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Author Topic: Quillus Design Bureau - Battle for Aljadid - Strategy SY108  (Read 42375 times)

Madman198237

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Re: Quillus Design Bureau - Battle for Aljadid - Revision SY108
« Reply #555 on: May 10, 2018, 02:13:42 pm »

Quote from: Votes
Kvasir Codebreakers:
Kvasir B:QS-AI-08 'Kvasir B':
QS-GL-08 'Fog Machine Mk II': (2) SamSpeeds, Rockeater
Ask Kvasir Nicely: (2) Maximum Spin, Madman
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NAV

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Re: Quillus Design Bureau - Battle for Aljadid - Revision SY108
« Reply #556 on: May 10, 2018, 02:25:08 pm »

Quote from: Votes
Kvasir Codebreakers:
Kvasir B:QS-AI-08 'Kvasir B':
QS-GL-08 'Fog Machine Mk II': (2) SamSpeeds, Rockeater
Ask Kvasir Nicely: (3) Maximum Spin, Madman, NAV
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

NUKE9.13

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Re: Quillus Design Bureau - Battle for Aljadid - Revision SY108
« Reply #557 on: May 17, 2018, 07:45:23 am »

Revision: Have You Tried Asking Nicely?!
So we have this Kvasir thing we just made, and it appears to work, and we think it's sentient, but it won't actually talk to us. At least, that's what I was told. So I went down to the lab to check it out, and, when I saw that it wasn't responding to the team, I said, "Have you tried asking nicely?", and the look of complete bafflement I received from every direction was so overwhelming that I felt I had no choice but to sit down at the console and write: ">HELLO MISTER KVASIR, WILL YOU PLEASE TALK TO ME? 😅"
Long story short, after a few minutes of churning the machine returned "yes", and now I'm project head! This is very exciting to me since I was just here for "bring your child to work day"!
Hard: (4+3)-1=6: Above Average
Rumours that Kvasir's recent cooperativeness are due to one teenager asking an obvious question are greatly exaggerated. The child in question is an AI savant, and our previous failures were unavoidable. That's our excuse, and we're sticking to it.
The newly promoted Tim Ghasal (age 15) has made astounding leaps in AI psychology, making his initial accomplishment of encoding a simple greeting in a way Kvasir understood seem like nothing, even though our top researchers struggled for months to do the same. We now understand much more about how Kvasir operates and what it is capable of. Sort of. Well, Tim does, at least.
The short version is this: Kvasir has a sense of self; it understands that there is Kvasir on the one hand, and everything else on the other. As a follow on from that, it has a sense of self-preservation, understanding that under certain conditions, Kvasir could cease to exist, which it seeks to avoid. Kvasir is also capable of learning things arbitrarily, or at least attempting to; it struggles to understand even seemingly basic concepts, but with the right 'tutoring', it can grow to understand nearly anything. To be clear, it is not as intelligent as a human. It is better at some things, but worse on average.
There is a major problem with Kvasir, which is that, aside from mild curiosity and self-preservation, it lacks motivation. However, based on the now plentiful feedback from Kvasir, we've created Kvasir v2. Kv2 has been modified such that it has a built-in motivation to aid the Quillian state and protect Quillian citizens. It has also been streamlined, requiring substantially less processing power to operate, although it still requires a lot. Kv2's natural aptitude for hacking will allow it to disrupt Ertex's operations- where we can deploy it. Currently, the necessary computers are incredibly bulky, and we haven't had time to design a dedicated craft to carry it- though conceivably an Odin could be gutted and fitted with the necessary systems. To miniaturise Kvasir much further would likely require a new form of computing technology.

The original Kvasir is still running in a lab. When the subject of deactivating it was raised, it got really distressed, to the point where some researchers suggested it would be murder to turn it off. Others disagree, and consider it a waste of resources to keep a manifestly artificial being "alive" for sentimental reasons. After extensive debates, they have passed the buck to you- you must decide what fate will befall Kvasir v1. This may or may not have consequences one way or another.

Anyway. Kvasir v2 can be sent out in an ITC at the cost of 0.5SPP or 0.5GPP, taking up 1TC, and will be able to hack into Eretexite networks at long range and wreak havoc on their computer systems. We could also create ground installations on planets we control 50% of (1GPP & 2TC, comes with radio relays to cover a large part of the planet).
Another decision we must make is whether to build Kv2 installations on Quillus itself. They wouldn't cost anything, and would have no negative effects... but you know how people are. Some concerns have been raised that giving an AGI the potential to control every computer on the planet could backfire in the future.



It is now the Strategy Phase of SY108. Don't forget about the event. Also, decide what to do with Kvasir v1, and whether to build Kv2 installations on Quillus.

