).

Also are you telling us that none of the big telescope parts could be cannibalized?
Do you really want me tracking "90% Broken     parts?" Either way, you'll need some sort of precision workshop before you can replace the telescope, and it will take a month to build. I'll take it into account with the salvage rolls, if someone wants to add it into the ship's salvage.

"I've been messing around with metabolism. Should help with crops as well as a little side project I'm doing."
Just keep in mind that your biochemical knowledge is roughly at early 1900s levels.
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The Froggy Ninja

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Re: Kerbal Colonization Program
« Reply #80 on: July 01, 2015, 05:54:27 pm »

Yep. There was a book in the early 1900s I'm basing this off of. Well mid.
« Last Edit: July 01, 2015, 05:58:08 pm by The Froggy Ninja »
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evilcherry

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Re: Kerbal Colonization Program
« Reply #81 on: July 01, 2015, 08:22:26 pm »

recommend the Kaptain order one team to scout, and three teams to set up buildings - housing first, then supplies, then agricultural mechanical. she should also issue a mandate for the inflatable structures to be erected by any available workers - if those are different (i.e more short term) than the other structures.
Concur and Timo will help the scouting team.

RulerOfNothing

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Re: Kerbal Colonization Program
« Reply #82 on: July 01, 2015, 08:27:51 pm »

What happens if we don't have enough living space for all the teams?
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Shadestyle

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Re: Kerbal Colonization Program
« Reply #83 on: July 01, 2015, 08:35:31 pm »

Then I will rest outside, or in one of the labs.
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Nirur Torir

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Re: Kerbal Colonization Program
« Reply #84 on: July 01, 2015, 09:54:09 pm »

What happens if we don't have enough living space for all the teams?
A good question!

For now you can sleep in the colony ship. After it gets salvaged, hope that there's no violent weather.
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Ozarck

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Re: Kerbal Colonization Program
« Reply #85 on: July 01, 2015, 10:21:50 pm »

What happens if we don't have enough living space for all the teams?
A good question!

For now you can sleep in the colony ship. After it gets salvaged, hope that there's no violent weather.
That's why I voted to have the captain order teams to set up those buildings. Escpecially the inflatable ones.
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