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Author Topic: Build a Colony: An educated adventure.  (Read 74320 times)

Tiruin

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Re: Build a Colony: Name pending
« Reply #30 on: December 18, 2011, 09:39:17 am »

Given the probability of the forest hosting potentially dangerous creatures, I stick with my suggestion.

Colony name: Alpha-Z Pictorisol

Combat bots  :D. But yes, I do agree [with the positioning only]. But there should be some distance from our modules, for spacing and addition of more in the future as it seems the wood is more frequent up west. Does anyone else?

Sticking with my name above in blue. Also, does the forest you speak of mean the huge mass of green on the map or the tiny patch near our x?
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Criptfeind

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Re: Build a Colony: Name pending
« Reply #31 on: December 19, 2011, 12:14:14 am »

Can we depower units we are not using?

Do clones need sleep?

If yes can we have clones working in shifts so that all jobs are working 100% of the time?

Can clones hotbunk?

Can we hotbunk?

Edit: If clones need sleep how long?

Edit 2: Do clones need "off time" or can they work and sleep 24/7?
« Last Edit: December 19, 2011, 12:19:02 am by Criptfeind »
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Evil Lincoln

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Re: Build a Colony: Name pending
« Reply #32 on: December 19, 2011, 12:33:10 am »

Due to things happening in life and the forums being down (for me at east) this update has taken a while but it is coming. in the meantime I answered some questions since i noticed there was a few of them.

Q&A:
Spoiler (click to show/hide)

EDIT: 10 turns in a day and 10 turns in a night. so 20 turns for a full day
« Last Edit: December 19, 2011, 01:00:50 am by Evil Lincoln »
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Criptfeind

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Re: Build a Colony: Name pending
« Reply #33 on: December 19, 2011, 12:52:11 am »

How many turns are there in a day?

Anyway, No way we can fully staff our units fully. So power is a non issue right now.

I think our first goal should certainly be to work on upping our clone count. But we will need money and matter first. Hopefully our mine and agricultural thingy should provide some of that. Perhaps we should send out our combat clones to hunt?

At any rate, something more relevant is that I don't really have a opinion on where to put our units.
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Evil Lincoln

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Re: Build a Colony: Name pending
« Reply #34 on: December 19, 2011, 02:28:24 am »

Colony: 
Spoiler (click to show/hide)

After a very long landing process and the deployment of your modules which surely would have taken many frames to render if made for a forum adventure or simular medium, You have arrived on the planet surface. Temperature is comfortable and the weather is fine, not a cloud in the sky. your four workers and two combat clones stand ready for orders.

Something about the moment, the rifle in your hands, the blue sky and this strange new environment inspires you.
You name your colony: Erudition.

There are nine Turns left of daylight and none of your clones have orders.

The colony ship will come back into communications range of your handheld communicator in 24 turns.

Inventory:
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)

kaian-a-coel

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Re: Build a Colony: Name pending
« Reply #35 on: December 19, 2011, 02:34:05 am »

Damn! ninja'd by the update!

Make the combat clones patrol the forest. Go make one more basic clone personnally, and make the four basic clones start up the everything:
-start the power plant (wich is TOO DAMN CLOSE of the OL' FOREST)
-Start the agricultural module
-THEN go make fences with wood and this kind of blue thingie.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #36 on: December 19, 2011, 03:31:56 am »

I think we should up our resource income as a number one priority. Taking a look at the list of stuff we can buy, there's really no such thing as wasting resources. If we run out, we'll waste valuable time/turns and in the meantime clones will still need food. As for #2, I suggest making a "safe area" in case we get attacked by an Emaciated Tigersaurus Matriarch. As for #3, scout the area for fauna, flora and possible resources or other things of interest. ;)
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #37 on: December 19, 2011, 04:46:39 am »

Agree with starting the agriculture mod (it does store food right?) with two workers, then the other two for bulding a perimeter defense of fences. Arm the combat drones and station them near the power plant or most likely area of attack as we have not scouted yet... Or order them to scout first, agree with the above anyway.


We need more posters.

Edit: Can't view the map, nothing loads. {Could anyone discreetly post the view link in their post later on? Thanks}


Also,
-start the power plant (wich is TOO DAMN CLOSE of the OL' FOREST)
:P
We have clones.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #38 on: December 19, 2011, 04:48:10 am »

I think it would have been way better to have it just a case away from the forest.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #39 on: December 19, 2011, 04:55:15 am »

I think it would have been way better to have it just a case away from the forest.
Now I see the map!

By fence, do we fence a certain block or is it possible to fence out the block of a building so it will have some type of defense?
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Ultimuh

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Re: Build a Colony: An educated adventure.
« Reply #40 on: December 19, 2011, 04:56:31 am »

I think it would have been way better to have it just a case away from the forest.

We can always cut down that part of the forest.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #41 on: December 19, 2011, 05:01:41 am »

Yeah. cut that and make fences around our perimeter.

Combat clones: scout SW forest.
Head Scientist: Make one more basic clone.
2 BC: start the power plant and the agricultural one.
2 other BC: collect wood and this blue-vine-looking thingie to make damn fences.
« Last Edit: December 19, 2011, 05:03:24 am by kaian-a-coel »
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #42 on: December 19, 2011, 06:38:20 am »

Colony: 
Spoiler (click to show/hide)

The combat clones leave to explore the area to the southwest and possibly do a bit of hunting.

Two workers equip the harvesting equpiment and begin to fell trees while another clone takes the materials to the Manufactoring module to create fence sections. The last clone looks over the folliage to find anything that might be growable for food. Currently 4 types of plant have been discovered: The large plants with the nodules appear good for wood and their nodules look like they serve a simular purpose to leaves. There are a few scattered large mushrooms which could be used for wood and may be edible. There are vines wich squelch underfoot with a pus-like blue liquid. There are also a few cabbage like plants growing within the vines.

You examine the cloning equipment. It will take 4 units of nutrients and 6 units of protein to produce one clone.

Power: 0.9 (+1/-0.1)

Inventory:
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 19, 2011, 07:59:34 am by Evil Lincoln »
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #43 on: December 19, 2011, 06:58:46 am »


{So from now till night, its about, 6 turns?}

Continue cutting trees for fences and let the CC's keep foraging/hunting to the Southwest. Order one of our clones to examine the pussy liquid, maybe a worker.

« Last Edit: December 19, 2011, 08:25:52 am by Tiruin »
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #44 on: December 19, 2011, 08:35:57 am »

Aren't we a scientist? take the blue liquid to the labo and analyze it. also analyze trees' nodules for edibility. And the cabbage-plants too.

I strongly suggest that fences should go to WEST. but we could wait for the result of scouting before deciding.

Plants:
Mushroom: fungus lignam "wooden mushroom"
Trees: sphaera foliam "spherical leaves"
Vines: ceruleus vinculum "blue rope"
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