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Author Topic: Build a Colony: An educated adventure.  (Read 74545 times)

forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #375 on: January 09, 2012, 08:42:19 am »

Firstly, did we get the money for the genetic material we sold?
You havn't sold any yet since the turn you were meant to you were awoken from your slumber and then shot down lobster wolves from the rooftops. I diddn't think you could sell things under those conditions.
I'm not sure what century you're from but I'm perfectly capable of negotiating high-value trade agreements while ascending makeshift ladders and blazing at crazy alien wolf lobsters! Sometimes I make a sandwich too, when I want to feel challenged.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #376 on: January 09, 2012, 08:51:02 am »

We...don't have anyone to sell to either way.

Supporting we not sleep and

Spoiler: this (click to show/hide)
Edit: Recharge laser guns.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #377 on: January 09, 2012, 08:53:55 am »

It really depends on the lobsterwolf's behaviour, we could hunt them down and make them hate us so they come again. If they're anything like bears, they will hunt us once they learn we're edible. We shouldn't give them a chance to let this happen, learn them that YOU DO NOT SCREW with frikkin' laserbeams, but make sure they have some other place to live. Basic ecology always proves that animals will adapt and choose to live in the most hospitable environment. If we screw up their environment, they will fight to the death. If we scare 'em away and they have alternatives, they won't be as suicidal to just go and tear apart fences and lose multiple members of the pack for the sake of a single meal.

Which reminds me, what happened to our losses?

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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #378 on: January 09, 2012, 08:54:34 am »

We also need to start producing plumpet hard sheets, so we can reinforce the fences, and our next priority is to make a makeshift guard-tower
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Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #379 on: January 09, 2012, 09:10:26 am »

Speaking of samples, I'm pretty sure those big lobster wolves are bigger than those we've seen before. I suggest we analyze one to see if they're somehow different.
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evilcherry

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Re: Build a Colony: An educated adventure.
« Reply #380 on: January 09, 2012, 09:35:43 am »

Speaking of samples, I'm pretty sure those big lobster wolves are bigger than those we've seen before. I suggest we analyze one to see if they're somehow different.
Sexual Dimorphism.

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #381 on: January 09, 2012, 09:44:26 am »

we lost a singal clone who was dragged away to what i assume is their den. I suggest that at noon (4-6 turns away) or so we send the combat clones in to scout the den.
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Knight Otu

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Re: Build a Colony: An educated adventure.
« Reply #382 on: January 09, 2012, 10:16:14 am »

Speaking of samples, I'm pretty sure those big lobster wolves are bigger than those we've seen before. I suggest we analyze one to see if they're somehow different.
Sexual Dimorphism.
Plausible, but not guaranteed.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #383 on: January 09, 2012, 11:24:09 am »

    • Continue to fire on them until they leave our perimeter.
    • Open the ag module's water tank to the rain
    • 2 workers begin mining.
    • One worker begins cutting more tree-analogues, under the protection of one of the combat clones.
    • One worker begins producing plumpet sheets, stopping when we have enough to cover the south and west sides, and then switches to making more fence sections.
    • We make the previously mentioned trade agreements regarding genetic data.
    • Order one basic to begin putting dead lobsterwolves into the cloning vats, stopping if/when no more can fit.
    • Order the other basic to begin assembling the completed fence sections along the west and north sides, but leaving the one against the housing module.
    • We begin recharging the lasers in cycles of two, starting with the normal and one of the basics. Make sure the guard watching the tree cutter has the laser with the most remaining charges before we do this. Once they are recharged, the second combat clone will take one out to the first and exchange them, after which we will recharge the two remaining basics.


    Could we get information on the inv screen about how many charges each laser has remaining?
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #384 on: January 09, 2012, 12:37:13 pm »

Since mining things is bound to leave a hole, I suggest that mining should be started just outside the fence, so that a ditch is constructed at the same time.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #385 on: January 09, 2012, 03:04:27 pm »

Prepare one of the larger corpses for food, mulch the rest for genetic material and clone slurry. Fences have been proven to be useless, walls should be our new priority. Let the survivors go, unless we're sure we can kill all of them. Perhaps when we get a xeno module, we can create a "Quisling" that can infiltrate and report.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #386 on: January 09, 2012, 03:22:35 pm »

We should finish the fence, though. We can use it as a core for paired sets of plumpet sheets, and once we're able to make concrete, we can fill it with concrete.
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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #387 on: January 09, 2012, 03:23:38 pm »

We should finish the fence, though. We can use it as a core for paired sets of plumpet sheets, and once we're able to make concrete, we can fill it with concrete.
Then we can place turrets in the corners.
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #388 on: January 09, 2012, 03:24:58 pm »

We should finish the fence, though. We can use it as a core for paired sets of plumpet sheets, and once we're able to make concrete, we can fill it with concrete.
Then we can place turrets in the corners.
and then we can build a castle.
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Geen

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Re: Build a Colony: An educated adventure.
« Reply #389 on: January 09, 2012, 06:04:29 pm »

I continue my dual rifle wielding combat experimental clone idea.
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