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Author Topic: Build a Colony: An educated adventure.  (Read 74496 times)

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #150 on: December 26, 2011, 07:58:47 am »

Harvest those plants.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #151 on: December 26, 2011, 12:08:55 pm »

It's going great so far guys! As for the omnivore creatures, if they have food they shouldn't be interested in us, right? There's no wild creature in the world that goes on a suicidal and highly dangerous rampage against a superior race with frikkin' laser beams, especially not if said creature has food and an environment to live in. We've already killed one of them, right? So, as long as we have a bunch of clones keep guard, it's nothing to worry about. Let's focus on income and upgrading!

Keep up the good stuff!
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #152 on: December 26, 2011, 12:13:06 pm »

frikkin' laser beams

2 Damage laser beams!

We should not let our guard down, nor be overconfident especially at night!  :D
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #153 on: December 26, 2011, 12:19:35 pm »

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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #154 on: December 26, 2011, 07:12:39 pm »

Turn 18
Colony: 
Spoiler (click to show/hide)
You decide to go to sleep with the 2 other worker clones. You leave the following orders for the clones:
  • Pick the cabbages.
  • Work on the fence.
  • Teach one of the basic clones how to shoot.
  • Make more torches.
  • When those worker clones wake up make more fence.
You regret that the clones you made were only basic ones because they won't be able to operate the machinery required to make more fences but at least when those other workers wake up they will be able to.

You also set the agriculture module to make more cabbages since no one else will be able to for another 4 turns.

The Colony ship will come back into communications range in 9 turns.

Day will come in 6 turns.

Power: 2.8 (-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)

fergus

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Re: Build a Colony: An educated adventure.
« Reply #155 on: December 26, 2011, 07:15:10 pm »

What are we actually trading?
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BY THE GODS! THIS QUOTE MADE MY SIG BOX HAVE A SCROLL BAR! HAPPY DAYS INDEED!
BY THE GODS! YOU HAVE TOO MANY SIGS!

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #156 on: December 26, 2011, 08:45:49 pm »

As we may have no fence to put next, harvest all the cabbage!

Can we try to cultivate Sprouts? They seem truly better than plumpets!

Oh...wait, so we will skip 8 whole turns...

Hmmm, keep the clones on routine shift, plant those cabbages and maybe in the 2 turns of day, forage for materials.

Maybe the colonists need hard sheets? We need to find a way to extract resources without crippling our environment.

Also, in case of an attack, one clone should be guarding the housing modules so it can alarm us.
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Fenrir

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Re: Build a Colony: An educated adventure.
« Reply #157 on: December 26, 2011, 08:55:32 pm »

In preparation for the future, I would recommend that, when the colony ship does come back into communication range, we feign destruction or simply avoid communicating entirely. Far better that none know we are here.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #158 on: December 26, 2011, 09:06:31 pm »

Now that you do say it, forgot that we were exiled...

So, yes. Devise a plan to say that we aren't here BUT make use of the advantage to benefit our colony.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #159 on: December 26, 2011, 09:09:26 pm »

Fake a distress beacon somewhere likely to get the colony ship killed, then scavenge the wreckage.
Or we could just become Space bandito's and track the colony ship to other outposts, then after the ship leaves, rob them. with our clone army.
« Last Edit: December 26, 2011, 09:11:05 pm by Monkeyfacedprickleback »
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #160 on: December 26, 2011, 09:12:33 pm »

Hold up, killed? No! We are Eccentric Scientist, not the mad one! Killing is out of SCIENCE, and besides that, if we do kill any other human (or whatever same specie civilization we belong to) then obviously the ones who judged us will be suspicious about the disappearance.

In other words, we do not want Space Marines raining on our fort from orbit because we killed colonists.

How does trading cabbages sound?
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #161 on: December 26, 2011, 10:01:37 pm »

Boring.
Very boring.

I would go into details of how boring cabbage farming and trading sounds but the mere thought of telling you about is boring me to death. I can feel my life slipping away. I'm going to stop trying but know you are resposible for putting me to sleep, or into a coma. By being so very very boring.
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Fenrir

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Re: Build a Colony: An educated adventure.
« Reply #162 on: December 26, 2011, 10:05:09 pm »

Killing is out of SCIENCE...

Incorrect.

How does trading cabbages sound?

Seriously?
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #163 on: December 26, 2011, 10:19:41 pm »

Keeping a low profile if that is what you all guess.

And I meant by killing your own people.
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #164 on: December 26, 2011, 10:46:25 pm »

We could sell slaves.
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BY THE GODS! THIS QUOTE MADE MY SIG BOX HAVE A SCROLL BAR! HAPPY DAYS INDEED!
BY THE GODS! YOU HAVE TOO MANY SIGS!
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