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Author Topic: Build a Colony: An educated adventure.  (Read 74616 times)

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #255 on: January 03, 2012, 02:01:15 am »

While as an eccentric scientist person we should keep the old adage "Knowledge is power" in mind, if we sell the documents for 2500 yollars we will have ~2900 yollars and can get:
  • 1 Basic Mining Module
  • 1 Education Attachment
  • 1 Genetic modifier update for our Cloning Module
  • 1 Lifeform analyser update for our Cloning Module
  • 1 Flora Analyser update for our Agriculture Module
for 2750 yollars, which will allow us to get a few blueprints with our remaining funds.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #256 on: January 03, 2012, 02:10:11 am »

So list so far:

> Give away that Pink Box for 2500 yollars!
> Either discuss on the papers (after we had advertised it) for a copy of those research documents BUT lower reward pay
> Get the Basic Mining Mod instead of Omnicorp basic smelter and 5 Donnie's diggers
> The complete opposite of the second choice
 
Spoiler: this (click to show/hide)

And

Spoiler: this (click to show/hide)
~~~

Note: As stated, we are an underdeveloped colony. We need an edge, right now if possible. Our leader is an eccentric scientist. We have advantages in the field of cloning.

Also, our hunting brings us material for our clones. We still need to order our people around. That means everyone else.
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #257 on: January 03, 2012, 02:35:21 am »

Also i will remind you guys that the company is a Weapon company so we could get some "Protection" from the deal
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #258 on: January 03, 2012, 02:49:07 am »

Now that you mention it...

Impex Weapons do not want the deal to go through the Colony Ship, the legal route. We are in exile and also do not want the arrangement to be known nor our colony to be found out. The 2500 yollar bonus seems a great start-up for all of us.

Interesting...

I do suspect we are dealing in black market grade stuff, however we did advertise the finding of the pink box.

But, we should not fight if we agree nor try to scam them off. If they can make 2500 yollars, then what match are we to that? Also, eccentric scientist is not evil  :P
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #259 on: January 03, 2012, 03:00:32 am »

I am saying that we get them to get some for there "Product" to us so we can stand better at the Native animals here and incase we get attack

#Edit:Also they just want the research papers, not the rest for the items so just give them the papers
« Last Edit: January 03, 2012, 03:04:32 am by Evilsx »
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #260 on: January 03, 2012, 05:54:50 am »

I'm thinking we can trade the papers for some advanced weapon blueprints and some samples. We'll get a leg up on self-defense, and the ability to produce better arms when we have the materials.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #261 on: January 03, 2012, 03:08:56 pm »

Make the Trade. but make sure your combat clones do it, Away from the colony. That way while they'll know the general location but not exactly where you are. Don't do it in person. We can make more clones but we can't replace our scientist. Be specific in your orders to the clones so you don't get ripped off. Dno't bother copying the papers not worth it.
^^^

Also have 2 combat clones make the trade while the third lurks nearby in the trees and fries them if they try to double cross us.
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Evil Lincoln

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Turn 32
« Reply #262 on: January 03, 2012, 09:06:35 pm »

Turn 32
Your Location: 
Spoiler (click to show/hide)
After some intense negotiations where you manage to talk them into throwing in a normal laser rifle and a laser proof vest you tell Impex that the box is downstream of where you currently are and they transfer you the 2500 yollars. You figure downstream is a good location since it's pretty far away from the colony and you can see it from here so you can watch the transfer from safty if you want.
 
The Impex courier will land at the location you gave them in five turns and then they will take the contents of the box and leave the rifle and vest in the box for you. You suspect that if they don't find the documents they'll swear a terrible vengence.

You use your new money to make the following purchases:
  • 1 Basic Mining Module
  • 1 Education Attachment
  • 1 Genetic modifier update for our Cloning Module
  • 1 Lifeform analyser update for our Cloning Module
  • 1 Flora Analyser update for our Agriculture Module
for 2750 yollars.
Leaving you with 155 yollars

You send a combat clone back for the box and to tell the clone manning the cloning module to keep gathering more vines but not to activate the cloning process so you can make the most of that education attachment. You and the remaining clone gather samples from the water plants and the slug creatures.

The deadline has passed for physical purchases. But you can still buy blueprints and software upgrades and when the shuttle arrives you will have one more opportunity to sell.

You currently have 155 yollars


Software 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 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)
Basic Laser Pistol150One unit of metal and one red crystal
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.
Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.
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 3 turns.

Power: 5 (+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: January 04, 2012, 10:11:24 pm by Evil Lincoln »
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #263 on: January 03, 2012, 09:15:20 pm »

I would suggest that we put the mining module north of the agriculture module. Also, what is the purpose of crates and planks?
« Last Edit: January 03, 2012, 09:17:10 pm by RulerOfNothing »
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #264 on: January 03, 2012, 09:20:44 pm »

Also, what is the purpose of crates and planks?
Barrels and crates would speed up loading times when you are dealing with lots of smaller things like cabbages. And you'd probabley need barrels to transport liquids at all. I put planks in since there wasn't any basic plank like object you could make and they might have uses for building and things.

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #265 on: January 03, 2012, 09:56:15 pm »

So it would be possible for us to build our own buildings rather than buying them from the colony ship?
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #266 on: January 03, 2012, 10:18:55 pm »

And I think planks would be of use in making furniture and stuff. And nicer housing. Those modules look sort of ... spartan. I want to see if we can use the utilities from one of the houseing modules to build a victorian manor.

Do the trades As I proposed earlier, Without any mummery or deception. Give them the documents.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #267 on: January 04, 2012, 12:25:23 am »

And I think planks would be of use in making furniture and stuff. And nicer housing. Those modules look sort of ... spartan. I want to see if we can use the utilities from one of the houseing modules to build a victorian manor.

Do the trades As I proposed earlier, Without any mummery or deception. Give them the documents.
This. We're eccentric, not suicidal. Pissing off a major weapons corp would END US. So, continue raping the land harvesting raw materials. We need a strong infrastructure. Have we explored to the North yet?
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #268 on: January 04, 2012, 02:17:23 am »

Trade the documents, wait 1 turn after the corp. representative departs, then retrieve the rest of the payment with the combat clone. Have the combat clone equip the normal laser rifle and laser-proof vest upon retrieval, and carry the basic laser rifle back to the colony.

Place the BMM in map coordinate E5.
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #269 on: January 04, 2012, 02:47:43 am »

While we're finishing off our arrangement with the weapon people, we should start thinking about what research we can now engage in, and how to further expand our research capabilities. I think we should think about how to make a research & development module ourselves.
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