Spoiler: Tech List (click to show/hide)

Spoiler: Observed enemy tech (click to show/hide)

Spoiler: Production (click to show/hide)

Spoiler: The Map (click to show/hide)
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SamSpeeds

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Re: Quillus Design Bureau - Battle for Aljadid - Revision SY108
« Reply #558 on: May 17, 2018, 07:58:36 am »

Awwwww, poor guy. Spare v1! He's adorable.

As for the Quillus installations, I say go for it. Self replication for Ertex, AI for us. Now we both have scaaaaaaaaaaaary technology!
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Maximum Spin

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Re: Quillus Design Bureau - Battle for Aljadid - Revision SY108
« Reply #559 on: May 17, 2018, 09:56:40 am »

you must decide what fate will befall Kvasir v1.
Hook it up to Kvasir 2 as a module so they can chat during downtime.
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Rockeater

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #560 on: May 21, 2018, 10:41:02 am »

Critisim would be good

God tree
Part of one of the most dependent symbiotic relationship on planet D.
Calling it a tree is over simplified as it looks like a tree only at first look, first off all, the pollens grow on the “tree trunk” and the seeds themselves grow in a Sockets in it, which is where the interesting part.
The other part of this relationship is a mouse size animals which specialises in pack hunting and digging, surprisingly they can’t digest meat and his prey is buried beer the tree roots, there Enzymes are released from the roots with bacteria in the ground break the creature down into more basic molecules the tree take.
One of the most surprising things is that when one of those creatures get sick or injured he enter some specific kind of downward hole in the tree, where the chamber is filled with liquid containing anti bacterial and anti viral materials with platelets like material.
Most importantly the tree function as artificial womb and accelerate growth of the mouse, the female drop fertilised egg into one of the aforementioned holes and with a combination of nutrients and hormones an adult mouse come out in a incredibly shorter time then would be expected from a creature this size and this features.
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Madman198237

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #561 on: May 29, 2018, 01:58:25 pm »

Alright this needs to get moving again:

I assume we want to have all warships hold position at A, but the transport can either move back to Quillus (in preparation for collecting something or somethings designed and built next turn) or stay at A to move one or both of the units present there to D as soon as the battle is finished at A.
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Rockeater

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #562 on: June 03, 2018, 01:02:18 am »

So someone will write something.
Quote from: Hold in place
non of the ships move, the ITC doesn't move any of the units
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Maximum Spin

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #563 on: June 03, 2018, 01:03:50 am »

So someone will write something.
Quote from: Hold in place
non of the ships move, the ITC doesn't move any of the units
alternative suggestion
Quote from: move all zig
everything moves
I don't care where
move things to where the other things were that moved to where the first things are
move things in big circles
move some things around the galaxy for no reason and back where they were
units too


ETA:
Quote from: votebox
move all zig: (1) Maximum Spin
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Rockeater

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #564 on: June 03, 2018, 06:18:09 am »


Quote from: votebox
move all zig: (1) Maximum Spin
Hold in place: (1) Rockeater
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Pavellius

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #565 on: June 03, 2018, 04:14:01 pm »


Quote from: votebox
move all zig: (2) Maximum Spin, Pavellius
Hold in place: (1) Rockeater
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Madman198237

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #566 on: June 04, 2018, 02:46:58 pm »

Quote from: Darnit you all
All combat ships remain at A.
Transport falls back to Quillus.

We build something capable of ground-forces deployment next turn, and that way D isn't reliant on reinforcements from a planet that we might not manage to fully capture by next turn.

Quote from: votebox
move all zig: (2) Maximum Spin, Pavellius
Hold in place: (1) Rockeater
Plan Darnit you all: (1) Madman
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Jilladilla

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #567 on: June 04, 2018, 02:57:41 pm »


We build something capable of ground-forces deployment next turn, and that way D isn't reliant on reinforcements from a planet that we might not manage to fully capture by next turn.

Last I checked, we really do not have a lot of GPP to play with at all. Unless we scrounge up more GPP from somewhere or gain access to a sixth unit, leaving the transport over A would be preferable; as then we'd actually be able to move a unit or two out to reinforce another front.

Quote from: votebox
move all zig: (2) Maximum Spin, Pavellius
Hold in place: (2) Rockeater, Jilladilla
Plan Darnit you all: (1) Madman
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Madman198237

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #568 on: June 13, 2018, 09:19:16 am »

Quote from: votebox
move all zig: (2) Maximum Spin, Pavellius
Hold in place: (3) Rockeater, Jilladilla, Madman
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

NUKE9.13

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Re: Quillus Design Bureau - Battle for Aljadid - Strategy SY108
« Reply #569 on: June 26, 2018, 03:29:34 pm »

Wait, I just realised you lot didn't decide what to do with the old Kvasir, and whether to construct Kv2 installations on Quillus. Please to be rectifying this situation.
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