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Author Topic: Build a Colony: An educated adventure.  (Read 74578 times)

Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #225 on: January 01, 2012, 12:54:33 am »

I just need to ask, what is the box made for, Is it metal or wood, if it metal i could say we can take it and use it.
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #226 on: January 01, 2012, 01:29:08 am »

Genetic mods are going to be a slow to start possibly low paying proposition. It would be a much better idea to get a steadyish income before we try for that.

Also half done genetic blueprints are not going to help at all when native alien monsters are battering down our walls and oh look we can't even make metal walls or weapons.

Does the stuff Donnie's tool foundry selling include a mining module.

No, just the mining tools themselves.

What is the module actually for? What does it do?
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #227 on: January 01, 2012, 02:16:13 am »

Does the stuff Donnie's tool foundry selling include a mining module.

No, just the mining tools themselves.

What is the module actually for? What does it do?

The mining module can actualy process the ore into metal and it also comes with some equipment.

Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #228 on: January 01, 2012, 02:50:54 am »

So we could get some mining gear, start mining and went we get the money we can get the mining module.
Also i think we should make one for the clone a personal bulter so dueing we sleep, he can take control and keep everything running
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #229 on: January 01, 2012, 02:54:01 am »

So in the case above^, we need an assistant/ a lieutenant (carries out orders)/ or a clone copy of the self!!

And if we do get the mining mod, how do we mine? Go to the mountains north east of us? Create a Quarry right in our base?
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #230 on: January 01, 2012, 03:09:41 am »

We dont need a mining module at the start, we can start a mine at first and then went we get the money then we get the module
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #231 on: January 01, 2012, 03:17:56 am »

Hold everything.

Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.

Lets ask them first before we do any business with modules.

In the meantime, we need resources.


{To the Author's note: Very nice drawing. The ship dwarfs our colony! The Soldier and the Administrator(?) are real well too. They aren't clones right?}
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #232 on: January 01, 2012, 03:25:41 am »

That's not the merchant ship that's its shuttle. Sort of like a small boat or dingy you use to carry suplies or people to the shore. I imagine the actual merchant ship would be huge.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #233 on: January 01, 2012, 03:35:55 am »

That's not the merchant ship that's its shuttle. Sort of like a small boat or dingy you use to carry suplies or people to the shore. I imagine the actual merchant ship would be huge.

Its a good thing our exile does not give disadvantages.


So list:


>Contact Omicorp regarding the modules they are selling.
>Buy the Genetic Modifier upgrade AFTER the Mining Module.
> OR Aim for the Genetic Modifier first, begin progress through cloning then aim for the Mining Mod {More hands = Faster Output}
> In addition with number three, get mining equipment {Donnie's Tool Foundry}. We may have to think about what to do with the ore afterwards.
> Create/Train an assistant to take over when Ardin sleeps or in analysis of materials.
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Criptfeind

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Re: Build a Colony: An educated adventure.
« Reply #234 on: January 01, 2012, 03:38:56 am »

It's the education attachment that = more hands. Without that it is likely that even possible super clones will be worthless.
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Evil Lincoln

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Turn 31
« Reply #235 on: January 01, 2012, 06:31:46 am »

Turn 31
Colony: 
Spoiler (click to show/hide)

You and the two combat clones head towards the river leaving one laser behind just in case things there get hairy. You spot some Bantha cows, these ones have developed a more blueish skin, most likely to blend into the vines and grass.


You contact Omnicorp and Donnie's while you walk to view their prices. And as according to the message you recived when you woke next turn will be the last turn you will be able to trade unless you can find another way to transport your goods.

Omnicorp Module Catalouge:

Name:Cost:Description:
Omnicorp Capacitor450
Spoiler (click to show/hide)
Omnicorp Basic Smelter500
Spoiler (click to show/hide)
Omnicorp Normal Smelter900
Spoiler (click to show/hide)
Omnicorp Basic Planter Module900
Spoiler (click to show/hide)
Omnicorp Normal planter Module1400
Spoiler (click to show/hide)
Omnicorp Anti-Tank Plasma Turrent.2000
Spoiler (click to show/hide)
Omnicorp Basic Accelerated Growth Cloning Module2000 1200
Spoiler (click to show/hide)

Donnie's tool foundry available goods:
Name:Cost:Description:
Donnie's Digger60
Spoiler (click to show/hide)
Donnie's Logger40
Spoiler (click to show/hide)
Handheld Communicator60
Spoiler (click to show/hide)


You currently have 405 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)
Cloning Module Lifeform Analyser400
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)


ADS:

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.
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.
Erudition has found a pink box and is looking for the owner.
Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.

*new*
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.

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

Night will come in 4 turns.

Power: 5.1 (+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)

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #236 on: January 01, 2012, 06:43:22 am »

I think that we should get:
  • at least one Donnie's Digger
  • at least two Handheld Communicators
  • and an Omnicorp Basic Smelter
which will cost us 680 yollars. We can afford this if we sell 1 plumpet sheet, 10 of our smoked meat, two of our basic clones and somehow get 20 more yollars from somewhere.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #237 on: January 01, 2012, 06:59:16 am »

the digger only dig out dirt it seems. :/
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #238 on: January 01, 2012, 09:30:08 am »

the digger only dig out dirt it seems. :/

Oops. I guess dirt isn't the best word. What i meant is that they can dig out 4 units of any mineral(?) per turn.

Edit: It probabley won't be that constant though, i don't think it really makes sense to dig out solid rock as fast as loose dirt.
« Last Edit: January 01, 2012, 09:32:50 am by Evil Lincoln »
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #239 on: January 01, 2012, 09:56:15 am »

> Get the genetic modifier software NOW! Then buy a few units of grey metal.

I'd suggest a communicator to, but then I realized that'd actually be 160 due to handling fees.
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