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Author Topic: Build a Colony: An educated adventure.  (Read 74610 times)

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #315 on: January 07, 2012, 11:56:09 pm »

We should probably get some sleep. Before we do this, we should contact Gregs Teeth and Claws about the lobster wolf and spiny blob genetic material and contact Agricorp Colony Beta about the edible plant DNA we found.
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #316 on: January 08, 2012, 12:00:48 am »

Postin for Watchin purposes  ;)
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #317 on: January 08, 2012, 12:12:15 am »

I stiched some of the frames together to see how well they all joined up and i think it's all working out well.

Spoiler (click to show/hide)

Ignore the red lines around the south west area, those are just working lines i use to cut out overlapping stuff. The quality isn't that great since i just took a screenshot.

Hubris Incalculable

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Re: Build a Colony: An educated adventure.
« Reply #318 on: January 08, 2012, 12:12:56 am »

suggested names for the plant and animal from the water:

plant: Deadly Riverweed
animal: Spinlet Worm
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #319 on: January 08, 2012, 12:21:20 am »

We should start growing sprouts: they have the highest meals/turns ratio, which should let us grow more sellable things.
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BY THE GODS! THIS QUOTE MADE MY SIG BOX HAVE A SCROLL BAR! HAPPY DAYS INDEED!
BY THE GODS! YOU HAVE TOO MANY SIGS!

Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #320 on: January 08, 2012, 12:52:47 am »

Order the basic clone to feed some vines and meat into the cloner.

contact Gregs Teeth and Claws about the lobster wolf and spiny blob genetic material and contact Agricorp Colony Beta about the edible plant DNA we found.

Go to sleep.
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Aurora on small monitors:
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3. Run Resize Enable

Evil Lincoln

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Turn 37
« Reply #321 on: January 08, 2012, 03:35:15 am »

Turn 37
Colony: 
Spoiler (click to show/hide)
You contact Greg's teeth and claws and Agricorp colony beta about the DNA you have aquired. Greg's teeth and claws say that the spinlet worm DNA isn't very useful but they will pay you 50 yollars for it anyway. Agricorp colony beta is very interested in the sprout DNA and offers 500 yollars for it.

You get one of the basic clones to help you load the smoked meat into the cloning module since you have better alternatives (although everyone is getting tired of cabbages).

The other combat clone has returned with the vest and laser. It occures to you that you now have more lasers then people who can accuratley fire them so you set the cloning module to make 2 combat clones. Ordinary ones will do until you can get some more advanced alternatives and if you must you can always sell them later.

You decied to go to bed so you put the combat clone in charge and tell him to wake you and the other combat clone up if anything goes wrong. You order one basic clone to put the rest of the meat into the cloning module and when he runs out to do the same to some vines. You tell the other 3 clones to keep producing and setting up fences.

As you head to the accomodation module you notice that the agriculture module is down to 27% of it's stored water. This is suprising, you diddn't even know it needed water. Although you were wondering how it was actualy growing those plants.

You currently have 55 yollars

Day will come in 8 turns.

Power: 4.4 (-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.
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 08, 2012, 04:04:06 am by Evil Lincoln »
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #322 on: January 08, 2012, 03:55:45 am »

Did we send the genetic samples? If not, what are the mechanics regarding sending (and possibly receiving) them?
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #323 on: January 08, 2012, 03:57:18 am »

Did we send the genetic samples? If not, what are the mechanics regarding sending (and possibly receiving) them?

I completely forgot that, i'll go back and edit the turn.
Sending and reciving DNA is just like contacting someone and isn't really that special. It is just information after all.

EDIT: Done.
« Last Edit: January 08, 2012, 04:05:16 am by Evil Lincoln »
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #324 on: January 08, 2012, 04:05:21 am »

I think we should upon waking take samples of the water in the river to make sure it's potable. It could run through a poison swamp, or a seam of arsenic or even be tainted with the off flow of a rival colony. Second you see if the Agriculture module can use the slightly poisonous water from the plumpet pods. Or we could have a clone dig a well to see if we can use the ground water,  OR we could see about purifiying said plumpet pods, By say researching a clone with an extra bladder like organ on it's back, filled with water. We will call them the Camel Clone. This is optional, if we can't find better water.
« Last Edit: January 08, 2012, 04:26:38 am by Monkeyfacedprickleback »
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #325 on: January 08, 2012, 04:13:58 am »

Accept both offers when we wake up
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Evil Lincoln

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Turn 38 - 43
« Reply #326 on: January 08, 2012, 06:05:01 am »

Turn 38 - 43
(Combat Turn 1)
Oh my I am being woken up! 
Spoiler (click to show/hide)
You wake up to a worker clone shaking you. He says that the colony is under attack!

Colony:
Spoiler (click to show/hide)
There are Lobster wolves attacking from the bottom left and the bottom right. It appears that they got a basic clone already. There are lasers and the lobster wolf calls in in the air and it feels like time is slowing down~ (While in combat turns do not pass)
And to make things worse it has even starting to rain.

You ask the combat clone you left in charge and he says you were asleep for 6 turns and that the first they knew of the attack were the dieing screams of that basic clone.

You currently have 55 yollars

Day will come in 2 turns.

Power: 2.6 (-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.
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.

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


Author Notes:
Spoiler (click to show/hide)
« Last Edit: January 08, 2012, 06:12:19 am by Evil Lincoln »
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Taricus

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Re: Turn 38 - 43
« Reply #327 on: January 08, 2012, 06:15:34 am »

Get the clones to focus fire on any wolf likely to get around the fence first.

I guess we should be glad it was only a basic clone that died.
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Doomshifter

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Re: Build a Colony: An educated adventure.
« Reply #328 on: January 08, 2012, 06:59:28 am »

Get Ye Weapon

Prioritise fire on those who are nearest to getting around the fence, then to those who are nearest to the fence and then to all others.

Also, a suggestion for later cloning ideas might be a combat clone with enhanced senses (low-light vision, enhanced hearing, etc.).
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #329 on: January 08, 2012, 07:10:15 am »

Perhaps we should think about getting another cloning module? Not right now, But for the future. If we can turn out an army in a short period that would be good. Also we should check for cryostasis units, so we can freeze warriors and clones we can't afford to feed and unfreeze them in times of need.

 Oh and
Get the clones to focus fire on any wolf likely to get around the fence first.

I guess we should be glad it was only a basic clone that died.

This
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