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Author Topic: Build a Colony: An educated adventure.  (Read 74589 times)

Elfeater

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Re: Build a Colony: An educated adventure.
« Reply #345 on: January 08, 2012, 09:31:32 pm »

If push comes to shove we can always use the logging equip as meele
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #346 on: January 08, 2012, 09:56:11 pm »

Told you we needed a machete  :P

Anyway, back on topic.
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.

This. It doesn't look like those lobster wolves can climb. Order all doors that the civilians are in to be
shut.

Then all who are fighting shall climb on the most stable structure and rain fire from above. Order one of the shooters (basic clone w/ laser preferably) to make noise to attract the wolves just in case they may attack our modules.
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #347 on: January 08, 2012, 09:58:06 pm »

Maybe we should have made some ladders or something like that earlier. Oh well, more things to do once we deal with the lobster wolf problem.
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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #348 on: January 08, 2012, 10:04:12 pm »

I think we could sell these dead specimens to other colonies for research, so save three of them for later.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #349 on: January 08, 2012, 10:16:46 pm »

We have to kill them, first. And we should reserve some to shove into the cloning vats.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #350 on: January 08, 2012, 10:20:49 pm »

Keep in mind that our vats can only clone FOUR clones at any one time.
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somebody

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Re: Build a Colony: An educated adventure.
« Reply #351 on: January 08, 2012, 10:24:13 pm »

I think we could sell these dead specimens to other colonies for research, so save three of them for later.
Unless decomposition isn't a problem here we would need to preserve the bodies because we don't know where the nearest other colony is, and if it is too close to us then they would have a lobster wolf population of their own to use as specimens.

Also the corpses may attract other lobster wolves which makes it rather problematic.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #352 on: January 08, 2012, 10:26:40 pm »

If we manage to get the first wave out, then suggesting some guard the perimeter while some of the civilians (worker maybe?) go and signal the other colonies?
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Geen

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Re: Build a Colony: An educated adventure.
« Reply #353 on: January 08, 2012, 10:56:05 pm »

Afterwards, produce 4 armed clones with combat training so they can dual wield rifles accurately like a boss. Hmm... The limp one is not dead? We can domesticate it and have it work in the mines.
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Evil Lincoln

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Turn 38 - 43
« Reply #354 on: January 08, 2012, 11:08:03 pm »

Turn 38 - 43
(Combat Turn 3)
Colony:
Spoiler (click to show/hide)
You order one of the basic clones inside to go get a fence section and lie it against the accomodation module for use as a makeshift ladder.

Some of the smaller wolves can now fit through the fence!

You and the other armed clones concentrate fire on on of the wolves that got in. And thanks to some luck you all manage to hit roughly the same spot on it's head and the beam goes straight through killing the wolf and even hitting the wolf behind it for some bonus damage. Unfortunately the worker clone's inexpirience caused him to miss and hit the other wolf.

One of the injured wolves flees.

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, 11:09:37 pm by Evil Lincoln »
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #355 on: January 08, 2012, 11:54:07 pm »

Keep up focused fire, splitting to individual fire if the wolves spread out. Can we set the lasers to pulse fire, as in, more heat less cutting? If we set them on !!fire!! they should be less of a threat.
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #356 on: January 09, 2012, 12:04:52 am »

Keep up focused fire, splitting to individual fire if the wolves spread out. Can we set the lasers to pulse fire, as in, more heat less cutting? If we set them on !!fire!! they should be less of a threat.

I agree. It is possible that flames would scare/disperse the group of attacking bear-like creatures. Maybe even setting the fence on fire. Though I don't know what its made of. But I can't imagine a wild animal continuing to attack a flaming fence. If their hides are thick and inflammable we might be able to generate smoke amidst them as to simulate a wildfire situation, possibly causing them to attempt to relocate, by aiming at debris below them.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #357 on: January 09, 2012, 12:10:28 am »

Keep in mind that our vats can only clone FOUR clones at any one time.
This is why we should get another cloning module, and a cryogenic module, to freeze emergency warriors for a time of need.

Keep up focused fire, splitting to individual fire if the wolves spread out. Can we set the lasers to pulse fire, as in, more heat less cutting? If we set them on !!fire!! they should be less of a threat.

I agree. It is possible that flames would scare/disperse the group of attacking bear-like creatures. Maybe even setting the fence on fire. Though I don't know what its made of. But I can't imagine a wild animal continuing to attack a flaming fence. If their hides are thick and inflammable we might be able to generate smoke amidst them as to simulate a wildfire situation, possibly causing them to attempt to relocate, by aiming at debris below them.
It's raining. Nothing is going to burn very well. Stick to the normal lasers. And continue the focus fire tactic. but as soon as that clone gets the fence into position as a ladder have the armed personel climb onto the roof the have the worker remove the fence section and place it against the door of the other housing module. (the one without people on it's roof) as a barricade. THen the worker should take one of the lumber tools and go chainsaw massacre on the wolf-lobsters
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #358 on: January 09, 2012, 12:59:57 am »

In the future, is it possible to make petrol or some other flammable substance (like Greek fire) that we can throw and light aflame, even in the rain? seems like it would be effective against these creatures. napalm them. Also, how thick are their hides? High caliber bullets might be more effective against them if the lasers aren't doing much. If not that, then we should try our hand at crossbow manufacture. Bolts can really pack a punch, especially at a distance where lasers diffuse.
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Evil Lincoln

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Re: Turn 38 - 43
« Reply #359 on: January 09, 2012, 01:03:08 am »

Turn 38 - 43
(Combat Turn 4)
Colony:
Spoiler (click to show/hide)
One of the combat clones begins to accend to the top of the accomodation module.

The larger wolves have breached the fence!

Concentrated fire kills another of the wolves.

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 09, 2012, 01:05:16 am by Evil Lincoln »
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