Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 33 34 [35] 36 37 ... 41

Author Topic: Outpost: Outcast [Heart of Sky]  (Read 37841 times)

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #510 on: January 25, 2016, 02:29:12 pm »

bump
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.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #511 on: January 28, 2016, 05:48:46 am »

I agree with plan as currently stated. If tryrar searches the engines environs, I will search the biobay.
Logged

evilcherry

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #512 on: January 28, 2016, 12:34:06 pm »

I search somewhere under the MFFK. It should be large enough to stash away something.

Aseaheru

  • Bay Watcher
  • Cursed by the Elves with a title.
    • View Profile
Re: Outpost: Outcast [Hard sci fi suggestion game]
« Reply #513 on: January 28, 2016, 01:58:52 pm »

 Perhaps check in the 'bots? I dont really have a good idea concerning where to look.
Logged
Highly Opinionated Fool
Warning, nearly incapable of expressing tone in text

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Beware the Storm]
« Reply #514 on: February 04, 2016, 02:04:27 am »

For now, I'd say we move all the stuff out of the cargo bay into two of the medium domes we have available, then start disassembling since it appears we don't have too much time left until the whole thing collapses. Also, I vote mining rollover should be another three or so large CC domes on the inner ring next to the ship so we can finally start on proper living spaces.


Spoiler: unassigned slots (click to show/hide)
Spoiler: active project changes (click to show/hide)

Turn 14 April 2111

* Move cargo (89 bonuses irrelevant, could not fail) did not achieve critical success on trivial action, second action needs a success to work

* Seal 3 medium caves (16-5+10) failure on second action, no progress 0/75

* Seal 4 small caves (13+5+10) 28/50 progress

Central access Spiral + 3 CC domes (47+10)  Central Access Completed, rollover lost due to sandstorm

The dust storm settles in and above ground visibility is reduced to almost nothing for the entire month.  A simple system with radio beacons on top of metal poles is set up between the ship and the vehicle bay entrance which allows the almost blind mech to not lose it's way.  There is no real distinction between day and night as the storm worsens so it works around the clock to clear the cargo bay.

Sand buildup around the entrances has become an issue and although the digging machines finish the central area they need to be taken off any additional work to dig out the CCdomes and ship airlocks.  One person jokes that in a few more years the Asimov will be little more then a bump on the hillside.

Work on sealing the caves is further compromised by poor access to raw materials to create the plaster, the dug out materials are covered in sand and difficult to get to.  While a small amount of the plaster material is created and put in place the heavy bot spends most of it's time inspecting the caverns and planning future work.  Thanks to being further underground or simply luck in what layers are dug out this should be a much simpler project then the vehicle dome.

Central access spire completed.  4 small caverns and 3 medium caverns available.  Partially sealed thanks to vehicle bay cavern.

Up to 8 large underground domes can be dug out and sealed in a similar manner to the vehicle bay cavern.  At least one dome must be mined out to link the spiral to the CC domes.


Supplies moved to 2 of the unsealed medium caves.

* Large living dome (30+10+10+10+20) 80/325 progress

As the storm rages outside the first phases on construction of the living dome begins.  Air, water, food, power; all can be easily forgotten when a small piece of space can be called a home.  The entire crew is excited to see the results.

With the Mineral Facility dropping out a mild low carbon steel alloy and the Bradbury carting in as much ore as possible the exo suits get to crafting walls, floors and furniture frames while collecting wiring and fitting together airlocks.  The plans will require more of the ship be stripped for the internal structures and the factory will eventually need to be turned over to making the more advanced electronics needed.

* Maintain large cargo bay ??

Cargo Bay collapse (58+10-10+-??)  Okay?

As the cargo bay is emptied the maintenance team takes apart the remaining containers and fashions them into supports to prop up the worst areas of the damage.  No one really likes the jury rigged look and the effectiveness is unknown.

* Alternative basic construction materials 88

The creation of a low carbon steel out of the Banded Iron is the first real success of the project.  Without access to chromium, cobalt, molybdenum, nickel, niobium, titanium, tungsten, vanadium or zirconium the types of steel available will be limited, particularly for tools and other specialized construction.  High carbon heat treated steel is seen as the best alternative, however the manufacturing requires large amounts of oxygen, energy and carbon which may be limited on planet.

It is clear however that using some of the metal reserves brought on the ship should allow high end steel alloys to be created.

