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Author Topic: Build a Colony: An educated adventure.  (Read 74602 times)

Armok

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Re: Build a Colony: An educated adventure.
« Reply #270 on: January 04, 2012, 10:39:24 am »

> buy plank blueprints
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #271 on: January 04, 2012, 10:50:47 am »

> buy plank blueprints
Agreed. Also sell two more Plumpet Sheets which will get us enough to buy the Barrel blueprint and allow us to start stockpiling food in containers which should keep it fresh at least for a while and allow easy storage/transport.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #272 on: January 04, 2012, 10:51:38 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.

> buy plank blueprints

Also, Buy Crate blueprints. We'll need a place to store future harvests of cabbages, as well as other materials once we begin mining. The former will be less likely to attract animal scavengers, the latter less likely to attract human scavengers.


> buy plank blueprints
Agreed. Also sell two more Plumpet Sheets which will get us enough to buy the Barrel blueprint and allow us to start stockpiling food in containers which should keep it fresh at least for a while and allow easy storage/transport.

I believe we are no longer able to trade anything more than information, as the ship has already departed.
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Aurora on small monitors:
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #273 on: January 04, 2012, 10:56:18 am »

I believe we are no longer able to trade anything more than information, as the ship has already departed.

No...

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.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #274 on: January 04, 2012, 11:03:51 am »

Ah, my mistake.  ;)

Then yes, let's get barrel BPs.
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Aurora on small monitors:
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2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #275 on: January 04, 2012, 10:52:45 pm »

Turn 33
You walk back to the colony: 
Spoiler (click to show/hide)
Upon meeting the combat clone with the box you give him the basic laser you are carrying since he might need it. and then give him the following orders:
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.
More Walking:
Spoiler (click to show/hide)

You see some lobster wolves dragging portions of a purple bantha cow south while the make strange chittering bird noises.

You sell two plumpet wood sheets for 40 yollars and purchase blueprints for planks and barrels for 140 yollars.


You currently have 55 yollars

Night will come in 2 turns.

Power: 5 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)


ADS:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
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.


Author Notes:
Spoiler (click to show/hide)

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #276 on: January 04, 2012, 10:57:21 pm »

If we are at our outpost, install the flora analyser update if we need to and start analysing the local flora. If not, go there first. Also, can we construct any structures without using modules?
« Last Edit: January 04, 2012, 10:59:21 pm by RulerOfNothing »
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #277 on: January 05, 2012, 04:05:49 am »

If we are at our outpost, install the flora analyzer update if we need to and start analyzing the local flora. If not, go there first. Also, can we construct any structures without using modules?

Also, we need to think about perimeter defense. The "x turns until Nightfall" is starting to look ominous, and I remember the village. Do clones need sleep?
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Doomshifter

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Re: Build a Colony: An educated adventure.
« Reply #278 on: January 05, 2012, 06:38:59 am »

I'm watching this with morbid curiosity. Knowing the sort of people in this forum, I can see every advantage being pushed to its maximum and every superiority being exploited fully.

I expect no less of you, Bay12Forums!
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #279 on: January 06, 2012, 02:02:37 pm »

> does the analyser software let us send genomes wireleslly?

> start making planks.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #280 on: January 06, 2012, 11:56:53 pm »

I went away for a day so I diddn't have access to internet and couldn't update. I'm going to try to do an update now but i have to go out to dinner tonight so I might not get it done.

> does the analyser software let us send genomes wireleslly?
I can't see any problem with that so yes.

can we construct any structures without using modules?
You can make other buildings if you want. Of course you can't throw some planks and tubes together and get a manufactuing module without some research or blueprints but building things like warehouses or accomodation (that would require beds) is perfectly fine. I'll have to get some way of applying concrete so everything isn't just sitting on dirt.

Evil Lincoln

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Turn 34
« Reply #281 on: January 07, 2012, 02:12:09 am »

Turn 34
Colony: 
Spoiler (click to show/hide)
You arrive back at the colony to find the clones eating cabbages and the mining module in place. One of the worker clones tells you that the 'guys' who delivered everything installed the education module and the software upgrades. They also left behind a pamplet titled 'Mining for begginers'.

You notice that there is enough material in the cloning module to make three clones and that more has been added to it's status screen. You can also geneticaly modify your clones now. You haven't done it in a while but you still remember the basics and a few tricks. You can currently add limbs, increase the mass of a body part, duplicate organs, change the skin type(fur, scales, ect...) and do a little bit of pigment alteration. To figure out something new you'll have to research by trial and error unless you gain a research and development module.

It will take you half a turn to figure out how to get each of the desired mutations and each change will slightly increase the chance of failure as well as the cost of the clone and the time it will take to produce it.

The clone who ate the Lobster Wolf meat says he is feeling a bit sick.

You currently have 55 yollars

Night will come in 1 turns.

Power: 5 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)


ADS:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
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.
new
Notice: The population of Epsilon III has just passed 50000.
The Federation of Southern Colonies is looking to hire mercenaries for defensive roles.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.

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


Author Notes:
Spoiler (click to show/hide)
« Last Edit: January 07, 2012, 02:26:01 am by Evil Lincoln »
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Doomshifter

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Re: Build a Colony: An educated adventure.
« Reply #282 on: January 07, 2012, 03:46:49 am »

Try and engineer a combat clone with scales, pointy teeth and muscular arms. Let's get working on horrific monstrosities!

Apart from that, make some ordinary worker clones too and order some of your workers to get mining. Also, might wanna read up on that little mining manual.
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #283 on: January 07, 2012, 03:51:02 am »

Alright. My suggested actions:
  • Analyse the plants that grow immediately adjacent to our colony
  • Contact Kilo-nile about their maps
  • Read the "Mining for beginners" pamplet.
  • Have one of our combat clones hunt a Lobster wolf so we can analyse its genetic code (unless we still have viable genetic material from the one we killed earlier, in which case we should analyse that instead
  • Have some clones go to sleep, and some set up some torches for tonight
  • Wonder what management training does for clones
Also, I think it would be good, Evil Lincoln, if you put a list of the colony buildings in each turn (if that's not too much trouble).
« Last Edit: January 07, 2012, 04:39:19 am by RulerOfNothing »
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #284 on: January 07, 2012, 03:58:17 am »

I'd say we have 3 clones ready to start brewing so we do this:

2 Series A Combat Clone - Increased strength, organ redundancy, increased overall mass and height, toughened skin.
1 Series B Worker Clones - Increased strength and endurance, tailored to match the local environment and able to eat local produce/meat safely and digest them more efficiently. Built to last and with an extra set of arms for more working.
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