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Author Topic: Build a Colony: An educated adventure.  (Read 74433 times)

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #555 on: January 16, 2012, 05:13:28 pm »

Well, for now I was just thinking of moving our crew quarters and storage underground, or even just making an underground safehouse. But that brings up an interesting question, How easy would it be to move our modules into an underground safehouse? For that matter, how easy would it be to build such a safe house at all? is this like dwarf fortress, where you can easily dig out massive rooms in dirt and have them not collapse, or will we need lot's of support? Also, would we need to worry about drainage for our bunker?
We're not dwarves so we'd have to build supports, out of wood and/or concrete/steel/whatever. I'm guessing, though it's up to the Villianous President.
You can use sump pumps to help with drainage problems.
I don't think we will be able to move or place modules underground, But we should be able to build module components into our own custom Modules. Evil Lincon mentioned that we would be able to use the component parts of module if we got them.
« Last Edit: January 16, 2012, 05:19:30 pm by Monkeyfacedprickleback »
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #556 on: January 16, 2012, 05:39:13 pm »

We could also just make a pit, put a roof on it, and put a thin layer of dirt on that.

One thing I'm thinking when we get to parts is if we can have a single large swimming-pool like cloning tank, with much more tightly packed clones and no need to waste material on separating walls. If contamination is a problem just a thin film with it's weight supported by the nutrient solution should work. The first stages would probably still need to grow in a normal tank but they could be much smaller than ones for the entire process, and there might be restrictions like the entire pool only being able to grow one type of identical clone with identical education at any given time, but for sheer SCALE of production it should work amazingly.

EDIT: and it's also very dwarfy.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #557 on: January 16, 2012, 05:57:14 pm »

A large-scale vat would also be useful for mass-produced xeno cloning. Especially if we find some large-scale aquatic life.
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Re: Build a Colony: An educated adventure.
« Reply #558 on: January 16, 2012, 06:24:33 pm »

So did anyone see my post on how we could protect the secrets of our clones?
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #559 on: January 16, 2012, 06:54:31 pm »

So did anyone see my post on how we could protect the secrets of our clones?

Yeah but the thing is I suggested a similar thing and EvilLincon said that the cloning company could simply use high tech scanner to spereate any corrupted dna into it's component parts. not saying it wouldnt work, but it might not be worth it even if it does. Clonetech is a large company with big facilities so they can mass produce the clones and sell them in greater quantity then we could so this way with a deal we'll get a cut of the profits. Rather then Selling 5 clones at 100 we're selling 100 clone at 10. Plus this means we can (probably) get discounts and special deals with Clonetech plus we can sell future clone mods for great profit.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #560 on: January 16, 2012, 07:46:11 pm »

Just keep in mind with the whole 'underground base' stuff: think about how many turns it took for the little pit we have right now, and then think about how long it would take to excavate enough room for multiple structures. It will be a very long term project, and one which we might want to put off until we get our hands on higher-powered mining equipment. Once we do, however, we could probably get away with hollowed rooms for each installation, with 1-tile thick walls between them for support, along with wooden crossbeams and vertical supports.

In regards to a semiburied bunker: that will lower our FoV against enemies on the ground, which isn't a good thing if we're trying to defend against large numbers of enemies. OTOH, if the mining produces dirt and gravel (does it?), we could use that to make a packed-earth hillock and build a bunker on (or in) that.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #561 on: January 17, 2012, 12:05:15 pm »

Things to do before nightfall(just a list of my suggestion)
-Create a (low)wooden sheet to put in front of the entrance. Make it low enough that we can fire over it, but with minimal risking of anything jumping over it. No permanent connections, we want to be able to easily remove it.
-Create an extra fence to use as a ladder. Put on clone on the roof, he should have a nice sight of the surroundings.
-Clones can continue to work, but should stay inside the fence.(Focus efforts on the mine)
-Place new torches?
- Get those 2  clone soldiers back before nightfall.

Others:
Buy Batery blueprint and some conductive metal. Dried Wood doesn't conduct so we can use that to build them.
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Evil Lincoln

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Turn 54
« Reply #562 on: January 18, 2012, 01:13:09 am »

Turn 54
Colony:
Spoiler (click to show/hide)

The Omnicorp Courier has arrived with your mineral scanner. You send a basic clone out to fetch it.

With the fence finished you get the worker manning the manufacture module to produce planks and barrels instead.

The workers who are mining find their first piece of actual ore. It's only Arodine ore but it's better then nothing.
Arodine has a base strength of 1 and a base value of 2.5.

The cabbages in the agriculture module have matured.

You have 3 turns of research into 'Minnion' clones to go.


You currently have 85 yollars


Night will come in 1 turns.

Power: 5 (+1/-0.5)

Inventory:
Spoiler (click to show/hide)

Agriculter Module Status:
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)
« Last Edit: January 18, 2012, 09:08:17 am by Evil Lincoln »
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #563 on: January 18, 2012, 01:25:48 am »

Have the clone who went to get the mineral scanner put it in a safe/useful place. Then Have the clone wrap the poisonous vines around the south-western fences. If the dogs try to bite through the fencing, They'll get a mouthful of poison.
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Doomshifter

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Re: Build a Colony: An educated adventure.
« Reply #564 on: January 18, 2012, 02:53:19 am »

EvilLincoln, under the misc. spoiler, you wrote Gravel and said that it needed Gravel and Sand to make. I assume you meant to write Concrete, so I thought I'd point that out for you. Also, SWEET, ORE.

FOLLOW THAT VEIN, MINERS
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #565 on: January 18, 2012, 02:57:41 am »

We should plant and cultivate the poisonous vines, and do a bit of research on making it more toxic and irritating.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #566 on: January 18, 2012, 05:14:07 am »

Note: Night is coming soon!!

Prep up the defenses, try to establish contact with the two clones sent off towards the smoke and that were carrying the pink creature before.

Put that ladder up and light those torches, one per side and corner making 8 plumpet wood torches.

Get those clones who need sleep to go sleep, that includes you, Ardin Turisk!
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #567 on: January 18, 2012, 08:16:34 am »

Not yet, let's finish research first.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #568 on: January 18, 2012, 11:14:42 am »

Yea, we need to get the Minnions scheduled for growing while we sleep.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #569 on: January 18, 2012, 11:23:21 am »

Yea, we need to get the Minnions scheduled for growing while we sleep.
Agreed: We also need a wooden sheet to barricade the entrance with.(After the 2  combat clones arrive)
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