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Author Topic: Build a Colony: An educated adventure.  (Read 74625 times)

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #285 on: January 07, 2012, 04:59:40 am »

I suggest we put up two ads. One should be for worker clones, at 80% our competitors prices, and the other should be for that LONGtime favorite meat PORK.
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #286 on: January 07, 2012, 05:39:19 am »

I suggest we put up two ads. One should be for worker clones, at 80% our competitors prices, and the other should be for that LONGtime favorite meat PORK.
Ads cost 50 yollars each, and we only have 55.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #287 on: January 07, 2012, 05:49:16 am »

Fine scratch out the ad for soylent meats.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #288 on: January 07, 2012, 08:11:48 am »

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).
Managment training allows the clones manage other clones without things going a bit haywire. So you could get a clone with managment training to take some workers into the hills and do some mining and they'd go about in a reasonable manner instead of mindlessly digging and failing to notice important things like untapped mineral veins or the rapidly falling food supplies.

Do you mean colony buildings that you own?

I'd do an update but it's 11pm where I am and i'm going to go to bed instead. hopefully i'll be able to speed up updates in the next few days, it's been at one update per day for a bit to long for my liking.

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #289 on: January 07, 2012, 08:19:31 am »

I was referring to colony buildings that we own.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #290 on: January 07, 2012, 09:05:50 am »

> Design a clone with two brains, one stacked on top of the other, autonomous but with a decently high bandwidth connection between them. Four arms, six eyes, physiology designed for minimum upkeep and fine manipulation.

Advantages: Massive multitasking, one mind being able to isolate itself from distractions while the other controls the body, being able to do intellectual work of two clones while only needing support (growing, food, transportation) for one body.
Disadvantages: probably not very good for physical work, fragile and unbalanced metabolism from the extra brains possibly to the point where it'll spontaneously die, might be prone to mental instability and glitches, and maybe other unforeseen things from being an hacked together kludge. 

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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #291 on: January 07, 2012, 09:25:06 am »

> Design a clone with two brains
Rule #1 of being a mad eccentric scientist is never to design anything smarter than you. It will inevitably take over.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #292 on: January 07, 2012, 10:40:26 am »

Hence why it has two brains rather than a single big one. It has two separate intelligences, each equivalent to a normal clone. It can't do anything that a vehicle containing 2 clones and sensory deprivation helmet couldn't, the reason to make it instead of that is cost and ease of transportation.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #293 on: January 07, 2012, 01:39:46 pm »

  • Start growing a combat clone with scaled skin, increased muscle mass, and two hearts.
  • Start growing a worker clone with an extra pair of arms sprouting from useful locations and a larger digestive tract that will be able to extract greater nutrition from food.
  • Start growing a clone with three double-mass penises to sell into slavery managerial talent to keep things running if/when we're away/we send a party off to do something.
  • Read the mining pamphlet
  • Shift one combat clone and half the workers and 1 basic to sleeping, making sure that one of them is the one who is feeling ill.
  • Set the other workers and basic to producing 6 torches, drop them at the bottom, bottom left, left bottom, bottom right, upper, and right edges of the colony. After that, have them start gathering material and producing more fence sections.
  • Position the combat clone who didn't go to sleep (the one with the new, better laser rifle and armor) to watch over them from the open space between the cloning vats and the farm.
  • Once we have completed the research into the genetic modifications and started growing the clones, order the active-duty clones to switch positions with the others after the sleepers have had a full sleep cycle, and to wake us at the same time. Go to sleep.
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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #294 on: January 07, 2012, 02:57:22 pm »

Well I figure I should contribute after watching this for, so long.


That should prove quiet lethal
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Ghazkull

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Re: Build a Colony: An educated adventure.
« Reply #295 on: January 07, 2012, 03:48:47 pm »

basically make a krogan out of him?
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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #296 on: January 07, 2012, 03:49:35 pm »

basically make a krogan out of him?
How did you know? o.O
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #297 on: January 07, 2012, 04:26:39 pm »

The combat clones suggested so far are highly inefficient, as are any we can reasonably make with our current tools. We're better of trying to make clones that sell, then BUYING fighting power, until we get xeno cloning and cybernetics, or much finer control.

Making big and muscular clones is counter-productive, they'll require more nutrients and food, might not fit in the habitation modules, etc.

The extra arms and more efficient digestion suggestion is really the only good design other than mine so far.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #298 on: January 07, 2012, 05:02:31 pm »

I actually intended us to manufacture combat clones for sale that look impressive, hence the larger size, organ redundancy, etc.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #299 on: January 07, 2012, 05:19:11 pm »

We know there is at least one nearby merc outfit. Why wouldn't they want to buy some totally obediant, genetically modified, badass looking combat clones that certainly don't have any hidden loyalty protocols?
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