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Author Topic: Build a Colony: An educated adventure.  (Read 74418 times)

Taricus

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Re: Build a Colony: An educated adventure.
« Reply #495 on: January 14, 2012, 09:35:18 pm »

Buy pants
Supporting this.

We MAy want big league bargainer. Anything that makes building the Colony up cheaper is worth it...
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #496 on: January 14, 2012, 09:42:59 pm »

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BY THE GODS! THIS QUOTE MADE MY SIG BOX HAVE A SCROLL BAR! HAPPY DAYS INDEED!
BY THE GODS! YOU HAVE TOO MANY SIGS!

Roboboy33

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Re: Build a Colony: An educated adventure.
« Reply #497 on: January 14, 2012, 10:09:44 pm »

>6th sense, then buy the formans pants.
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SHUT UP AND ENJOY THE CATS

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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #498 on: January 14, 2012, 10:11:26 pm »

I suggest we get the 6th sense and buy us some pants and boots
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #499 on: January 14, 2012, 10:12:09 pm »

Also, is it possible for us to refine chemicals?
haven't really thought about it much. It would be a bit of a pain to get into chemistry since it would involve lots of chemicals so the most i am going to do is specific things like "This plant contains medicine".

Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #500 on: January 14, 2012, 10:34:00 pm »

6th sense sounds good.
I agree.

^ The things most likely to screw us are the ones we won't see coming.

> Make loincloth from lobsterwolf hide.
> Scan colony area tile.
> Start growing an experimental clone with a short stature, strengthed muscles, and if possible eyes which can dilate to a greater degree, allowing it to see better in low-light conditions. This will be useful if and when we end up taking shafts off from the main pit mine. If the enhanced low-light vision is successful and doesn't carry any penalties in daylight, consider adding the modification to future combat clones. Yes, it is a dorf.
> Once each experimental clone is completed, ensure it is functioning, then offer the same deal format to ColonyCorp, though prices may be adjusted depending on demand for the different types.
> If protein is available, begin growing another 4-armed experimental.
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Geen

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Re: Build a Colony: An educated adventure.
« Reply #501 on: January 14, 2012, 11:11:36 pm »

I vote 6th sense or Experamentation. We do have to be a crazy doctor, after all.
Buy the mans pants off him. TL;DR Stop being a nudist colony.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #502 on: January 14, 2012, 11:33:56 pm »

I'm going to continue pushing the loincloth made from untreated alien hide, because what could possibly be better than that? If we kill enough, we could make a matching cape and full face mask, and give ourselves a lucha libre stage name, becoming the most insanely awesome mad scientist in the sector. It would sure as hell help get our brand out there; every clone we produce for sale could be branded, tattooed, or grown with our image. If and when we branch out into a gift store, everything could have our image. We could have an action figure of ourselves, or maybe a plushie. Who wouldn't want a plushie of an insane genetic tinkerer wearing nothing but a mask, cape, and loincloth made from grey alien skin?
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #503 on: January 14, 2012, 11:54:39 pm »

I love how we all worked for this colony.

And then debated hard on the wonders of Genetic Engineering, Biology and Anatomy.

Anyway;
« Last Edit: January 15, 2012, 01:38:31 am by Tiruin »
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #504 on: January 15, 2012, 01:29:59 am »

Alright, first? Spoiler those catalogs, they're absolutely huge. edit - I meant evil lincoln, with the lists of things we can buy. but eh, why not.

The returns we get from cloning are amazing, I say we go ahead full throttle. Getting a research and development module and a xeno cloning upgrade are both desirable intermediate goals. For now,

Spoiler (click to show/hide)
Also,
Spoiler (click to show/hide)
« Last Edit: January 15, 2012, 02:08:49 am by Angle »
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Evil Lincoln

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Turn 53
« Reply #505 on: January 15, 2012, 06:05:48 am »

Turn 53
Colony:
Spoiler (click to show/hide)

You look around the colony while wearing your new pants. Only cost you 20 yollars, you sure got that forman. (+4xp for conning that sucker)

Thanks to your new 6th sense you will now have horrific visions of things to come.

You sure do wish you could scan for minerals, to bad your mineral scanner hasn't arrived yet.

Looks like that basic clone managed to fit 20 of the cabbages into the barrel, it's a nice round number, almost to round... It's like the barrel was designed to hold 20 cabbages.

You consider growing a science clone but since you don't really have any need for one now you just grow another GoRo worker instead.

You have 4 turns of research into 'Minnion' clones to go.
While you work you consider growing a dwarf-like clone for use in the mines.

The Colonyship has now left.

You currently have 85 yollars


Night will come in 2 turns.

Power: 5 (+1/-0.5)

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.
Hyportech Mining is selling a variety of metals.
The Impex Corporation Weapons department is now selling blueprints for body armour. From helmets to Boots they have you covered.

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


Author Notes:
Spoiler (click to show/hide)

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #506 on: January 15, 2012, 06:09:09 am »

+4xp for conning that sucker

Yeah, I let you buy his pants.

I was wrong  :D

"Looks at horizon", oh lookie there. Our clones managed to get one of the pinkies, and are now heading towards the smoke!

Grow Armok's Dwarven Clone! {Add nightvision, or at least for the eyes to reflect faint light like animals}


Return to harvesting Plumpet Wood.


Craft another barrel or two
to hold our supplies and prevent vermin from encroaching on our cabbages.

Our Cloning Vat is full.

How many turns until night?

« Last Edit: January 15, 2012, 06:13:47 am by Tiruin »
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Taricus

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Re: Build a Colony: An educated adventure.
« Reply #507 on: January 15, 2012, 06:21:49 am »

Guys, I think we may need to leave an opening in the fence, atleast until we can build a gate anyway...
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Doomshifter

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Re: Build a Colony: An educated adventure.
« Reply #508 on: January 15, 2012, 06:27:05 am »

Guys, I think we may need to leave an opening in the fence, atleast until we can build a gate anyway...
Lincoln already said we're doing this.
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evilcherry

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Re: Build a Colony: An educated adventure.
« Reply #509 on: January 15, 2012, 06:28:03 am »

sorry to interrupt, but our power is running dangerously low.
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