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Author Topic: Build a Colony: An educated adventure.  (Read 74630 times)

adwarf

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Re: Build a Colony: An educated adventure.
« Reply #300 on: January 07, 2012, 05:21:48 pm »

Yeah lets just give them fifty combat clones with defective thinking*.

*No that doesn't mean they will take over the place first chance they get *shifty eyes*
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #301 on: January 07, 2012, 07:09:18 pm »

Looking impressive... A bit more justifiable, but not if we're going to sell them to anyone who actually know stuff and could see through the scam, like the merchenaries.
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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #302 on: January 07, 2012, 07:11:14 pm »

Ya plus with just one of my creations we could haul in herds of Bantha Cattle for sale, and experimentation. Also we wouldn't have to worry about the Lobster Wolfs in the slightest, so they benefit us quite well. 1 Clone that is worth around 7 sounds like a good deal to me.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #303 on: January 07, 2012, 07:21:02 pm »

by the way, I dont think the scales will actually increase armor. Really thick fur might be better in that regard, but nothing biological will do much against modern weaponry. For impresive looking, porcupine-style spines, which we should be easily able to make since they're basically think hairs.
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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #304 on: January 07, 2012, 07:23:27 pm »

I'm not thinking of defense against Modern Weapons that will come later at the moment our biggest threat is nature, and we can create special armor for it later.
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Geen

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Re: Build a Colony: An educated adventure.
« Reply #305 on: January 07, 2012, 08:21:03 pm »

Make dwarf-y clones. High strength, ability to stay conscious even after having multiple limbs amputated, little morale necessarily, and dependent on booze.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #306 on: January 07, 2012, 10:04:14 pm »

Redundant organs are actually more prone to system upset. Now, setting up multiple fail-safes in a standard set of organs would be more economical. If we can market our clones as being universal donors, lacking the ability to fall into shock, and being well suited to autonomous self repair, we can sell them at a tidy profit to mercenary companies as economical grunts.

If we decant the multiple-brain model, we should make sure that they can set up a wireless network with our standard clone models. We could use them as routers for control.
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #307 on: January 07, 2012, 10:31:27 pm »

Redundant organs are actually more prone to system upset.
Can I ask why this is?
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #308 on: January 07, 2012, 10:37:20 pm »

Can I ask why this is?

A system that requires two hearts is naturally going to be compromised if one of the hearts is. Now, resilient organs, with caches of pre-dissolved nutrients and undifferentiated stem cells would be able to replace damaged sections.
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #309 on: January 07, 2012, 10:43:58 pm »

By definition, having redundant organs means that you don't need all of them, but I suppose it might not be feasible in biological systems.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #310 on: January 07, 2012, 11:24:36 pm »

I'm still sticking with the improved digestive system which can extract more nutrients from food being one of our top priorities. The less food per clone, the more clones we can support with what we have, the easier it is to expand. And yeah, the point about the mercs being able to tell that we're full of it is a good one. We can make a test model to look as impressive as possible and try selling it to local colonies (companies, settlements, etc.) as extra protection. The latter in particular would probably be a good bet, as they'll basically be a bunch of colonists who probably won't be able to tell how good it is on their own, and who could most use protection against native creatures, rather than modern weapons, which suit our current cloning capabilities.


Also, we should investigate to see what in the meat made the clone ill. If it isn't anything serious, see if we can edit future clones to be able to metabolize it. If it is seriously debilitating or lethal, we should consider weaponizing it.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #311 on: January 07, 2012, 11:27:37 pm »

From humble beginnings to genetic modification.

I love this  :D

And on a side note, shouldn't we send some combat and worker clones to bed so they could take the night shift? We got lucky the first night, not so sure now in the next.
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Evil Lincoln

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Turn 35 - 36
« Reply #312 on: January 07, 2012, 11:41:23 pm »

Turn 35 - 36
Colony: 
Spoiler (click to show/hide)
1st turn:
You sent 2 workers 1 combat and 1 basic clone to bed and made some torches with the remaining clones. You also began to research a clone with 4 arms and a more efficient digestive tract as well as better motor control so they will be able to effictively use those extra arms.

2nd turn:
You send the basic clones to set up the torches and get the workers to go and gather wood for fence sections. You also finish researching the 4 armed clone and begin to grow one. It costs 7 protein and 5 nutrients to grow and will take 13 turns (including the added time for the worker training). You also find the time to insert those genetic samples into the cloning and agriculture module.

Oh my goodness lots of results:
Spoiler (click to show/hide)

You also read that pamphlet:

So you'd like to start a mine.

Some people assume that mining is an easy task that even a child could do. Luckily thanks to the wonders of modern science it is! But even with today's advanced technology there are still a few basic facts you need to know:

Ore:
Ores are the base materials from which all metals are derived. By smelting ore on it's own you can create generic metals such as Arodine, Borine and Colline. There are several additives which can be added to ore during the smelting process to create superior metals.

Crystals:
Crystals are the most common kind of additive found. By adding a crystal to the smelting process you can change the properties of the metal created. For example by adding Red Crystals to a ore you increase the ore's strength by a factor of 1.5 Below is a list of the coloured crystals and the amounts they increase strength and value by.

Red:        1.2
Orange:   1.4
Yellow:    1.6
Green:     1.8
Blue:       2
Violet:     2.4
White:     3

Crystals do not have any effect on the colour of the metal unless specific methods are used. Crystals are also used in the production of laser weapons...



It goes on about different additives as well as their uses for quite a while. The information gained from this pamphlet will allow you to identify almost everything you dig up.

After giving the pamphlet a look over you give kilo-nile a call and inquire about their maps. They say they can give you a vegetation or altitude map of your local area for 70 yollars or a human activity map of your local area for 120 yollars. They can also give the same maps for larger areas. The local area maps are 10x the size of the one you currently own.

You currently have 55 yollars

Day will come in 9 turns.

Power: 4.7 (-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)

Buildings:
Spoiler (click to show/hide)

ADS:


Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
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.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.

new
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.
Agricorp Colony Beta is now selling food. (genetic samples are still welcome)
Garnet is looking for long term trade partners. Currently manufacturing focused.

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


Author Notes:
Spoiler (click to show/hide)
« Last Edit: January 07, 2012, 11:48:53 pm by Evil Lincoln »
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #313 on: January 07, 2012, 11:50:04 pm »

Have a single worker clone start feeding vines into the cloner. Also put in a couple bit of lobster wolf meat. and see about using the eduscation module to make some more combat clones. Teach them to fight.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #314 on: January 07, 2012, 11:54:43 pm »

((Beautiful results!))

Suggesting getting bigger local area maps so we know more about our vicinity. But...we can't sell anything yet right?

((The green river plant seems like a suitable weapon toxin that we could use if we're planning to use rudimentary weapons.))

Have a single worker clone start feeding vines into the cloner. Also put in a couple bit of lobster wolf meat. and see about using the eduscation module to make some more combat clones. Teach them to fight.

Teach meaning the module doing it right? We are not combat teachers, just an eccentric scientist.
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