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Author Topic: TBS Experiment: New Hope Survival (Turn 10)  (Read 8503 times)

x2yzh9

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #90 on: January 12, 2010, 07:58:20 pm »

Alright, that means we'll need 110 water units...

Populus of Palus

Have 2 miners, one equipped with the coil rifle and 100 PoPdarts ride to the SMA base.

Have 110 units of water pumped to the SMA base with using 3 crafters and 5 scientists knowledge of stuff.

Have 5 crafters work on another coil rifle, and the 5 others work on PoPdarts

Have 14 scientists continue preliminary research on stem cells, even if they're just learning the fundamentals of it.

Have 52 miners dig out ore.

Have 10 traders work on planting seeds for food

Have 3 crafters work on refining the ore to scrappy scrap
« Last Edit: January 12, 2010, 08:30:58 pm by x2yzh9 »
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Nirur Torir

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #91 on: January 12, 2010, 10:41:20 pm »

Torir Hegemony

1 scientist-tactician will man the command center.

5 farmers will tend the crops.

3 scientists and 3 crafters will work on the drill.

8 crafters will build more crossbows, but not bolts.

8 crafters will build spud guns.

8 scientists will design a tripwire trap. I want it to alert the bunker that something's wrong and raise a net to delay the invaders.

7 scientists will use allied vehicle knowledge, trying to improve designs.

6 traders will guard the bunker with crossbows.

Miners will search for more seeds, carrying whatever weapons haven't been assigned yet.

Vehicle assignments, sent to SMA bunker:
Buggy:
   1 trader
      9mm gun with 3 magazines
      Space suit
   1 trader
      9mm gun with 3 magazines
   2 belts of ammo
Car:
  1 crafter
      Crossbow
  1 scientist
      Crossbow
   50 metal-tipped bolts
   10 9mm magazines
   121 food
   110 water, from an allied bunker.
   2 space suits. Each allied vehicle will be loaned one.

Upon their arrival, all mission participants are to be given double rations for one day.

The car is of critical importance to the mission, and is to try hard to not get shot up. The traders are to act as redshirts if needed, while the scientist and crafter are to minimize their own risk. (I'm going to feel bad if/when traders become important for recruiting.)

---

I'll bring the food. My intended food production will be around twice what I need.
My space suits are tweaked for communication with the command station, allowing the tactician to remain at home.
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inteuniso

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #92 on: January 13, 2010, 04:19:35 pm »

Considering that traders act as diplomats, it is.
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EagleV

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #93 on: January 13, 2010, 05:02:32 pm »

That's why I called them traders/diplomats in the first place ;)

Inteuniso, could you post your turn as well?
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

inteuniso

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #94 on: January 13, 2010, 07:12:17 pm »

Funny, I could have sworn I did. Anyways, here's what I want to do.

Have 10 crafters make Mossena cartridges. (For sake of simplicity, can we simply make them 5.56 mm?)

Have 5 crafters make coil shells.

Have 20 scientists design a workshop blueprint.

Have 30 miners begin to dig a 2x2 room to the east of the southern corridor.

Have 10 traders pick corn. Bring the two bolt action rifles and the pistols.

Have the soldiers wrap up their training. Anything they missed. Make sure they get a bit more time on the "firing range" and some calisthenics.
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100killer9

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #95 on: January 13, 2010, 07:35:02 pm »

Can I join? 10 miners, 10 craftspeople, 5 of the other classes.
Name: 100killer9
color: Maroon
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

x2yzh9

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #96 on: January 13, 2010, 07:57:54 pm »

Can I join? 10 miners, 10 craftspeople, 5 of the other classes.
Name: 100killer9
color: Maroon
We're actually full, at 3 as he stated earlier. This includes me, intuenso, and Nirur Torir as the players, and EagleV as the boss-person-man. Anywho.

100killer9

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #97 on: January 13, 2010, 08:00:35 pm »

Can I join? 10 miners, 10 craftspeople, 5 of the other classes.
Name: 100killer9
color: Maroon
We're actually full, at 3 as he stated earlier. This includes me, intuenso, and Nirur Torir as the players, and EagleV as the boss-person-man. Anywho.
Well, when would the next time I can join be?
Logged
Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

x2yzh9

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #98 on: January 13, 2010, 08:04:44 pm »

Can I join? 10 miners, 10 craftspeople, 5 of the other classes.
Name: 100killer9
color: Maroon
We're actually full, at 3 as he stated earlier. This includes me, intuenso, and Nirur Torir as the players, and EagleV as the boss-person-man. Anywho.
Well, when would the next time I can join be?
Never, probably. Unless someone has to go and you get to replace them.

EagleV

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Re: TBS Experiment: New Hope Survival (Turn 4)
« Reply #99 on: January 14, 2010, 03:24:21 am »

You've got Strife, Poltifar and... can't remember who the third was... Anyhow, there's three people waiting before you  :-\ I'm sorry, but it's already one hour a day dm'ing those three fellas. I won't make it any more.
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

inteuniso

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Re: TBS Experiment: New Hope Survival (Turn 9 or so)
« Reply #100 on: January 14, 2010, 08:44:58 pm »

... Are we going to get an update today?
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EagleV

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Re: TBS Experiment: New Hope Survival (Turn 9 or so)
« Reply #101 on: January 15, 2010, 02:35:59 am »

Don't worry, I'm not letting this down :) I just didn't have enough time yesterday. Update later today.
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

EagleV

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Re: TBS Experiment: New Hope Survival (Turn 9 or so)
« Reply #102 on: January 15, 2010, 07:47:47 am »

Noooo! The dice are offline! :'(
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

inteuniso

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  • Functionalized carbon is the source.
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Re: TBS Experiment: New Hope Survival (Turn 9 or so)
« Reply #103 on: January 15, 2010, 04:24:26 pm »

Here's one. It might not be as nice as yours, but it still works.

http://darkandmoodyforums.com/virtualdice.html

THE DICE ARE YOURS.
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EagleV

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Re: TBS Experiment: New Hope Survival (Turn 9 or so)
« Reply #104 on: January 15, 2010, 05:40:26 pm »

Thanks :) though turn will be for tomorrow, as it's 12 pm here.
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Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.
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