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Author Topic: Build a Colony: An educated adventure.  (Read 74443 times)

forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #105 on: December 21, 2011, 05:16:40 pm »

The 'eat clones' thing was just for the main character anyway, to avoid accidental poisoning or disease. We're not suggesting clones as a staple food source for the whole colony. That would be inefficient and stupid.

But really just have the clones taste anything before we eat it and that's good enough.
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Evil Lincoln

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Turn 12
« Reply #106 on: December 21, 2011, 08:12:22 pm »

Turn 12
Colony: 
Spoiler (click to show/hide)

The brown aliens natives pass by without incident.

After examining the grey native alien corpse you have determined that it's pincers could crush bone if given the chance and it's internal organs could be used to proccess both plant and animal matter.

And following simular examination of the alien native cabbage you have determined that the cabbage in your possession is only up to a day old so they must either mature very quickely or the cabbage you have is some sort of magic cabbage. You have also come to the conclusion that although they resemble earth cabbages their biology is much more simular to that of the earth avocado or peach and they contain a large seed in their center.

Since night is coming you and two of the clones begin to build the fence. Blocking off the forest seems to be the main priority since you know it contains potentialy dangerous animals.

It will take each section of fence 1 turn to be built.


1 turns until night.


Power: 3.9 (+1/-0.4)

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 21, 2011, 11:31:34 pm by Evil Lincoln »
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #107 on: December 21, 2011, 08:17:20 pm »

>Feed the corpse to the clones
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #108 on: December 21, 2011, 11:24:10 pm »

Each section of fence...Grey aliens with crushing jaws...

BUILD THE FENCE with all your people!

Also, feed the magic cabbage to one of the Combat Clones. Or stockpile it and grow it in the agriculture module.

Then scheme to self about the probable areas of attack.

P.S. Is it possible to build any sort of turrets? And how do we earn money, trading with future colonists?
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #109 on: December 21, 2011, 11:46:18 pm »

P.S. Is it possible to build any sort of turrets? And how do we earn money, trading with future colonists?

You'll probabley be able to build turrents and such later on. You'll either need to buy them or build them yourself (although that would require buying the blueprints). That will probabley be true for most things since I don't want to put any restrictions that prevent you from being some sort of automotive factory colony where you export cars made from plumpet wood and crazy alien metals.

You'll definitely be able to sell things to the colony ship when it comes back around. In my mind it's more of a big marketplace where they buy/sell colony supplies since all the colonies are privately owned and not part of some sort of civic project. There are other colonies around as well so you'll be able to trasde with them directly if you manage to find them (and they aren't hostile) and have some sort of vehicle or pack animal capable of taking your goods there. Other colonies won't be as well stocked as the colony ship though so you won't be able to buy things like agriculture equipment from a mining colony and the prices would vary as well.

There was at least one suggestion about taming so i'll just tell you that it will probabley be quicker to get genetic material from an animal and then clone it and possibley even infusing some sort of 'tame gene' then actualy taming them from scratch. Of course that would require the software upgrades you don't have yet.

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #110 on: December 21, 2011, 11:53:56 pm »

No, don't eat the clones! They are of much more use to us alive. It should cost much, MUCH more energy/food/resources to create a clone than their value in food! Order those clones to do some farming instead. Growing food is much more efficient and profitable, even if you don't give a hoot about moral ethics. Also, try taming the six-legged beasties if careful observation proves them to be useful. What is their diet? Are they warm-blooded? Are they noisy/smelly? Are they passive or agressive, or just very defensive yet calm? They seem to be traveling in small groups, perhaps they could be herd animals (although 3 individuals isn't really a herd). Anyway, beast of burden + mount + food source all in one = win. They look nice too.

TL;DR: Dont eat clones, grow plant food, tame the hexapod alien rhinobisons.

Ah but what if the Native plants and such are poisonous? We have to eat Something while we test out the food on the slaves clones. then once we know the plants and animals aren't poisonous, then we'll stop eating soylent greens. But for now we have an unlimited amount of clones and a very limited amount of main characters.

Also do the taming thing.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #111 on: December 21, 2011, 11:58:21 pm »

Pack animals...Carriers for supplies of some sort...

Brown alien native comes to mind.

And as the clones are still in production, suggesting a defensive stance in the next few turns as even if clones are easy to produce, they are painstakingly slow to wait to finish.

Taming +1

But how do we research without a module or the money to buy one?
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #112 on: December 22, 2011, 03:46:42 am »

Turn 13
Colony: 
Spoiler (click to show/hide)

A strange blue twilight falls over the colony and the first stars begin to appear.

Work continues on the fence and the clone maning the manufacture module also begins to cook the grey alien's corpse. The creature's carapace like skin cracks open as it's insides expand.

You also examine the clone who consumed some of the alien cabbage before and all oh it's vital signs are normal.

Night will fall next turn.


Power: 4.5 (+1/-0.4)

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 22, 2011, 03:55:36 am by Evil Lincoln »
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #113 on: December 22, 2011, 03:58:37 am »

Send half the clones to sleep in the second housing module, while the two others and yourself continue fencing (with lasers near you).
When the two combat clones end their eighth sleep turn, switch with them.: you and normal clones to sleep, combat clones to guarding the fence.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #114 on: December 22, 2011, 04:00:45 am »

Produce torches from the leftover plumpet wood, we've forgotten about making any kind of light source.

Send half the clones to sleep in the second housing module, while the two others and yourself continue fencing (with lasers near you).
When the two combat clones end their eighth sleep turn, switch with them.: you and normal clones to sleep, combat clones to guarding the fence.
So that means about three torches. +
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #115 on: December 22, 2011, 05:01:21 am »

> Try and make some of the corpses into something worth money.
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Gamerlord

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Re: Build a Colony: An educated adventure.
« Reply #116 on: December 22, 2011, 05:09:12 am »

> Try and make some of the corpses into something worth money.

Bone Crafts?

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #117 on: December 22, 2011, 05:14:57 am »

> Try and make some of the corpses into something worth money.

Bone Crafts?

I think our only corpse is now meat. Edible or not, we need to test that.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #118 on: December 22, 2011, 11:02:50 pm »

Turn 14
Colony: 
Spoiler (click to show/hide)

The darkness of night falls on the colony.

Two of the workers go to sleep while the other two and you stay awake to continue fencing.

You create three torches with some plumpet wood and lay them around in the perimeter.

The Colony ship will come back into communications range in 13 turns.

Day will come in 10 turns.

Power: 4.2 (-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 23, 2011, 12:35:44 am by Evil Lincoln »
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #119 on: December 22, 2011, 11:23:59 pm »

Feels really peaceful, your art there. Everyone looks happy and the grey and brown aliens are busy in the hills below us.

We really need more suggestions for this colony  :D .
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