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Author Topic: Clones Rework(SG)  (Read 9708 times)

Funk

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Re: Clones Rework(SG)
« Reply #45 on: June 05, 2018, 02:50:14 pm »

I can almost smell that scrakes, fleshpounds and patriarchs.
have two clones give their 7 day notice to quit to their bosses, roughly a day apart. One comes back and begins research on how to better weaponise the cloning machine in case we end up getting discovered. Somethimg simple, like creating basic instinct-level zombies.
+1 we need to improve our self, what about an add heart or lung?
At least we should look in to arming our selfies a little.

(An improvement on the disguises is to alter there finger prints )
God the things you find out with the internet an google...
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

MonkeyMarkMario

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Re: Clones Rework(SG)
« Reply #46 on: June 05, 2018, 05:45:42 pm »

You clones made $1,620 this week. You tell 2 of them that they are not to go work after this week, they were doing day jobs only. They will be set up on improving the bases defenses. 1 of them starts researching instinct-level zombies. You decide that it is time to get the printing machine out of storage. 7 Bio-Matter used for the growing vats.

1 week till clones are done.

New Unlocks!
Research
Printing Machine: can print stuff, at a cost of materials
Materials: random assortment of stuff
Spoiler: Materials ratios (click to show/hide)

The date: Week 12, 2020 (Mar)(Spring)

Base Stats:
Lab: Cloning setups: 1; grow 4 clones in one month
Ration Masher: 1; creates 100 rations from 1 bio-matter
Shed: level 1; each level doubles your Stockpiles
Barracks: level 1; each level houses 30 clones.
Printing Machine: 1; each print 1 of something a day/week(depending on what it is) for materials

Research:
instinct-level zombies: 2/?

Stockpiles:
   Bio-Matter 90.2/200
   Wood 18/200 (each 'unit' is worth ~ 5 Bio-Matter and/or ~10 planks)(one tree gives, on average, 12 'units')
   Planks 31.9/200
   Materials 10/200 (each 'unit' is gotten from eveything else)
   Rations: ~ 1 year's worth (clones only need 1 a day)(did I mention you are a clone)
   100 disguises 
   $3,357.50 money
   
Clones: 4; 2 out 'working'

Housing: 5/40

Person Stats:
Suspicion: level 1.5(people give you a second look + a stare)

Skills:
Wood cutting: level 3: 1/14
Construction: level 1: 3/10
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

Dustan Hache

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Re: Clones Rework(SG)
« Reply #47 on: June 05, 2018, 06:25:06 pm »

equip disguises on all clones if not done already. Have the other clone we pulled from day-job ship start learning how to weld. Send them to a trade school.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

King Zultan

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Re: Clones Rework(SG)
« Reply #48 on: June 06, 2018, 03:59:35 am »

equip disguises on all clones if not done already. Have the other clone we pulled from day-job ship start learning how to weld. Send them to a trade school.
Also build a tall privacy fence around our base of operations, and try to figure out how to make some female clones.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

MonkeyMarkMario

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Re: Clones Rework(SG)
« Reply #49 on: June 06, 2018, 10:31:02 am »

You clones made $796.50 this week. You research clone makes a breakthrough in instinct-level zombies, female clones queued in Research. 7 Bio-Matter used to finish growing the clones. 1 clone was sent to trade school to learn welding, $500 a week sent to keep him in school, should be done in 4 weeks. You spend a day planing a tall privacy fence, estimated materials cost 400. Another batch of clones started.

Another batch of clones is started to be done in 5 weeks.

New Unlocks!
Managing: gives your clones better yields
Architecture: lowers the cost of building project

The date: Week 13, 2020 (Mar)(Spring)

Base Stats:
Lab: Cloning setups: 1; grow 4 clones in one month
Ration Masher: 1; creates 100 rations from 1 bio-matter
Shed: level 1; each level doubles your Stockpiles
Barracks: level 1; each level houses 30 clones.
Printing Machine: 1; each print 1 of something a day/week(depending on what it is) for materials

Research:
instinct-level zombies: 9/10
female clones: 0/?

