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Author Topic: Build a Colony: An educated adventure.  (Read 74523 times)

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #420 on: January 10, 2012, 05:45:26 am »

Test the limits of the modified clone, Make it Run around the base carrying a heavy load until it collapses of exhaustion. Then Have it pose like a badass.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #421 on: January 10, 2012, 05:48:12 am »

We need to aim for Concrete blueprintand more Accomodation Modules (the better quality ones are worth more for yollar-person) later on.

Can we genetically modify our clone so we can sell them that clone BUT keep its DNA secret? In case anything goes wrong with it, just saying though.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #422 on: January 10, 2012, 05:56:28 am »

Do clones have to be dead before they can be scanned? It Might be worth it To give the clones we make Hotter body temperatures, or Somekind of radioactive material implants. Dna Decays faster when hot and radioactive material would corruput the codes. Or mabye would could introduce a harmless Dummy dna and rna After they leave the cloner. THat way the scan will pickup both the false and true Dna, and chances are the false DNA will ruin the good Dna. This will ruin any unauthorised clones. Plus we should see about tattooing a copyright and trademark disclaimer on our modified clones.
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #423 on: January 10, 2012, 07:00:04 am »

I doubt that, a flesh/blood sample should be sufficient, infact being dead should make it harder.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #424 on: January 10, 2012, 07:06:44 am »

Oh well then a post-cloning introduced dummy D.N.A. Sequence should still work to murk up the scan. If they can't Modify their own clone they shouldn't be able to seperate the false from true.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #425 on: January 10, 2012, 07:27:17 am »

Ok, it's come to my attention that stopping people from stealing your interlectual property is a bit of an issue because unless you an stop it you can't sell your custom clones. Since this is frontier and there isn't an established government or anything you can't just go and get the DNA copywrited. And in a day and age where they produce devices that literaly just scan a dead thing and give you a little speal about it, they are probabley going to be able to find out the DNA eventualy no matter how many failsafes and such you use.

So your going to have to have some sort of military force that can go out and stop people. Of course right now you don't have that big of a military so you should try to make deals with mercenary groups or the big companies, guys who have lots of guns.

The best solution I can think of is just giving the DNA to a big company like colonytech, but you make a deal with them so you get a cut of the profit or something simular. That way even though you don't have complete monopoly you are getting a profit from the sales. And a company like Colonytech probabley doesn't want people making copies since they want a monopoly on the market themselves (and unless you are a big company you aren't going to screw with the guys who have the enormous ship in orbit). So effectivley you get some guys to stop everyone copying your ideas and you actualy get paid for it.

Of course that is more or less a suggestion and i probabley shouldn't be suggesting in my own forum game but i thought i'd add my thoughts on this to the table.

On another note there won't be any more updates tonight and there might not be any tommorow due to some stuff happening. But posting doesn't take nearly as long as updating so i'll probabley log on a few times to answer some questions if there are any.

If they can't Modify their own clone they shouldn't be able to seperate the false from true.
You do get the impression that they musnt be very smart if they can't add some arms to a clone. Of course genetic modification would have been really hard if the main character wasn't a mad eccentric scientist.

Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #426 on: January 10, 2012, 07:39:53 am »

What about rigging a clone's specific DNA to malfunction if it was ever tampered after it was made? (So there would be mistakes in a copy if the owners do not have the blueprints, which we have)

Also, search South East of our position with any clone not doing anything.

Suggestion: Harvest those Vines and cultivate the toxins.
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #427 on: January 10, 2012, 09:13:53 am »

> Start two more experimental clones:
* Using the new xeno cloning, twist a lobster wolf for bipedal walking, shape it's paws into dexterous hands, and make the proportions somewhat more human. Put a normal clone brain in it. This should yeld a clone much better adapted to the environment and menu of this planet, and if we're lucky might give some combat advantages!
* The 4 armed worker was a success, so lets follow that path further and try out some more things: 6 arms, evenly spaced, and no legs with two of the arms in their place. Increased strength and endurance. Much larger digestive tract and liver, adapted to a diet consisting of native plants. Small extra brains in each arm, each about the intelligence of a dog, allowing them to act autonomously. An eye stalk coming from each wrist.

> Start growing those water plants in the forming module.

> We should buy a cryogenics box

> We should look up the prices of those metals. In fact, we should give some random clone orders to automaticaly get any free product catalogs and prices whenever an add comes up about them.

> buy concrete blueprint

> If we have less than 100 yollars left at any given moment, sell one combat clone.
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Flying Dice

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Re: Build a Colony: An educated adventure.
« Reply #428 on: January 10, 2012, 10:26:39 am »

> Buy concrete blueprint.
> Buy cryo module.
> Begin growing two more experimental clones.
> Move the current experimental worker to mining operations here, digging out an open-pit mine with stairs dug into the earth along opposite sides. Once he has completed three levels of mining, stop and wait until we can make planks to build supports. We don't want any collapses:

Spoiler (click to show/hide)

> Negotiate with the colony ship over rights to use the genetic structure of our experimental worker. Unchangeable details of the contract: Developing the artificially produced organism known as [Experimental Worker Clone V1.0] is the sole right of the seller, one Ardin Turisk. For a fee, a single entity, such as the colonycorp, may purchase the right to manufacture said clone [EWCV1.0] for a duration of time, to be negotiated, but no more than 25 T-standard years. During this time, the purchaser and the creator (Ardin Turisk) are the only entities permitted to create [EWCV1.0]. The genetic material of [EWCV1.0] is not to be altered or changed to produce a new variant, as this would constitute a violation of intellectual property and void the contract, allowing the creator (Ardin Turisk) to sell franchise rights to another entity. In addition, each [EWCV1.0] produced and sold to another entity by the purchaser of the franchise will collect a fee due to the creator (Ardin Turisk). Terms are not negotiable, exact amounts are. Opening offer starts at 400 yollars for the franchise, and 25 yollars per [EWCV1.0] sold.

