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Author Topic: Build a Colony: An educated adventure.  (Read 74441 times)

Ultimuh

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Re: Build a Colony: An educated adventure.
« Reply #135 on: December 24, 2011, 08:29:42 pm »

Recommend naming one of the combat clones Hans.
Or Angris

What is this?
They are not scientifically enough!
Name them after the Greek alphabetical system.
First one Alpha 001, second Alpha 002 and so on.
Then for the second tier clones Beta 001 etc. continue along like that.
« Last Edit: December 24, 2011, 08:31:47 pm by Ultimuh »
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #136 on: December 24, 2011, 09:49:37 pm »

Keep them generic! The time-line must not be disturbed by things that may or may not have happened in other worlds that look similar to ours!
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #137 on: December 25, 2011, 08:59:23 am »

I agree! No names until they need some (the moment the clones begin to specialize/level up, or we have different combat squads.)
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Rooster

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Re: Build a Colony: An educated adventure.
« Reply #138 on: December 25, 2011, 09:04:19 am »

If no one knows why someone would suggest angris, well there was this pixel colony game that had this incredibly popular character named collectively angris...
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Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #139 on: December 25, 2011, 06:05:46 pm »

Just trying to take stock of what we have so far...

Quote
Send half the clones to sleep in the second housing module, while the two others and yourself continue fencing (with lasers near you).
When the two combat clones end their eighth sleep turn, switch with them.: you and normal clones to sleep, combat clones to guarding the fence.
That's the current plan, right? There'll be three clones hatching through the night, so those should continue the fencing.

Something of a wish list seems to be getting a mining module, getting an analyzer, and getting cloning upgrades (including the education module), for money and science. Since apparently the cabbages have been declared safe, the analyzer is lower on the list than the other things, though it is also the cheapest. With our current setup, we're not going to make much money, so it may be a few days until we can get a mining module, but the mining module gets us much better raw materials (those fences are not going to keep out much) and better stuff to sell. Highest priority, really. The cloning upgrades would vastly useful (and fun to play with), but they're in total even more expensive than the mining module. The education module could be purchased in its lonesome, but the "other species"/"DNA change" upgrades really only come into full utility with each other. Lower priority.

We have four known species of plant:
Spoiler (click to show/hide)

We have two? known species of animal:
Spoiler (click to show/hide)
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #140 on: December 25, 2011, 09:40:58 pm »

Turn 16
Colony: 
Spoiler (click to show/hide)
The first clone is created and is imidielty put to work on building the fence. One of the clones that were building the fence goes to operate the manufacture module and create more fence.

The Colony ship will come back into communications range in 11 turns.

Day will come in 8 turns.

Power: 3.5 (-0.4)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Base components:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Author Notes:
Spoiler (click to show/hide)

Taricus

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Re: Build a Colony: An educated adventure.
« Reply #141 on: December 25, 2011, 10:26:29 pm »

I think we MAY want to look out for those grey omnivores, those buggers must be strong if they're pulling a bantha cow corpse...
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #142 on: December 26, 2011, 04:14:06 am »

I think we MAY want to look out for those grey omnivores, those buggers must be strong if they're pulling a bantha cow corpse...

For one, they did look like friends about two turns earlier but when you do say that in this image...

And that we did kill one of them, Oh no.

Arm the clone manning the manufacture module after producing those fences (or anyone that is suitable for combat), we need to keep watch. The combat clones need their sleep. Produce three more torches and post them in such a way as to encircle our perimeter.
Edit: I like our fence! But...isn't the third torch to the right going to burn it down?  :P
« Last Edit: December 26, 2011, 04:31:38 am by Tiruin »
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #143 on: December 26, 2011, 04:30:07 am »

That was predictable. in two turns send this group to sleep, switching with the combat clones. sticking with the Plan.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #144 on: December 26, 2011, 05:33:26 am »

FREAK OUT! Burn down the forest and kill everything that doesn't carry your genetics. kill kill kill kill
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Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #145 on: December 26, 2011, 06:57:58 am »

Oy! No burning down the forest! We need it for resources!

Yeah, we killed one of those gray animals, but let's not jump to conclusions that they'll want revenge. Since they're out hunting the big brown beasts, rather than circling our perimeter, I'd say we're safe for now. Though we might want to store that meat somewhere inside to avoid attracting predators or scavengers.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #146 on: December 26, 2011, 07:09:38 am »

Lets not assume they are deadly and they did kill those brown natives until next turn, for now let us focus on that third alien that I've heard others speak of, it came from the same direction the grey & browns are, below us or maybe in the air northward.

I suspect a change of plans will be appropriate?
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #147 on: December 26, 2011, 07:29:53 am »

Turn 17
Colony: 
Spoiler (click to show/hide)
You knock up some more torches to place around the perimeter but only manage to create two without disrupting your fence building. Plumpet wood stocks are running low and the cabbages in the agriculture module have grown to full size.

The Colony ship will come back into communications range in 10 turns.

Day will come in 7 turns.

Power: 3.1 (-0.4)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Base components:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Author Notes:
Spoiler (click to show/hide)
« Last Edit: December 26, 2011, 07:32:06 am by Evil Lincoln »
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #148 on: December 26, 2011, 07:56:38 am »

crap, I didn't noticed the birds. Although I wondered what the "third species" should be. I'll not give them a name before we got more info on them.
>recolt the cabbages and plant some more.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #149 on: December 26, 2011, 07:57:26 am »

 :-\, yeah...those bird things...The cabbage distracted us with its azure gleam.

So assuming the fence has a defense value and can keep enemies for a turn. We would probably notice the splintering and cracking if any enemy attacks from that side, leave two torches near those fences and shift attention to the unfenced side. Stop fence production, save the 4x plumpet wood for repairs/miscellaneous use.

Wake the combat clones and arm them including one other clone (the one that will wake up?). They will continue guard duty.

Suggestion: Sleep? Mad Eccentric Scientists like Ardin Turisk need it too.


Also, woohoo +12 cabbage!! Now let's hope we didn't do anything bad in growing and eating it! Grow more

{We will have enough power to manage until day, leaving 0.3 units when day strikes. Perfect}


Edit: Post^
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