Stockpiles:
   Bio-Matter 83.2/200
   Wood 18/200 (each 'unit' is worth ~ 5 Bio-Matter and/or ~10 planks)(one tree gives, on average, 12 'units')
   Planks 31.9/200
   Materials 10/200 (each 'unit' is gotten from everything else)
   Rations: ~ 6 month's worth (clones only need 1 a day)(did I mention you are a clone)
   100 disguises 
   $4,154.00 money
   
Spoiler: Materials ratios (click to show/hide)
Clones: 8; 2 out 'working'

Housing: 9/40

Person Stats:
Suspicion: level 1.5(people give you a second look + a stare)

Skills:
Wood cutting: level 3: 1/14
Construction: level 1: 3/10
Managing: level 1: 5/10
Architecture: level 1: 4/10
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

King Zultan

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Re: Clones Rework(SG)
« Reply #50 on: June 07, 2018, 04:43:26 am »

Send four of the clones with disguises out to different towns to get jobs and make some more planks to save money when you make the fence, also practice drawing architectural designs.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Dustan Hache

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Re: Clones Rework(SG)
« Reply #51 on: June 07, 2018, 06:07:15 am »

delay further cloning till our welder-to be returns, so we can update the template with some of the information gleaned from them. After all, we have knowledge transfer tech built into it, right? Why continue to produce unskilled labor when we can start to get specialists and tradesmen?
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

MonkeyMarkMario

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Re: Clones Rework(SG)
« Reply #52 on: June 07, 2018, 09:32:36 am »

The Cloning Machine is stopped, turning the not yet developed clones into Bio-Matter with some loss, 1 Bio-Matter gained. You decide to make the next batch of clones with welding knowledge. You send out 2 more clones to work, with disguises of course, bringing your 'working' clones up to 4. Your Researcher was able to just finish instinct-level zombies. Your clones made $1,282.50 this week, the schooling cost $500, netting you $782.50. You have 2 of your clones make planks, 42 planks gained. You spend just under a day drawing architectural designs.

Work on the fence does not start and the Cloning Machine is making nothing. 1 clone in trade school to learn welding, should be done in 3 weeks.

The date: Week 14, 2020 (Mar)(Spring)

Base Stats:
Lab: Cloning setups: 1; grow 4 clones in one month
Ration Masher: 1; creates 100 rations from 1 bio-matter
Shed: level 1; each level doubles your Stockpiles
Barracks: level 1; each level houses 30 clones.
Printing Machine: 1; each print 1 of something a day/week(depending on what it is) for materials

Research:
instinct-level zombies: 10/10; does not take room in housing, requires 1 week in the Cloning Machine.
female clones: 0/?

Stockpiles:
   Bio-Matter 84.2/200
   Wood 11/200 (each 'unit' is worth ~ 5 Bio-Matter and/or ~10 planks)(one tree gives, on average, 12 'units')
   Planks 73.9/200
   Materials 10/200 (each 'unit' is gotten from everything else)
   Rations: ~ 6 month's worth (clones only need 1 a day)(did I mention you are a clone)
   100 disguises 
   $4,936.50 money
   
Spoiler: Materials ratios (click to show/hide)
   
Clones: 8:
 4 out 'working'
 1 Researching
 1 learning welding
 2 doing general labor

Housing: 9/40

Person Stats:
Suspicion: level 1.5(people give you a second look + a stare)

Skills:
Wood cutting: level 3: 1/14
Construction: level 1: 3/10
Managing: level 1: 7/10
Architecture: level 1: 5/10
« Last Edit: June 07, 2018, 03:00:31 pm by MonkeyMarkMario »
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

King Zultan

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Re: Clones Rework(SG)
« Reply #53 on: June 07, 2018, 11:06:37 am »

Probably should make more rations, and start to work on the fence.
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Iris

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Re: Clones Rework(SG)
« Reply #54 on: June 07, 2018, 02:41:29 pm »

Probably should make more rations, and start to work on the fence.

+1

Research: Genetic Engeering


This lets us change our clone's strength, intelligence, sex, appearance, etc. Super useful.

