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Author Topic: Build a Colony: An educated adventure.  (Read 74437 times)

Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #585 on: January 18, 2012, 08:09:39 pm »

We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
So  you want us to die.

Okay, thats okay. I mean, pissing off a huge mega corp can't hurt little old us.
If it is a convincing accident and we assist them with cleanup and rescue operations why would they kill us?

We could always claim the wolves did it. "Uh... yeah.. that massive burn mark was caused by savage teeth. Just look what they did to our fence!"
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #586 on: January 18, 2012, 08:23:24 pm »

We could also rig up a small wind-farm. We might also do some research on bioelectric generation for our clones.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #587 on: January 18, 2012, 08:31:44 pm »

We could arrange an 'accident' for the trade shuttle one of these days once we're well set.

Thirded!  ;D
So  you want us to die.

Okay, thats okay. I mean, pissing off a huge mega corp can't hurt little old us.
If it is a convincing accident and we assist them with cleanup and rescue operations why would they kill us?

We could always claim the wolves did it. "Uh... yeah.. that massive burn mark was caused by savage teeth. Just look what they did to our fence!"
"And we -zap zap- lost -zap- three clones in the crash! We demand compensation!"

We could also rig up a small wind-farm. We might also do some research on bioelectric generation for our clones.
Wind farm is a good idea actually.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #588 on: January 18, 2012, 08:52:43 pm »

Let's not do anything stupid.

Like killing other sentients.

A solar or wind farm sounds perfect for our situation. The one involving water, we need a culvert made leading to the nearby river.

But, let's focus on what to do now, Night is here.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #589 on: January 18, 2012, 09:43:26 pm »

Attacking the corp = suicide at the current stage of the game.


We already have solar power; look at our power plant. We're looking for something we can replicate, and a waterwheel is probably the best option, though it won't be very powerful, as the stream was shallow enough for the combat clones to ford without issues.

Thoughts: We will need a somewhat large and steady supply of water to use concrete, as well as a way to mix and reliably move/pour said concrete.

> Begin manufacturing hard wooden sheets to reinforce the fence.

I'd agree with the sheets, but we only have 1 wood remaining next turn, and night falls next turn, so we can't exactly gather more. As for the concrete:

Quote from: Official manufactory blueprint
Concrete

See Mat allowed

One unit of gravel and one unit of sand.

This blueprint is used to make concrete.


According to this, we don't need water, and I'm fully prepared to accept slightly illogical things that make our lives easier. (Maybe the manufactory collects rainwater?)
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #590 on: January 18, 2012, 10:51:17 pm »

I think that's to make concrete powder, not actual concrete. In order to use it, we'll need water.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #591 on: January 18, 2012, 11:55:30 pm »

You know if we want to cheat/ take advantage of the trade shuttle, THe best way would probably an insurance type thing, Like Having them land on something valuble of our, And then getting them to replace the damages us plus a little extra for the trouble, and lost time. Then we'd get the scrap from the whatever as a bonus.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #592 on: January 19, 2012, 12:25:52 am »

You know if we want to cheat/ take advantage of the trade shuttle, THe best way would probably an insurance type thing, Like Having them land on something valuble of our, And then getting them to replace the damages us plus a little extra for the trouble, and lost time. Then we'd get the scrap from the whatever as a bonus.

Methinks that their pilots would be smart enough to land on a flat surface, and they're a big corporation while we're an exiled scientist, so they have a bit of an advantage in negotiations. Apart from that, the only option would be to have clones dash out under the landing shuttle and get fried by the jets, and then claim that the pilot was at fault and we should be compensated. Note that THIS IS A BAD IDEA, because we don't have many clones, and because they wouldn't believe us for a moment.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #593 on: January 19, 2012, 12:43:37 am »

Crazy ideas come at day, night time is now.

Can modules be damaged in anyway?
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #594 on: January 19, 2012, 04:42:14 am »

I think that's to make concrete powder, not actual concrete. In order to use it, we'll need water.
Indeed. Using concrete takes quite a lot of water.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #595 on: January 19, 2012, 07:48:53 pm »

I diddn't update yesturday because i forgot. Sorry everyone.

And on that note: I'm putting this on hiatus.

This isn't going to be how I took a permanent hiatus on build a village though since it is because of different reasons so i'm almost certainly going to come back to this at some point.
« Last Edit: January 22, 2012, 03:41:19 am by Evil Lincoln »
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Evil Lincoln

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Turn 55
« Reply #596 on: January 22, 2012, 03:40:52 am »

Turn 55
Colony:
Spoiler (click to show/hide)

Since the basic clones are just sitting around you tell them to cover the fence in the vines. Since they are poisionous they should provide some defence from any attackers.

You also place some torches about and make a plumpet sheet to use as a barricade.

You have 2 turns of research into 'Minnion' clones to go.


You currently have 85 yollars


Night has come.

Power: 4.5 (+0/-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 business 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.

new

Red Tape building services is now open for business. Equipped to build anything from walls to Towers to underground facilities.

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


Author Notes:
Spoiler (click to show/hide)
« Last Edit: January 22, 2012, 03:45:40 am by Evil Lincoln »
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #597 on: January 22, 2012, 03:49:34 am »

 :D

Huzzah! It's back! Well, the turn is anyway.

Welcome the two combat clones in the distance, ask them what they saw. Throw that pink creature (Up for naming I guess?)  in the Cloning Module for Analysis.

Keep Mining.

Get the clones that need sleep to go to sleep, yourself included if we have no extra orders. If CCs are sent to sleep, arm the other clones (Except the Miners.). The 4-armed clone should either be put to using weaponry about now.

{Suggestion list for day:
> Create a Culvert directing the water from the river to our outpost.
> Contact Red Tape}

Use that Sixth Sense!
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #598 on: January 22, 2012, 04:10:44 am »

Get all the clones inside. Once they're all inside barricade the door.
Send clones that need sleep inside.
Finish research, then sleep.
DO NOT arm the 4 armed clone, he'll be even less efficient then 2 basic clones firing.
Contact Red tape industries
« Last Edit: January 22, 2012, 11:38:21 am by 10ebbor10 »
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #599 on: January 22, 2012, 11:15:40 am »

what 10 said.
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