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Author Topic: Build a Colony: An educated adventure.  (Read 74539 times)

Armok

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Re: Build a Colony: An educated adventure.
« Reply #180 on: December 28, 2011, 01:19:42 pm »

WHAT DOES SOFTWARE UPGRADES COST?!

The one and only thing we really, really need is being able to make our own basic blueprints for the manufacotrium. The next most important thing is starting to experiment with clones. 
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So says Armok, God of blood.
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Sszsszssaaayysss...
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #181 on: December 28, 2011, 04:42:18 pm »

I think we should also place an advertisement if we can.
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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!

Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #182 on: December 28, 2011, 05:34:02 pm »

I just added a table with all the software upgrade prices to the last update. I also reduced the price of the Educater attachment since it seemed a bit much.

Armok

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Re: Build a Colony: An educated adventure.
« Reply #183 on: December 28, 2011, 05:57:19 pm »

... Wow, this place has a SERIOUS case of capitalism ruining monopoly syndrome. This company SUCKS, and have ridiculously draconian requirements to accessing what should be basic standard features of jut about everything. We're better of disassembling most modules for parts and doing all the controlling on a wooden babage engine.
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So says Armok, God of blood.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #184 on: December 28, 2011, 06:10:52 pm »

What? Stuff is expensive when you're on a distant planet with no support base and trading cabbage and wood for high tech goods is always going to be a shitty proposition.
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Ochita

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Re: Build a Colony: An educated adventure.
« Reply #185 on: December 28, 2011, 06:17:25 pm »

What? Stuff is expensive when you're on a distant planet with no support base and trading cabbage and wood for high tech goods is always going to be a shitty proposition.
Plus remember that we're not exactly liked, so that can be a factor.

Anyway, some of this stuff is pretty... Well, it could be good, but at the moment we don't need them. so for now its best to just sell excess, and conserve our money.
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Hitty40

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Re: Build a Colony: An educated adventure.
« Reply #186 on: December 28, 2011, 06:18:02 pm »

I hope you don't mind, but can I have a combat clone named after me?
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #187 on: December 28, 2011, 07:19:48 pm »

Would it be a viable option to start digging for the super-precious Unobtainium? You know, http://tvtropes.org/pmwiki/pmwiki.php/Main/Unobtainium

Sell the stuff we dig up, use cash to buy own processing tools, use stuff to protect base and dig deeper, repeat.
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Ultimuh

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Re: Build a Colony: An educated adventure.
« Reply #188 on: December 28, 2011, 08:21:48 pm »

We need analyzers!
I suggest we get one as soon as possible.
We will not be doing much !!SCIENCE!! if we don't have anything to analyze with.
We would be ridiculed back at home we would!
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Evil Lincoln

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Turn 29
« Reply #189 on: December 28, 2011, 08:41:32 pm »

Turn 29
Colony: 
Spoiler (click to show/hide)
You trade away the four plumpet wood sheets to the colony ship for a total of 80 yollars. You will be paid once the shuttle arrives and collects the goods next turn.

You contact greg's teeth and claws and tell them that you have a DNA sample from a lobsterwolf. After you explain the physical characteristics of the animal to them they offer 300 yollars for the sample.

You also contact agricorp colony beta and discuss plant samples. They say that they already have samples for vines, plumpets and cabbages but are interested in the sprout DNA. Since no one has ever eaten one before their offer is only 100 yollars.

Finaly you contact Havensafe and offer them 15 cabbages and 10 chunks of smoked alien meat. They offer 5 yollars for each cabbage but since no one has every eaten the alien meat they only offer 8 yollars for each chunk.

The combat clones return from exploring.

They traveled west through some clear area.
Spoiler (click to show/hide)
Then they reached the river where they encountered a small herd of bantha cows as well as some new alien fauna and flora. There was also the pink box which they brought back with them since they thought you may want to see it.
Spoiler (click to show/hide)
The box is pink and has a gold coloured lock. It also has a fang painted on the lid.


