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Author Topic: Build a Colony: An educated adventure.  (Read 74475 times)

Evil Lincoln

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Turn 51
« Reply #435 on: January 13, 2012, 05:14:26 am »

Turn 51
Colony:
Spoiler (click to show/hide)
After spotting some pink animals in the trees to the north you send the two newbie clones to hunt them.

The Agriculture module should be able to filter out anything that would contaminate the water, unless it's ultra deadly doom water of course so you order a combat clone to tip the barrel in.

You resolve to name your four armed clones "Turisk GoRo's". Having your name in the name will be able to get you some street cred with other colonists. Then you set the cloning module to make two GoRo clones, one worker/manager(This combonation will hereby be called a "Forman") and one combat. You are hoping the combat trained one will be a dual rifle weilding badass.

You tell the worker GoRo to start digging an open mine. While he can use two tools at once he is slightly less efficient then if the two tools were given to seperate clones.

You decide that if you sell the DNA to a major corporation you'll be able to make a killing out of it so you send the following deal to Colonytech:

> 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.

You shortly after recive a message from Colonytech saying that they might accept if you lower the amount recived per clone to 17 and the opening offer to 350.

You purchase a cryopod for 200 yollars.

Hey look, there is some smoke to the north. You take a rough guess that it is about 3 areas away.

You currently have 105 yollars

Hyportech Metals Catalouge:
Name:Cost:Strength
Arodine31
Red Arodine3.61.2
Borine62
Red Borine7.22.4
Colline93
Red Colline10.83.6
Blue Colline186
Laticed Blue Colline248

Omnicorp Catalouge:

Name:Cost:Description:
Omnicorp Capacitor450
Spoiler (click to show/hide)
Omnicorp Basic Smelter500
Spoiler (click to show/hide)
Omnicorp Normal Smelter900
Spoiler (click to show/hide)
Omnicorp Basic Planter Module900
Spoiler (click to show/hide)
Omnicorp Normal planter Module1400
Spoiler (click to show/hide)
Omnicorp Anti-Tank Plasma Turrent.2000
Spoiler (click to show/hide)
Omnicorp Basic Accelerated Growth Cloning Module2000 1200
Spoiler (click to show/hide)
Omnicorp Normal Accelerated Growth Cloning Module4000 2400
Spoiler (click to show/hide)

Omnicorp Weapons/tools:
Name:Cost:Description:
Fixed laser350
Spoiler (click to show/hide)
Hand-held Mineral Scanner250
Spoiler (click to show/hide)

Omnicorp Vehicles
Name:Cost:Description:
Light inter-colony Shuttle3000
Spoiler (click to show/hide)
Medium inter-colony Shuttle4500
Spoiler (click to show/hide)
Buggy800
Spoiler (click to show/hide)
Combat Buggy1000
Spoiler (click to show/hide)
APC1500
Spoiler (click to show/hide)



Colonytech Module brochure:
Name:Cost:Description:
Basic Power Plant1000
Spoiler (click to show/hide)
Normal Power Plant2000
Spoiler (click to show/hide)
Enhanced Power Plant3000
Spoiler (click to show/hide)
Basic Mining Module900
Spoiler (click to show/hide)
Normal Mining Module2000
Spoiler (click to show/hide)
Enhanced Mining Module2900
Spoiler (click to show/hide)
Basic Agriculture Module1000
Spoiler (click to show/hide)
Normal Agriculture Module2000
Spoiler (click to show/hide)
Basic Cloning Module1200 600
Spoiler (click to show/hide)
Normal Cloning Module6000 3400
Spoiler (click to show/hide)
Enhanced Cloning Module12000 6600
Spoiler (click to show/hide)
Education Attachment800
Spoiler (click to show/hide)
Research and Development Module4000
Spoiler (click to show/hide)
Basic Manufacturing Module1800
Spoiler (click to show/hide)
Normal Manufacturing Module3000
Spoiler (click to show/hide)
Basic Accomodation Module800
Spoiler (click to show/hide)
Normal Accomodation Module1600
Spoiler (click to show/hide)
Enhanced Accomodation Module2400
Spoiler (click to show/hide)
Cryogenics Pod200
Spoiler (click to show/hide)
Refrigeration Box150
Spoiler (click to show/hide)

Sofware upgrades:
Name:Cost:Description:
Cloning Module Genetic modifier250
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Cloning Module Lifeform Analyser400
Spoiler (click to show/hide)
Manufacture Module Blueprint creater200
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier300
Spoiler (click to show/hide)
Agiculture Module Flora Analyser400
Spoiler (click to show/hide)