Stone is actually seriously looked at as an alternative for anything that does not require atmospheric sealing, whether internal building parts, roads or the hydroelectric dams.  With limited cement capabilities hollow bricks made from cement and aggregate then sealed with an air tight grout could make a quick and portable construction material.  A plan for large scale earth moving using explosives to build the dams is also put together, although a water proof external coating would need to be applied.

The most promising material is an Aluminosilicate glass, which, while not very useful on it's own, could be combined with plastics to create hardened fiberglass.  Plastic production is stressed as critical to making self sufficient industry, with plant material Bioplastics or petrobased polymers derived from engineered bacteria.  In either case large scale farming would need to be done.

A fused silica glass is also proposed.  Easy to make, hard to work with but good at resisting weathering effects it could be used for clear surface domes for agriculture.  The materials are literally flying all around the base right now.

Cement and the rarer metals will be an issue though.  Separating the materials leaves little to work with and specialized smelting, a concrete plant and dedicated mining will be needed long term to make use of them.

Sealed Stone/Brick Masonry available, difficult to make products, particularly grout and mortar.

Earth moving and sealing can be used in large scale projects. (just the dams right now)

Steel and glass surface domes can be constructed up to large size.  Completely use native materials but requires large amounts of oxygen, water, organic carbon, energy and manpower.  Requires both the chemical plant and Mineral Processing Facility.

Fiberglass can be made but will require a source of plastic.

A metal smelting facility will need to be built for each type of rare metal, currently they are in a state that is too intensive for the MPF.  A separate concrete plant will be needed as well for large scale use.  Both will need dedicate mining equipment to supply the volume of materials needed.

Experimental Glass can now be researched at -50

Experimental Metals can now be researched at -50

Alternative Smelting Techniques can be researched at -50

(These are all basic science and very hard to complete)


* Bio Recycler (37+20+10+20) 147/250 progress

The repairs to the dome hold out and the factory gets to work.  Delays on getting new materials are minimal despite the weather and the factory works all month, thanks mostly to the digging machines keeping the entrances clear.

* Quake Defense Designs
60+20+20 Success

The team working on quake proof building works hand in hand with the materials team and finds readily available plans in the database.  Small changes to the plans can easily allow all of the construction grade materials developed to resist the seismic events.  There is a good laugh at the presentation about how lucky the team is to be on a planet sharing one major problem with the Earth. 

Unfortunately reinforcing existing structure and the caves may prove a more difficult issue.  There is little trust in the stone after the large cave's collapse and what radar readings are found support that more drastic measures need to be taken.  Steel and concrete are the answer for now, though not one that anyone is pleased to hear.

Quake proofing will negate any one critical failures from seismic events (becoming damaged in the process) and mitigate later critical failures.  It can then be repaired.  Acts like an extra life for buildings.

New above ground domes and new CCdomes of any size can be quake proofed for 5 extra labor.

Existing domes can be quake proofed for 15 labor for large domes, can be done in batches.

Underground caves need hardened steel or concrete to be quake proofed, labor needs are 15 for small 25 for medium 45 for large, will effectively seal the cave as well.  Can be done in batches, but you currently have limited materials.



Despite attempts to keep the theft under wraps while the investigation is under way it leaks to the general crew.  Accusations fly back and fourth and some of the tensions which had been under the surface flair.  Heated discussions become personal and despite the best efforts of the leaders the previous sense of community is shattered. 

Some of the food supplies are recovered from the engine sections but by the time a thorough search is conducted the culprits likely moved wherever it was.  The new caves where the supplies are moved to are put under surveillance cameras and strict access is controlled by the colony computer and logs.  It seems like the best solution for now.

.3 food recovered.

The dust storms get worse as contact with the satellites fails.  The larger external communications array is likely damaged and with the communications satellite damaged the smaller internal one can not track the satellites.  Without the satellites there is no knowing how long the storms will last, but they seem to get even worse towards the end of the month, high winds changing direction rapidly, rain mixing in and making the whole mess even harder to work through.

(got a series of bad rolls there)

Dust storm has worsened, all work next turn will be at -10 if it involves going outside in any way.  -20 if it involves long term work outside.  All facilities not directly connected to the ship (factory dome, CC domes, external material scavenging and central caves) are considered at a short distance away instead of adjacent and work there will be at -10.