> If sale successful, buy plank blueprint.

I think we should also think about starting to save up for a R&D module once we've got mining operations going.
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Rockowl

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Re: Build a Colony: An educated adventure.
« Reply #429 on: January 10, 2012, 11:16:39 am »

How much power does the laser on the combat buggy consume per shot fired?
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Deamonpies

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Re: Build a Colony: An educated adventure.
« Reply #430 on: January 10, 2012, 11:18:25 am »

> Buy concrete blueprint.
> Buy cryo module.
> Begin growing two more experimental clones.
> Move the current experimental worker to mining operations here, digging out an open-pit mine with stairs dug into the earth along opposite sides. Once he has completed three levels of mining, stop and wait until we can make planks to build supports. We don't want any collapses:

Spoiler (click to show/hide)

> Negotiate with the colony ship over rights to use the genetic structure of our experimental worker. Unchangeable details of the contract: Developing the artificially produced organism known as [Experimental Worker Clone V1.0] is the sole right of the seller, one Ardin Turisk. For a fee, a single entity, such as the colonycorp, may purchase the right to manufacture said clone [EWCV1.0] for a duration of time, to be negotiated, but no more than 25 T-standard years. During this time, the purchaser and the creator (Ardin Turisk) are the only entities permitted to create [EWCV1.0]. The genetic material of [EWCV1.0] is not to be altered or changed to produce a new variant, as this would constitute a violation of intellectual property and void the contract, allowing the creator (Ardin Turisk) to sell franchise rights to another entity. In addition, each [EWCV1.0] produced and sold to another entity by the purchaser of the franchise will collect a fee due to the creator (Ardin Turisk). Terms are not negotiable, exact amounts are. Opening offer starts at 400 yollars for the franchise, and 25 yollars per [EWCV1.0] sold.

I agree with everything above.

Also start producing more sheets to cover the corner the lobster wolves broke through.

> If sale successful, buy plank blueprint.

According to the  list we already have the plank blueprints.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #431 on: January 10, 2012, 11:35:01 am »

We should some some sheets aside to use as a cover for the mine, so that it doesn't flood whenever it rains. A pump blueprint might be nice to, allowing us to keep out groundwater(as long as the mine stays above the water table, this isn't needed).
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #432 on: January 10, 2012, 07:36:20 pm »

We should some some sheets aside to use as a cover for the mine, so that it doesn't flood whenever it rains. A pump blueprint might be nice to, allowing us to keep out groundwater(as long as the mine stays above the water table, this isn't needed).
A pump is vital. Not only for the mine, but for the well someone brought up a little while ago. we'll also need a flexible tube blueprint.

Also, if we have water, We can make ice in the cryogenics module, and use the ice to cool a simple refrigerator (basically a simple hut filled with food and ice.) We'll need to periodically make more ice, but it should help. Also, since we're using lasers, we might want a way to firefight.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #433 on: January 11, 2012, 01:25:17 am »

> Buy concrete blueprint.
> Buy cryo module.
> Begin growing two more experimental clones.
> Move the current experimental worker to mining operations here, digging out an open-pit mine with stairs dug into the earth along opposite sides. Once he has completed three levels of mining, stop and wait until we can make planks to build supports. We don't want any collapses:

Spoiler (click to show/hide)

> Negotiate with the colony ship over rights to use the genetic structure of our experimental worker. Unchangeable details of the contract: Developing the artificially produced organism known as [Experimental Worker Clone V1.0] is the sole right of the seller, one Ardin Turisk. For a fee, a single entity, such as the colonycorp, may purchase the right to manufacture said clone [EWCV1.0] for a duration of time, to be negotiated, but no more than 25 T-standard years. During this time, the purchaser and the creator (Ardin Turisk) are the only entities permitted to create [EWCV1.0]. The genetic material of [EWCV1.0] is not to be altered or changed to produce a new variant, as this would constitute a violation of intellectual property and void the contract, allowing the creator (Ardin Turisk) to sell franchise rights to another entity. In addition, each [EWCV1.0] produced and sold to another entity by the purchaser of the franchise will collect a fee due to the creator (Ardin Turisk). Terms are not negotiable, exact amounts are. Opening offer starts at 400 yollars for the franchise, and 25 yollars per [EWCV1.0] sold.

I agree with everything above.

Also start producing more sheets to cover the corner the lobster wolves broke through.

> If sale successful, buy plank blueprint.

According to the  list we already have the plank blueprints.
This.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #434 on: January 11, 2012, 05:07:28 am »

Looks like we're all set then!

I hope we aren't forgetting anything this time.

>Contract for clone, check
>Water for Agriculture, check
>Added blueprint for construction, check
>Equipment to gather materials for said blueprint (concrete), check
>Added population, check
> +Cryo module, check
>Production of sheets from our remaining plumpet wood for repairs, check

And we have people to spare.

Suggestion for next turn: Check those pinkish creatures down the hill north of us.

And maybe clone-scan the wolf as Armok said. We may need our own domestics, for supplies and utilitarian purposes.
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