Research: Two-Caste System

All clones are now predestined into two castes - Worker and Researcher. Workers are stronger than average, while Researchers are smarter.

Send the two General Labour clones to trade school. All Workers will receive this knowledge by default.
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Quote from: AseaHeru (on Discord), Monday, June 20, 2022 10:41 PM
I still want the D. The D is love, the D is life. The D is bully.
Rewind, can't keep going
My mind keeps replaying
That night when we dove in
But now I'm sinking

MonkeyMarkMario

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Re: Clones Rework(SG)
« Reply #55 on: June 07, 2018, 02:59:52 pm »

Research: Genetic Engineering

This lets us change our clone's strength, intelligence, sex, appearance, etc. Super useful.
Do you want to cancel Female Clones Research, and start Genetic Engineering Research instead?

Research: Two-Caste System

All clones are now predestined into two castes - Worker and Researcher. Workers are stronger than average, while Researchers are smarter.
Caste System would not have to be researched, you can just tell your clones what to do and they will do it. Clones are stronger than the strongest human and smarter than your average human.

Send the two General Labour clones to trade school.
Sending clones to trade school without a profession in mind will give them a general stat boost. Also general labor just means that they are not assigned to anything specific right now and will be used to continue the last orders or any new orders

All Workers will receive this knowledge by default.
What do you mean by this?
« Last Edit: June 07, 2018, 03:03:40 pm by MonkeyMarkMario »
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

Iris

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  • A paradox of love and righteous sin
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Re: Clones Rework(SG)
« Reply #56 on: June 07, 2018, 03:10:06 pm »

Cancel Female Clones.

What I mean by Caste System is that they are now smarter and stronger than other clones. This is to specialize them.

Send one of the general clones to carpentry and one to metalworking. I meant "Use the mind transfer in order to give all new Worker clones the knowledge gained at the trade school" like we did for welding.
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Quote from: AseaHeru (on Discord), Monday, June 20, 2022 10:41 PM
I still want the D. The D is love, the D is life. The D is bully.
Rewind, can't keep going
My mind keeps replaying
That night when we dove in
But now I'm sinking

MonkeyMarkMario

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Re: Clones Rework(SG)
« Reply #57 on: June 07, 2018, 03:25:14 pm »

With how many clones you have specialized clones are not the best way to go, but like I said in the OP you decide how this progresses. Caste System will be added to the Research queue, specialized clones here we come.

Welding isn't done yet, that is in the works. So you want to wait about a month to start new clones?

If you have no general clone to do stuff that means you do the things you want on top of ordering your clones to do things.

Also you guys can now make instinct-level zombies now in case you did not see that. But they only kill people and would really increase your suspicion level. You do have an underground bunker you could store them in. I better stop now before I give you anymore ideas.
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ

Dustan Hache

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Re: Clones Rework(SG)
« Reply #58 on: June 07, 2018, 03:40:49 pm »

The welding school project (which IS metalworking of a sort, by the way) is not complete yet. We need to  add their knowledge to our current template via brain scan first.
determine the average time to create a zombie. Figure out the best way to shorten the gestation to minutes rather than hours or days.
The zombie production patterns are merely a contingency in case we get discovered. Sort of like a minuteman setting for our cloning assuming we can't get our clones to become full on military grade.
Edit: Do NOT cancel female clones, and Do NOT release any zombies made during testing and fine tuning. Turn them into biomatter.
« Last Edit: June 07, 2018, 03:44:18 pm by Dustan Hache »
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

MonkeyMarkMario

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Re: Clones Rework(SG)
« Reply #59 on: June 07, 2018, 04:47:38 pm »

Quote from: from Update
instinct-level zombies: 10/10; does not take room in housing, requires 1 week in the Cloning Machine.
This cannot be improved at this point, you need to upgrade the Cloning Machine first, but you are nowhere near that level yet.
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My Forum game(s):
Hahaha, ya right

Any future games will be simpler in nature, I have a bad habit of biting off more than I can chew. Also hoping for more players in them.

I have Discord for my games now(not necessary to play, tho might be easier to contact me): https://discord.gg/DuaARAZ
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