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Author Topic: Build a Colony: An educated adventure.  (Read 74363 times)

fergus

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Re: Build a Colony: An educated adventure.
« Reply #60 on: December 19, 2011, 11:00:06 pm »

> Get farming. Now.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #61 on: December 20, 2011, 12:41:28 am »

Wondered why we aimed for manufacture first and not mining.

I say we stockpile resources, focus on gathering. When near night, then we build fences. When our scouting party returns.

Hows our farms?
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Evil Lincoln

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Turn 7 - 9
« Reply #62 on: December 20, 2011, 03:02:01 am »

Turn 7 - 9
Colony: 
Spoiler (click to show/hide)

The two worker clones continue to operate the lugging equipment and the other two workers plant sprouts. Due to the sprouts large size when it is mature the agriculture module won't allow you to grow it inside the modules in-built pots. Without analyser software for the agriculture module you do not know how long it will take for them to mature.

You keep putting vines inside the cloning module to fuel the cloning effort although soon there will be no more vines in the area.

The scouting party has returned with their catch. The tell you about the forest crawling with 4-legged grey animals to the southwest.
Spoiler (click to show/hide)

The dead creature is grey. It has four legs and powerful pincers attached to it's jaw. It is covered in small hard lumps and it bleeds dark green blood.


4 turns until night.


Power: 2.1 (+1/-0.3)

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)
« Last Edit: December 20, 2011, 06:38:16 pm by Evil Lincoln »
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #63 on: December 20, 2011, 03:07:33 am »

Put cabbage in the agricultural module. They are less nutritive than mushroom but should grow faster, as they are WAAAAY smaller.
Also can we grow cabbage AND vines? As in, do they grow together or just in the same place?

Damn ninja'd again!

Is the new creature aggressive? live in community? do it seem carnivore or not?
Maybe making only ONE clone, we do not have much room.

Also fence the bottom and west sides of the power plant, and the west side of the agricultural module.
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #64 on: December 20, 2011, 03:12:09 am »

> Stop cloning things. We probably don't need it and don't have the space.
> Grow some other plants as well/instead.
> Analyse the creatures nutritional content.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #65 on: December 20, 2011, 03:20:13 am »

Put cabbage in the agricultural module. They are less nutritive than mushroom but should grow faster, as they are WAAAAY smaller.
Also can we grow cabbage AND vines? As in, do they grow together or just in the same place?
They grow seperately but in the same places. Like the plumpets and the sprouts. (Which now reminds me that i completely forgot to put sprouts and cabbages in the forest. what do you mean? those were always there!)

Is the new creature aggressive? live in community? do it seem carnivore or not?
You'll have to figure that out on your own. In the animation that I threw out they killed the little one that is nearest to them lets just say that it diddn't run wildly at them. That should give a substitue of what i cut out.

Maybe making only ONE clone, we do not have much room.
Hotbunking was discussed so with that you'll be able to handle more clones they'll just have to take shifts.
« Last Edit: December 20, 2011, 03:29:39 am by Evil Lincoln »
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #66 on: December 20, 2011, 04:44:41 am »

Stick with the cloning. Suggestion for the main char: Keep watch on those Sprouts and them clones, try to gather research. Keep him on the research job as you do have clones to take care of everything else.

Request clones to remain unnamed and generic.

{I like how you detail every little creature, has that special touch to it

Keep harvesting resources, we seem to not be in danger yet.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #67 on: December 20, 2011, 07:07:58 am »

If a clone dies can we just feed him into the cloner as material to make a new clone?

"Clone 3 died! Quick, gather up all the blood and get it to the cloner!"
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #68 on: December 20, 2011, 07:26:04 am »

If a clone dies can we just feed him into the cloner as material to make a new clone?

"Clone 3 died! Quick, gather up all the blood and get it to the cloner!"

Doesn't that...contaminate the cloning vat? Or have any negative effects?
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #69 on: December 20, 2011, 07:36:53 am »

Well since you can apparently put alien plants into the clonevat whitout problems, I don't think so.
Just make sure you take away his weapons/tools first.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #70 on: December 20, 2011, 07:43:49 am »

If a clone dies can we just feed him into the cloner as material to make a new clone?

"Clone 3 died! Quick, gather up all the blood and get it to the cloner!"

Doesn't that...contaminate the cloning vat? Or have any negative effects?
Presumably a clone would have most of the materials required to make a new clone, and we can feed raw plants and stuff in so why not a clone body? It would probably still take a bit of extra material to make up for whatever was lost.

I don't see why it would contaminate it unless the clone died of poison/disease.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #71 on: December 20, 2011, 07:47:11 am »

If a clone dies can we just feed him into the cloner as material to make a new clone?

"Clone 3 died! Quick, gather up all the blood and get it to the cloner!"

Doesn't that...contaminate the cloning vat? Or have any negative effects?
Presumably a clone would have most of the materials required to make a new clone, and we can feed raw plants and stuff in so why not a clone body? It would probably still take a bit of extra material to make up for whatever was lost.

I don't see why it would contaminate it unless the clone died of poison/disease.
I fully agree. The clone will be entirely new (it's not a resurection), but well, if we can make a clone outta alien plants, making a new clone from an old clone is just recycling.
If it was droids, we could make a new droid out of the parts from the old, no? same here. 'nuff said.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #72 on: December 20, 2011, 07:51:10 am »

Obviously we'd lose any specialties or skills said clone had but the material is the same.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #73 on: December 20, 2011, 07:53:57 am »

If any clones even think about rebelling we throw them into the Volcano Cloning vat. Also
Have two of the combat clones, go to sleep, in preparation for the night watch. We want them well rested so They don't miss any of the Nightcreatures.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #74 on: December 20, 2011, 07:56:52 am »

Well, organic matter is just organic matter. Obviously memories and skills will be lost unless there is no actual brain damage and we are capable of succesfully transplanting those. Which probably won't happen in a long time. The cloning machine will need power, that's all.
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