You currently have 30 yollars

Colonytech Module brochure:
Name:Cost:Description:
Basic Power Plant1000
Spoiler (click to show/hide)
Normal Power Plant2000
Spoiler (click to show/hide)
Enhanced Power Plant3000
Spoiler (click to show/hide)
Basic Mining Module900
Spoiler (click to show/hide)
Normal Mining Module2000
Spoiler (click to show/hide)
Enhanced Mining Module2900
Spoiler (click to show/hide)
Basic Agriculture Module1000
Spoiler (click to show/hide)
Normal Agriculture Module2000
Spoiler (click to show/hide)
Basic Cloning Module1200 600
Spoiler (click to show/hide)
Normal Cloning Module6000 3400
Spoiler (click to show/hide)
Enhanced Cloning Module12000 6600
Spoiler (click to show/hide)
Education Attachment800
Spoiler (click to show/hide)
Research and Development Module4000
Spoiler (click to show/hide)
Basic Manufacturing Module1800
Spoiler (click to show/hide)
Normal Manufacturing Module3000
Spoiler (click to show/hide)
Basic Accomodation Module800
Spoiler (click to show/hide)
Normal Accomodation Module1400
Spoiler (click to show/hide)
Enhanced Accomodation Module2000
Spoiler (click to show/hide)

Sofware upgrades:
Name:Cost:Description:
Cloning Module Genetic modifier250
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Manufacture Module Blueprint creater200
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier300
Spoiler (click to show/hide)
Agiculture Module Flora Analyser400
Spoiler (click to show/hide)

Colonytech Clone Brochure:
Name:Cost:Description:
Basic Clone200 150
Spoiler (click to show/hide)
Worker Clone250 180
Spoiler (click to show/hide)
Technician Clone400 320
Spoiler (click to show/hide)
Basic Combat Clone400 300
Spoiler (click to show/hide)
Normal Combat Clone600 400
Spoiler (click to show/hide)
Clone Uniforms100 70
Spoiler (click to show/hide)

Colonytech Arms Brochure:
Name:Cost:Damage:Description:
Basic Laser2502
Spoiler (click to show/hide)
Normal Laser5204
Spoiler (click to show/hide)
Enhanced Laser8006
Spoiler (click to show/hide)
Machete2502
Spoiler (click to show/hide)

Colonytech Tools/misc Brochure:
Name:Price:Description:
Tool Kit200
Spoiler (click to show/hide)
Barrel70
Spoiler (click to show/hide)
Crate50
Spoiler (click to show/hide)
Grey Metal15
Spoiler (click to show/hide)

Colonytech Blueprints Brochure:
Name:Price:Required Materials:Description:
Barrel100Two of any solid waterproof material.
Spoiler (click to show/hide)
Crate80Two of any solid material.
Spoiler (click to show/hide)
Plank40One of any solid material.
Spoiler (click to show/hide)
Micro Chips100One unit of silicon and one unit of metal.
Spoiler (click to show/hide)
Wires100One unit of metal.
Spoiler (click to show/hide)
Batteries70One unit of metal and one unit of non-conductive material.
Spoiler (click to show/hide)
Basic Electric Engine200Ten units of metal.
Spoiler (click to show/hide)


There are also advertisments from several other colonies:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Havensafe is looking to purchase food.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Omnicorp weapons and industrial is offering to sell it's unique weapons and light vehicles as well as the blueprints required to produce them.

*New*
Donnie's tool foundry is offering cut price communications equipment as well as hand held mining and logging tools.
Marko Clono is offering cheap worker clones for as low as 150 yollars.


To place an advertisment of your own will cost 50 yollars.

Night will come in 6 turns.

Power: 3.7 (+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 28, 2011, 08:51:28 pm by Evil Lincoln »
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #190 on: December 28, 2011, 08:57:36 pm »

I think that we should cut down the trees immediately adjacent to our fence. (also, how quickly can we cut them down and turn them into sheets?)
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #191 on: December 28, 2011, 09:01:41 pm »

I think it is imeritive that we Take sample of those water plants and the bright blue/ Cyan coloured plant/ slime things.
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #192 on: December 28, 2011, 09:07:20 pm »

Also see if we can avoid the shipping costs, move it onto the buyers.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #193 on: December 28, 2011, 11:34:16 pm »

Also see if we can avoid the shipping costs, move it onto the buyers.
Greg's teeth and claws as well as Agricorp colony beta agree to pay for shipping but Havensafe refuses to pay all of the shipping as it would add to much to the cost for it to be profitable for them.

how quickly can we cut them down and turn them into sheets?
At the moment you are producing one sheet per turn.

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #194 on: December 28, 2011, 11:41:34 pm »

In addition to the above, if Ardin Turisk is free, try sending him over along with one CC to retrieve the pink box and analyze or get some of those plant samples west of us.

Then reproduce them if found beneficial.
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