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Author Topic: Build a Colony: An educated adventure.  (Read 74612 times)

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #330 on: January 08, 2012, 07:18:17 am »

Blood...

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.

Take them down one by one, make sure they do not breach our fencing!

Try...tossing one of ye meat pieces to corral those wolves!



{Suggestion for day: Make a culvert from the river to our base.

Also, the fact that we needed water dwelt in all our minds, but nobody seemed to ask it. Awesome.}
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Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #331 on: January 08, 2012, 07:26:29 am »

The wolves probably can't penetrate the building materials. Maybe we should have the unarmed worker clones retreat into the accommodations, and be ready to retreat there as well if things turn sour. And yeah, focus fire.
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kaian-a-coel

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Re: Build a Colony: An educated adventure.
« Reply #332 on: January 08, 2012, 07:37:51 am »

The wolves probably can't penetrate the building materials. Maybe we should have the unarmed worker clones retreat into the accommodations, and be ready to retreat there as well if things turn sour. And yeah, focus fire.
Agree. Civilians inside buildings. If the lobster wolves (obviously way bigger than before) manage to break the fence, climb on the houses and repel them from above.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #333 on: January 08, 2012, 10:12:17 am »

darn, missed a lot.

No real comment on the combat, loads on the other stuff to do once that's done.

FOR AFTER COMBAT:

> Set the form to grow the water plants as much as possible, for cloner protein feedstock.

> remember what you can abaut cybernetics and implants.

> Do some more clone design brainstorming:
Spoiler (click to show/hide)

> check Omnicorp prices

> sell sprout DNA

> Add a management education to one of the combat clones, if they can have more than one education and it's not already to late.

> set clones to make planks
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #334 on: January 08, 2012, 11:16:55 am »

Combat:

First priority firing targets are those most likely to breach/circumvent the fence. See targetting information for clarification on P2 and P3 targets; Red-marked lobster wolves are priority two, as they are larger and more likely to break things, Yellow-marked lobster wolves are priority three, as they are the smallest. The one nearest the left fence top is P1.

Spoiler (click to show/hide)

_______________________

Non-combat:
Sell the genetic information to each of the respective buyers.

Collect samples of the water from the stream to test for potentially harmful substances.
If the water is potable, or at the very least usable for the Ag module, construct a barrel and order the basics, escorted by the combat clone with a basic laser, to fill it with water from the stream and empty it into the Ag module.

After the attack has been repulsed, order one of the workers to recharge the extra lasers at the generator. Once this is completed, have the combat clone still at camp exchange his normal laser for one of the recharged basics while the normal is recharged, and then to switch back once it has been recharged.

Covered by that combat clone and ourself, the remaining three workers will put the dead basic into the cloning chamber, continue gathering material and producing fence, and assembling the new fence sections.
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Evil Lincoln

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Re: Turn 38 - 43
« Reply #335 on: January 08, 2012, 07:05:00 pm »

Turn 38 - 43
(Combat Turn 2)
Colony:
Spoiler (click to show/hide)
You take a basic laser off one of the worker clones and then tell everyone without a weapon to get inside. The wolves are tearing down the fence.

Two of the wolves are dragging off the corpse of the basic clone.

The wolf that was being attacked with the normal laser has gone limp.

Due to the worker clone's lack of combat training he only scores a glancing hit.


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)

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #336 on: January 08, 2012, 07:33:49 pm »

Shouldn't the rainextinguish those torches?
Also Have the scientist climb onto the roof to get a safer vantage point. These dogs May be able to break down a door or a fence, but they don't look like climbers
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #337 on: January 08, 2012, 07:37:51 pm »

Shouldn't the rainextinguish those torches?
Some of them have gone out i just forgot to mention it in the text.

Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #338 on: January 08, 2012, 07:39:09 pm »

Edit: double post

adwarf

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Re: Build a Colony: An educated adventure.
« Reply #339 on: January 08, 2012, 07:41:23 pm »

Focus fire on those attacking the fence

(After this we should reinforce the fencing with hard sheets)
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somebody

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Re: Build a Colony: An educated adventure.
« Reply #340 on: January 08, 2012, 08:09:57 pm »

You left two laser next to the cloning module.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #341 on: January 08, 2012, 08:23:40 pm »

You left two laser next to the cloning module.

Those are spares. In case one of the weapon our combat clones has now run out of carge, they'll pick up the spare and use it. More effective then having non-combat clones waste shots and time.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #342 on: January 08, 2012, 08:52:14 pm »

You left two laser next to the cloning module.

Those are spares. In case one of the weapon our combat clones has now run out of carge, they'll pick up the spare and use it. More effective then having non-combat clones waste shots and time.

Actualy that is the tree logging equipment. Close up they look like vacume guns with saws on the end and a little bag the stuff gets sucked into.
Spoiler (click to show/hide)
I draw everything large and then shrink it down so that if the need arises I can enlarge them (like now).

RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #343 on: January 08, 2012, 09:02:14 pm »

I'm going to throw my support behind attacking the lobster wolves currently attacking the fence.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #344 on: January 08, 2012, 09:07:56 pm »

Climb onto the housing module to the left. After we are up and firing, order the clones to concentrate fire on the large group attacking the fence. Hopefully the lasers are powerful enough to overpenetrate.
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1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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