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Author Topic: Build a Colony: An educated adventure.  (Read 74338 times)

Ultimuh

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Re: Build a Colony: An educated adventure.
« Reply #45 on: December 19, 2011, 08:41:04 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"

I vote of all of this.
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #46 on: December 19, 2011, 08:42:58 am »

I really have no idea where to fence. Uhhhh... Maybe... I don't know. But, at any rate: We should send two clones to start growing Sprouts, one to start mining, and one to keep gathering wood.

pussy liquid

Giggle.

Anyway, I think Kaian's names are a bit to... Plain. Although I like the science name parts.
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Ultimuh

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Re: Build a Colony: An educated adventure.
« Reply #47 on: December 19, 2011, 08:44:58 am »


Anyway, I think Kaian's names are a bit to... Plain. Although I like the science name parts.

As long as they remain in latin or pig latin, I don't care if they are plain.  :P
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #48 on: December 19, 2011, 08:46:06 am »

!!SCIENCE!!
we're a scientist, aren't we?
anyway, we could have scientific names and casual names.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #49 on: December 19, 2011, 08:48:44 am »

I really have no idea where to fence. Uhhhh... Maybe... I don't know. But, at any rate: We should send two clones to start growing Sprouts, one to start mining, and one to keep gathering wood.

pussy liquid

Giggle.

Anyway, I think Kaian's names are a bit to... Plain. Although I like the science name parts.

Errm, I did NOT notice that he edited it. That was originally there,   :-\.

Oops.


Also, why not focus on building and resource gathering first, worry about enemies near nightfall about two or so turns. You know, when we get the materials ready first then we focus our efforts.


!!SCIENCE!!
we're a scientist, aren't we?
anyway, we could have scientific names and casual names.
Support!
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #50 on: December 19, 2011, 10:49:30 am »

Can we get times and resource costs for the cloning and farming like we got for the manufacturing?
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Roboboy33

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Re: Build a Colony: An educated adventure.
« Reply #51 on: December 19, 2011, 01:29:27 pm »

Cut the cabbages out of the vine and taste them.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #52 on: December 19, 2011, 02:01:31 pm »

nope. we got some futuristic !!SCIENCE!! stuff. why shall we do the primitive stuff? just throw it into the analyzer.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #53 on: December 19, 2011, 05:02:56 pm »

nope. we got some futuristic !!SCIENCE!! stuff. why shall we do the primitive stuff? just throw it into the analyzer.

You don't have an analyser yet. That comes with a software upgrade for the agriculture module. The prices for the upgrades should be 1/4 of the original cost of the module. so to get the plant analyser for the agriculter module it will cost you 250. SImularly it will cost you 850 to gain the ability to clone other species with the cloning module but each upgrade only unlocks one ability so it would take 1700 to get the ability to clone other species and be able to manipulate the DNA with the same machine.

Can we get times and resource costs for the cloning and farming like we got for the manufacturing?

To get times for the agriculture module you will need the plant analyser. Creating a humanoid clone takes 10 turns(it was going to be a whole day and be 20 turns but looking back it seemed a bit much) and 4 units of nutrients and 6 units of protein. If you want to find out how much nutrient and protein are in something you should be able to throw it into the cloning machine.

Just to save some time i'll tell you some of the nutrient values for the plants:

Mushroom: 3 nutrient
Trees: 2 nutrient
Vines: 1 nutrient 0.5 protein
Cabbages: 2 nutrient

I would have done a full update but since most of the suggestions included analysing the plants using the analyser you don't have yet I thought i'd correct that and give you some info that you could have had access to bit diddn't know how to get(because i forgot to tell you how).


« Last Edit: December 19, 2011, 05:14:24 pm by Evil Lincoln »
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #54 on: December 19, 2011, 05:54:50 pm »

Shove dat cloner full then do what I said for all the turns until a new clone comes out.
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Evil Lincoln

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Turn 6
« Reply #55 on: December 19, 2011, 07:34:40 pm »

Turn 6
Colony: 
Spoiler (click to show/hide)

One of the workers tastes the plant which appears to be an alien cabbage and says it tastes fruity. s/he does not appear to be dieing straight away so the plant appears edible. After the worker tests the cabbage you get them to help you fill the cloning machine with vines. You both manage to gather 13 vines total and insert them into the machine. The machine begins to grow a clone. It will take 10 turns for it to develope fully.

You wish you had have had another communicator to give to the scout party so you could communicate with them while they were out of the same area as you. The combat clones will return from scouting in three turns.

7 turns until night.


Power: 1.8 (+1/-0.1)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
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)

Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #56 on: December 19, 2011, 08:08:26 pm »

Do what I said before:

We should send two clones to start growing Sprouts, one to start mining, and one to keep gathering wood.

Until the scouting party comes back.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #57 on: December 19, 2011, 09:33:39 pm »

Do what I said before:

We should send two clones to start growing Sprouts, one to start mining, and one to keep gathering wood.

Until the scouting party comes back.

I agree with this, if we invest our profited resources into more profit then we'll have a real colony up and running before we know it. :D


And then comes the !!HIDDEN FUN STUFF!!
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #58 on: December 19, 2011, 09:48:11 pm »

Do what I said before:

We should send two clones to start growing Sprouts, one to start mining, and one to keep gathering wood.

Until the scouting party comes back.

I agree with this, if we invest our profited resources into more profit then we'll have a real colony up and running before we know it. :D


And then comes the !!HIDDEN FUN STUFF!!

Oh dear, You don't have any mining equipment. I went back and checked and this is my fault. back when you ordered the modules Criptfeind used the abbreviation BMM which I interpreted as manufacture module instead of mining module. Good news is that you got a manufacture module for 600 off of the actual price since I diddn't check the figures. Bad news is that you can't mine. Sorry about that. I'll try and make up for it later since it does have an impact on your income (although you are 600yl up).

EDIT: I think i'll use the scientific names for menus and things like if you modify the DNA of something.
« Last Edit: December 19, 2011, 09:52:30 pm by Evil Lincoln »
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #59 on: December 19, 2011, 09:58:35 pm »

THIS IS A STICKLY WICKET WOT WOT???

I guess put the miner in gathering with the other sap.
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