Turn 15 actions needed:

New actions available:


* Guard supplies:

   - [0/1] Manpower:  Provide +20 security bonus to theft attempts

Normal Actions:

Unassigned Slots 8 manpower available (27 base - 3 (leader) -9 assigned - 7 passive)
Spoiler (click to show/hide)

Available Projects
Spoiler (click to show/hide)

Assigned Slots 9 manpower
Spoiler (click to show/hide)

Passive Slots 7 manpower
Spoiler (click to show/hide)

Bonuses and penalties
:
Spoiler (click to show/hide)



I have some new ideas now about how to make this better, easier to understand and run but I would like to finish this one up.  I may change over to the new system later towards the end or if you make a ton of new stuff to test it out.

If you have any questions feel free to ask.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #515 on: February 05, 2016, 08:58:36 am »

Looks like we need a bit more manpower at this point. How many can we wake up before we run into problems with food, water, and air?

Other than that, sealing the caves is the next step. As well, we really need to get concrete so we can reinforce crap(we can settle for earthworks for the dams, but after the dust storms stop).

Spoiler: Unassigned Slots (click to show/hide)
Spoiler: Assigned Slots (click to show/hide)
« Last Edit: February 08, 2016, 12:02:27 am by tryrar »
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.

Tomcost

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #516 on: February 05, 2016, 09:56:54 am »

+1 to Tryrar's plan.

Also, that Labor management office is going to be relly useful, it should be a priority ot install one of these once we seal at elast one small cave.

Also, what happened to the purple spot?

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #517 on: February 05, 2016, 09:03:31 pm »

Purged by fire.  It was super effective.  You have a sample but do not have the facilities set up to handle researching it at all, let alone with safety protocols in place.

I will look over life support and get back to you using 10ebbor10's numbers that he corrected for me. 

Off hand, at this point air is not a problem (unless you start using up all your oxygen in industrial processes), water would not be an issue if you made a second chemical plant or a dedicated water processor out of ship systems, food is a little limited until you finish your biocycler to max out the meat vats.  Also the hydroponics and air mixing might be damaged by the ship falling apart...

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #518 on: February 05, 2016, 09:25:41 pm »

So moving literally everything out of the ship at the first opportunity is something of a priority, basically.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #519 on: February 05, 2016, 10:09:38 pm »

Looks like you have:

30 food from hydroponics -3 from cyro sleepers + 10 from meat vat

27 awake crew

21 sleeping crew

4 sleeping crew injured by sudden cryogenic failure.

1 Insane(?) sleeping crew member who tried to crash land the ship while screaming about alien saboteurs.

Looks like you can wake up 10, but you will need to stop making plaster and dedicate the chemical plant to water processing or use water stores.

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #520 on: February 06, 2016, 02:53:49 pm »

How long can we use stored water before we have to start filtration again? I'm asking cause I was planning to get a specialized water filtration facility up after the meat vat is done anyways, and with the extra 10(ish) labor to throw at things thanks to Natalia's Overstreched ability we can get it and other things done a lot more quickly without hogging the chem plant.

Also, as soon as one of the new large domes is finished, they hydroponics gets moved to it. I actually have plans to expand it to a full aquaponics for more food and still able to do filtration.
« Last Edit: February 06, 2016, 02:57:11 pm by tryrar »
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.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #521 on: February 06, 2016, 03:02:47 pm »

The problem with using stored water is that the waste water doesn't disappear. We will have to do something with it.

That said, water is a very replaceable resource on this planet.

We currently have 3 units of water, each of which is said to be able to sustain 20 people if it's recycled. Assuming the recycling process takes a month, that means it can last us a total of 6 months. If it's shorter, we have greater problems.
Logged

tryrar

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #522 on: February 06, 2016, 03:14:48 pm »

If nothing else, we can quickly assemble a second chem plant to do water filtration since thanks to awesome rolls those are pretty straightforward to build(just need advanced parts)
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.

evilcherry

  • Bay Watcher
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #523 on: February 07, 2016, 01:31:04 pm »

I second a second Chem plant. For not its the only way we can get enough water.

Amperzand

  • Bay Watcher
  • Knight of Cerebus
    • View Profile
Re: Outpost: Outcast [Dusk]
« Reply #524 on: February 07, 2016, 08:13:50 pm »

I feel like something to purify the local water should be fairly basic, unless we're having to purge it for arsenic or something.
Logged
Muh FG--OOC Thread
Quote from: smirk
Quote from: Shadowlord
Is there a word that combines comedy with tragedy and farce?
Heiterverzweiflung. Not a legit German word so much as something a friend and I made up in German class once. "Carefree despair". When life is so fucked that you can't stop laughing.
http://www.collinsdictionary.com
Pages: 1 ... 33 34 [35] 36 37 ... 41