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Author Topic: Build a Colony: An educated adventure.  (Read 74538 times)

Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #210 on: December 30, 2011, 05:26:38 pm »

If we cannot afford it, seize it by force.
Let's not perform suicide at this point of the game, ok?
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Dave1004

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Re: Build a Colony: An educated adventure.
« Reply #211 on: December 30, 2011, 05:54:19 pm »

This is amazing! I will be watching this. Onwards!
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #212 on: December 31, 2011, 03:42:33 am »

If we cannot afford it, seize it by force.
Let's not perform suicide at this point of the game, ok?
You want WHAT? Trying, with 3 mens (two basic clones and a mad scientist), equipped with basic lasers, to SEIZE by FORCE a BUILDING from a GODDAMNED SPACESHIP?
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #213 on: December 31, 2011, 04:13:48 am »

Note, they have advanced lasers. A sizeable force, tax for inter-colony trade and a ship.

We have two basic combat clones and a eccentric scientist. Our defenses consists of wood and pew-pew guns.

If we cannot afford it, seize it by force.
Let's not perform suicide at this point of the game, ok?
You want WHAT? Trying, with 3 mens (two basic clones and a mad scientist), equipped with basic lasers, to SEIZE by FORCE a BUILDING from a GODDAMNED SPACESHIP?

I guess he was joking, truly joking.

So until now the orders are unchanged right?
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #214 on: December 31, 2011, 05:32:37 am »

List:


>Log down those trees adjacent to our fence and turn into sheets.
>Analyze flora samples westward of us, for trade or personal use (Preference:Ardin Turisk)
>Haggle with Havensafe for 50-50 shipping costs.
>Get that pink box open and analyze its contents [Carefully, might be a nuke.] Either advertise its presence or use for own benefit.
>Sample those Sprouts and native alien meat so we could get a higher price on them, also for added information.
>Someone mentioned analyzers that could detect what lies under our colony. Inquire on that.
>Use those nutrients to produce more clones! [Either for labor or profit. We will need a lot of labor early on though.]

I concur.
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Evil Lincoln

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Turn 30
« Reply #215 on: December 31, 2011, 06:59:43 pm »

Turn 30
Colony: 
Spoiler (click to show/hide)
The shuttle lands and it's workers load up the cargo. You trade away 5 plumpet wood sheets for 100 yollars, Lobsterwolf DNA for 300 yollars and 15 cabbages for 75 yollars. You also pay 50 yollars shipping.

You hold out on trading the smoked alien native meat and the sprout DNA because if you can prove they are edible you will recieve more payment.

You order a basic clone to eat some of the smoked meat and another basic clone to eat some of a sprout sprout. Then you tell the idle worker clone to organise the basic clones into putting vines into the cloning module.

After using your crafty science skills(basic laser) to open the box you discover that it contains a smaller box of microchips, some batteries and a large amount of paper work that you briefly read over. From what you read you would say that the paperwork is a report detailing the effectivness of some product, most of the tables detail how well the 'subject' managed to remove substances off of different surfaces. How Boring. You guess the owners might want it back so you put an advertisment up for 50 yollars. You don't detail anything about the fang on the lid so that you can ask anyone who tries to claim it if it has any distinguishing features, clearly the best plan you have ever had.

And finaly you head off to the river to gather samples of those plants and animals that your clones spotted to (hopefully) sell to the highest bidder.


You currently have 405 yollars

Colonytech Module brochure:
Name:Cost:Description:
Basic Power Plant1000
Spoiler (click to show/hide)
Normal Power Plant2000
Spoiler (click to show/hide)
Enhanced Power Plant3000
Spoiler (click to show/hide)
Basic Mining Module900
Spoiler (click to show/hide)
Normal Mining Module2000
Spoiler (click to show/hide)
Enhanced Mining Module2900
Spoiler (click to show/hide)
Basic Agriculture Module1000
Spoiler (click to show/hide)
Normal Agriculture Module2000
Spoiler (click to show/hide)
Basic Cloning Module1200 600
Spoiler (click to show/hide)
Normal Cloning Module6000 3400
Spoiler (click to show/hide)
Enhanced Cloning Module12000 6600
Spoiler (click to show/hide)
Education Attachment800
Spoiler (click to show/hide)
Research and Development Module4000
Spoiler (click to show/hide)
Basic Manufacturing Module1800
Spoiler (click to show/hide)
Normal Manufacturing Module3000
Spoiler (click to show/hide)
Basic Accomodation Module800
Spoiler (click to show/hide)
Normal Accomodation Module1400
Spoiler (click to show/hide)
Enhanced Accomodation Module2000
Spoiler (click to show/hide)

Sofware upgrades:
Name:Cost:Description:
Cloning Module Genetic modifier250
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Cloning Module Lifeform Analyser400
Spoiler (click to show/hide)
Manufacture Module Blueprint creater200
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier300
Spoiler (click to show/hide)
Agiculture Module Flora Analyser400
Spoiler (click to show/hide)

