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Author Topic: Build a Colony: An educated adventure.  (Read 74552 times)

Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #390 on: January 09, 2012, 06:14:01 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.
And don't forget a keep. And we need a moat. With a drawbridge.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #391 on: January 09, 2012, 06:30:58 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.
And don't forget a keep. And we need a moat. With a drawbridge.

And most importantly...

Spoiler (click to show/hide)

But we'll probably end up with something approximating a frontier fort, with concrete walls and towers.
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #392 on: January 09, 2012, 06:47:30 pm »

 I think digging is in order though. I mean, I'm sure these space men can dig. One could dig a pit surround the camp, filled with a bit of tar/oil, for both hindering creatures crossing it, as well as covering them in a flammable substance. The pit could be set on fire too, further hindering entry.

Also, if we can dig a well, we should be able to prospect for ore, as well as stone to grind up into gravel in order to stretch our future concrete supply. Are there any substantially large rocky outcroppings around?
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raptorfangamer

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Re: Build a Colony: An educated adventure.
« Reply #393 on: January 09, 2012, 06:49:03 pm »

this thing has catched my attention! posting to watch
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #394 on: January 09, 2012, 07:06:06 pm »

No update right now since i have some important stuff i have to get done today.

Most of the suggestions involving using more then 2 worker clones so i'm just going to remind you that 1 basic 2 worker and 1 combat clone diddn't get any sleep last night. Since having them sleep for the full 8 hours now would mean you are down on manpower for a while i'm happy for an arrangment where they sleep for 4 hours now and then you send them to sleep 2 hours before sundown (or something simular). Of course that would mean that there isn't enough room for all the other clones to sleep during the night so it probabley ins't such a good idea.

EDIT: I'll put how many charges are left in the lasers next turn if i remember.
« Last Edit: January 09, 2012, 07:42:06 pm by Evil Lincoln »
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Coolnesstod

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Re: Build a Colony: An educated adventure.
« Reply #395 on: January 09, 2012, 08:49:20 pm »

Suggestion for you guys, but shouldnt we make small, melee weapons for the guys that dont have lasers, so we can defend properly? Just a thought. I mean, some simple, medium sized sticks with rocks at the end could be useful.  8)
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forsaken1111

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Re: Build a Colony: An educated adventure.
« Reply #396 on: January 09, 2012, 08:51:29 pm »

Yes, an untrained worker clone using a stick with a rock tied to it fighting giant lobster wolves...

 ::)
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Coolnesstod

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Re: Build a Colony: An educated adventure.
« Reply #397 on: January 09, 2012, 08:54:49 pm »

Yes, an untrained worker clone using a stick with a rock tied to it fighting giant lobster wolves...

 ::)

Yes i understand it seems useless, but its only a last resort weapon for the untrained.
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #398 on: January 09, 2012, 08:56:57 pm »

Yes, an untrained worker clone using a stick with a rock tied to it fighting giant lobster wolves...

 ::)

Exactly! Though blunt might be ineffective. mMake some spears and pole-hooks  for the workers to use to puncture the lobster's hide, and keep them at bay. Another worker can go in with the chainsaw for the kill.

If the lobsters charge, spears should be extremely effective. Just plant the end in the ground and let the lobster impale itself. The worker can jump out of the way once the tip is in a weak spot.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #399 on: January 09, 2012, 11:24:05 pm »

I got all the important things done but i don't feel comfortable updating until i hear what people want done with the sleeping arrangments.

Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #400 on: January 09, 2012, 11:26:36 pm »

The sleeping thing is tough. Is it possible for some of them to nap outside?
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adwarf

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Re: Build a Colony: An educated adventure.
« Reply #401 on: January 09, 2012, 11:27:36 pm »

Have them sleep a full six hours, and just make do with those we do have access to until they awake
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #402 on: January 09, 2012, 11:28:14 pm »

Have them sleep a full six hours, and just make do with those we do have access to until they awake
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #403 on: January 09, 2012, 11:29:55 pm »

Have them sleep a full six hours, and just make do with those we do have access to until they awake
Yes.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #404 on: January 09, 2012, 11:41:38 pm »

How about I skip until those clones are ready? So that would mean skipping to 4 turns into day. You'll only miss out on one turn of trading with the colony ship. In those turns i'll have them rebuild/finish the fence, recharge the lasers, open the lid on the agriculture module, go get a barrel of water and sell that DNA. You'll also have another batch of cabbages ready if i am counting right so i'll keep growing the cabbages but throw some of the river plants in since someone wanted to grow them for the cloning module.

Sound good to everyone?

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