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Author Topic: Build a Colony: An educated adventure.  (Read 74553 times)

Hubris Incalculable

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Re: Build a Colony: An educated adventure.
« Reply #360 on: January 09, 2012, 01:04:33 am »

Get ye on top, and pull up the ladder!
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #361 on: January 09, 2012, 01:19:43 am »

HAve that idle work clone grab the cabbages and throw them at the wolves. The wolves are omnivores so maybe they'll be plactated by the delicious cabbages.
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Evil Lincoln

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Turn 38 - 43
« Reply #362 on: January 09, 2012, 02:56:36 am »

Turn 38 - 43
(Combat Turn 5)
Colony:
Spoiler (click to show/hide)
The basic clone runs inside and you and the worker clone try to get to the top of the building.


You currently have 55 yollars

Day will come in 2 turns.

Power: 2.6 (-0.3)

Inventory:
Spoiler (click to show/hide)

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

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Buildings:
Spoiler (click to show/hide)

ADS:


Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.

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


Author Notes:
Spoiler (click to show/hide)

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #363 on: January 09, 2012, 03:39:05 am »

Man these lobster-wolves are crappy omnivores. They should just go for the easy to get cabbages and drag them away. They Know we can fight back and they show enough sense to run away, So they should do the smart option.
Oh well Since they won't we profit by killing and feeding the to the cloner, or makeing them into a nice stew/soup.
Continue as you were!
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #364 on: January 09, 2012, 04:07:50 am »

With our luck, the planet's ecology forms an aggressive gestalt consciousness that wants nothing more than us dead. That, or they're still attacking because lasers can't be seen with the naked eye, and they don't know how we're hurting them. Screw them. We're a SCIENTIST. After we kill this batch, we need to brew up some tasty biological weaponry.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #365 on: January 09, 2012, 04:48:35 am »

That's just what the Collective wants you to do. Give them MORE dangerous animals.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #366 on: January 09, 2012, 05:05:22 am »

We should've opened the agriculture water tank to collect all this rain by the way...

Also, it's a good thing they are too distracted by our laser fire to hit our modules.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #367 on: January 09, 2012, 05:09:02 am »

We should've opened the agriculture water tank to collect all this rain by the way...

Also, it's a good thing they are too distracted by our laser fire to hit our modules.
Yeah I was thinking "what if they wreck our Shite up? How are we supposed to fix it?"
And earlier I had an Idea to Use some plumpet wood planks to make a catchment area.
dig a wide ditch and line it with wood and leave or something. Problem is I didn't know how much rain this area gets.
Hopefully we can use the mining module to dig a well. This close to a rive ther might be a water table.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #368 on: January 09, 2012, 05:14:43 am »

Five wolves left, I feel we can do this!

Do our clones gain experience by the way?
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #369 on: January 09, 2012, 06:38:36 am »

Do our clones gain experience by the way?

I'm not sure. There isn't much to learn if you are a worker or a basic unless you were to specialise in a certain area like mining but even then it wouldn't change your performance to much since that is all linked to the equipment so it would mostly be a name thing. And since it would be a name thing you shuld just be able to say that those clones are miners because they have mining equipment just to make orders easier.

Combat clones could probabley learn a thing or two as well but i'm not so sure how it would effect them. I don't want it to be a damage thing since then it would take a bit longer to do the damage numbers. Maybe they could just score more critical hits since I don't roll any dice for that or anything.

Of course with any leveling I have to keep track of it all so if they do it won't  be to detailed.

I'll try and come up with something when I update (which since I am going to sleep soon could be right now or when I wake up tommorow).

Evil Lincoln

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Turn 38 - 43
« Reply #370 on: January 09, 2012, 07:11:46 am »

Turn 38 - 43
(Combat Turn 6)
Colony:
Spoiler (click to show/hide)
You kill another lobster wolf and the rest begin to retreat. You suppose that's fair, you did kill quite a few of them with flashing lights and you imagine that would be quite scary to an animal that has never seen a laser before. Of course they could also be reciving orders from some crazy planet-wide hivemind but that only ever happens in sci-fi action movies.

Looks like the fight is over. You have a choice to make, either kill a few more of them while they escape or let them live either way buisness will go back to normal next turn.

You feel like you've learned a few things from this episode.

You have gained 20xp!

You now have 64xp total, another 36 and you'll level up!

You currently have 55 yollars

Day will come in 2 turns.

Power: 2.6 (-0.3)

Inventory:
Spoiler (click to show/hide)

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

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)
Party Members:
Spoiler (click to show/hide)

Buildings:
Spoiler (click to show/hide)

ADS:


Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.

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


Author Notes:
Spoiler (click to show/hide)

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #371 on: January 09, 2012, 07:17:16 am »

Firstly, did we get the money for the genetic material we sold? Also, if the lobster-wolves are retreating, best not to expend our lasers' charge against them right now.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #372 on: January 09, 2012, 07:20:10 am »

Avenge our dead clone! Kill the runners!!

Only until our safe perimeter though (fence), we don't want to risk a trap because of our current situation. Then we do the burial, scavenge from the dead (giving part to the vat and part for food/meat) and then celebrate.

Oh, and open that Agriculture water tank.

Then head back to sleep until day. Which is one turn...

Standing orders are what were before our sleep, collection of those cabbages and research into better defense maybe?

Edit: ^

Assess situation for any property damage.

We have lots of power  ;D
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #373 on: January 09, 2012, 07:38:50 am »

Firstly, did we get the money for the genetic material we sold?
You havn't sold any yet since the turn you were meant to you were awoken from your slumber and then shot down lobster wolves from the rooftops. I diddn't think you could sell things under those conditions.

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #374 on: January 09, 2012, 08:08:34 am »

Shoot the runners, but try not to kill them. We wan't them to be afraid of us so they go ater easier prey.
Also You impplied that we might get New important people, Like non-clone traders or scientists.
DOn't bother going back to sleep, You'l only get about a 15-30 minutes of sleep. Better to get an early start.

Have two of the worker clones start mining, Have two basic clones cut down soe sprout trees and harvest the edible caps. Have a worker clone make Sprout tree barrels. And have the remaining worker and remaining basic clone fix the fences if they can, and continue fencing the area off. Leave a single gate to the north. make more fences as you need them.
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