Colonytech Clone Brochure:
Name:Cost:Description:
Basic Clone200 150
Spoiler (click to show/hide)
Worker Clone250 180
Spoiler (click to show/hide)
Technician Clone400 320
Spoiler (click to show/hide)
Basic Combat Clone400 300
Spoiler (click to show/hide)
Normal Combat Clone600 400
Spoiler (click to show/hide)
Clone Uniforms100 70
Spoiler (click to show/hide)

Colonytech Arms Brochure:
Name:Cost:Damage:Description:
Basic Laser2502
Spoiler (click to show/hide)
Normal Laser5204
Spoiler (click to show/hide)
Enhanced Laser8006
Spoiler (click to show/hide)
Machete2502
Spoiler (click to show/hide)

Colonytech Tools/misc Brochure:
Name:Price:Description:
Tool Kit200
Spoiler (click to show/hide)
Barrel70
Spoiler (click to show/hide)
Crate50
Spoiler (click to show/hide)
Grey Metal15
Spoiler (click to show/hide)

Colonytech Blueprints Brochure:
Name:Price:Required Materials:Description:
Barrel100Two of any solid waterproof material.
Spoiler (click to show/hide)
Crate80Two of any solid material.
Spoiler (click to show/hide)
Plank40One of any solid material.
Spoiler (click to show/hide)
Micro Chips100One unit of silicon and one unit of metal.
Spoiler (click to show/hide)
Wires100One unit of metal.
Spoiler (click to show/hide)
Batteries70One unit of metal and one unit of non-conductive material.
Spoiler (click to show/hide)
Basic Electric Engine200Ten units of metal.
Spoiler (click to show/hide)


ADS:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Havensafe is looking to purchase food.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Donnie's tool foundry is offering cut price communications equipment as well as hand held mining and logging tools.
Marko Clono is offering cheap worker clones for as low as 150 yollars.

*New*
Erudition has found a pink box and is looking for the owner.
Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.

To place an advertisment of your own will cost 50 yollars.

Night will come in 5 turns.

Power: 4.4 (+1/-0.3)

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 31, 2011, 07:04:32 pm by Evil Lincoln »
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #216 on: December 31, 2011, 07:21:25 pm »

Well, we need 500 yollars to get our mining module, but I think we should contact Omicorp regarding the modules they are selling.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #217 on: December 31, 2011, 07:36:10 pm »

Contact about the modules, buy genetic modifier upgrade.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #218 on: December 31, 2011, 09:54:40 pm »

Now if we did try to seize the module...Oh, Look at that nice SHIP!!


Send our two combat clones out to hunt, preferably in a scouted and familiar location where the lobster wolves/bantha cows roam. We need meat to either feed to the vats or sell off.

Next, we have idle workers, get them straight to the logging business. Sheet production is a must until we can get a module for making our own synthetic material or more blueprints.

{Close that box!}

Fourth, we could bargain for a geographic scanner or something similar to that for our planned mining industry. If, by chance that we had landed on a cavern or ancient city or anything important, say hello to advertising!
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #219 on: December 31, 2011, 09:58:45 pm »

Contact about the modules, buy genetic modifier upgrade.
This. If we can modify our clone to be better then our competition, We can sell them for more for large sums of cash.

Also have clone make a farm plot or extend the one we have. I think before we get self sufficent we should focus on our area of expertise for money. As a cloning expert we should be able to make valuble clones which we can sell for large sums. We should also make sure to make plenty of food, to feed and create clone.
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #220 on: December 31, 2011, 10:31:06 pm »

Does the stuff Donnie's tool foundry selling include a mining module.

Contact about the modules, buy genetic modifier upgrade.


We need to save up for a mining mod first.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #221 on: December 31, 2011, 11:42:01 pm »

Does the stuff Donnie's tool foundry selling include a mining module.

No, just the mining tools themselves.

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #222 on: January 01, 2012, 12:10:03 am »

Does the stuff Donnie's tool foundry selling include a mining module.

Contact about the modules, buy genetic modifier upgrade.


We need to save up for a mining mod first.

While I like the dwarven commitment to digging i Think it would be more profitable for us in both short and long term to get the Cloning centre upgrades. That way we can sell higher quality clones for cash which we can spend on the mining module and other stuff. plus there is already another colony dedicated to mining so if we get the mining module we won't be able to sell our ores and metals for as much, plus we may get in a price war with the other colony which escalate into something nasty.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #223 on: January 01, 2012, 12:12:19 am »

Indeed. We're a mad eccentric scientist after all! Let's concentrate on making freaks of nature genetically modified clones which are super helpful and not at all dangerous!
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #224 on: January 01, 2012, 12:38:50 am »

Genetic modifier. Just think of the blasphemy against nature we could get up to!
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Explore a half-ruined facility and play with dangerous
mutagens in my forum game.
It's back! A bit. Seriously, jump in.
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