Colonytech Clone Brochure:
Name:Cost:Description:
Basic Clone200 150
Spoiler (click to show/hide)
Worker Clone250 180
Spoiler (click to show/hide)
Technician Clone400 320
Spoiler (click to show/hide)
Basic Combat Clone400 300
Spoiler (click to show/hide)
Normal Combat Clone600 400
Spoiler (click to show/hide)
Clone Uniforms70 40
Spoiler (click to show/hide)

Colonytech Arms Brochure:
Name:Cost:Damage:Description:
Basic Laser2502
Spoiler (click to show/hide)
Normal Laser5204
Spoiler (click to show/hide)
Enhanced Laser8006
Spoiler (click to show/hide)
Machete2502
Spoiler (click to show/hide)

Colonytech Tools/misc Brochure:
Name:Price:Description:
Tool Kit200
Spoiler (click to show/hide)
Barrel20
Spoiler (click to show/hide)
Crate15
Spoiler (click to show/hide)
Grey Metal15
Spoiler (click to show/hide)

Colonytech Blueprints Brochure:
Name:Price:Required Materials:Description:
Concrete70One unit of both sand and gravel
Spoiler (click to show/hide)
Barrel100Two of any solid waterproof material.
Spoiler (click to show/hide)
Crate80Two of any solid material.
Spoiler (click to show/hide)
Plank40One of any solid material.
Spoiler (click to show/hide)
Micro Chips100One unit of silicon and one unit of metal.
Spoiler (click to show/hide)
Wires100One unit of metal.
Spoiler (click to show/hide)
Batteries70One unit of metal and one unit of non-conductive material.
Spoiler (click to show/hide)
Basic Electric Engine200Ten units of metal.
Spoiler (click to show/hide)
Electric Pump1208 units of metal.
Spoiler (click to show/hide)


Night will come in 4 turns.

Power: 4.6 (+1/-0.5)

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)
Party Members:
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.
Hyportech Mining is selling a variety of metals.
The Impex Corporation Weapons department is now selling blueprints for body armour. From helmets to Boots they have you covered.

To place an advertisment of your own will cost 50 yollars.


Author Notes:
Spoiler (click to show/hide)
« Last Edit: January 13, 2012, 05:24:39 am by Evil Lincoln »
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #436 on: January 13, 2012, 05:20:16 am »

A quick question: Didn't Omnicorp say they were selling mineral scanners? That might be helpful for us.
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Evil Lincoln

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Re: Build a Colony: An educated adventure.
« Reply #437 on: January 13, 2012, 05:22:27 am »

A quick question: Didn't Omnicorp say they were selling mineral scanners? That might be helpful for us.
It looks like i forgot to put it in them in the list, i'll just go and fix that.

EDIT: Done.
« Last Edit: January 13, 2012, 05:25:16 am by Evil Lincoln »
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Cellmonk

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Re: Build a Colony: An educated adventure.
« Reply #438 on: January 13, 2012, 05:23:50 am »

A quick question: Didn't Omnicorp say they were selling mineral scanners? That might be helpful for us.

Mineral scanners! now we're talking profit!
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #439 on: January 13, 2012, 05:26:11 am »

((I guessed you missed the Buy Concrete Blueprint part, maybe this turn then.  :)

And if we do go with a dual rifle wielder, it would be truly hard to accomplish such a feat unless we are aiming for true realism.

Oh wait, Genetically Modified Badass.))

If we have any spare clones, we could investigate that nice vortex of smoke, but three areas seem to be a long way.

Send the Two Newbie hunters to search that smoke after finishing with the pink creatures (and bringing back samples, of course).

We have a surplus of cabbages, but we need to find a way to make all those cabbages go to some better use other than practical food storage.

Maybe, contact Impex Corp. Weapons Department about those blueprints?

I guess we should be saving up for an accommodation module in the meantime, our population is growing happily.

Edit: Wow, three whole replies. Leaving the Original post.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #440 on: January 13, 2012, 05:27:41 am »

Counter their offer for 20 per clone and 370 as a starting fee. thats more then a 50% compromise so they should be willing to accept.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #441 on: January 13, 2012, 05:28:43 am »

Quote
No offence Armok but your clone ideas all sound like the hellish abominations that stalk the nightmares of the insane. Plus I don't think I could possibley draw them with any clarity so that is why I haven't done them. Sorry to disapoint.

Yes. I think that's rather the point.
So, we need to buy the concrete blueprint ASAP, finish our fortifications, and collect as much biomass as we can render down.
I think mineral wealth will be less useful, unless we can add metals to the cloning vats to create bone lacing and dermal plating for our pet mutants.
...Can we please add metals to the cloning vats to crate bone lacing and dermal plating for our pet mutants?
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RulerOfNothing

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Re: Build a Colony: An educated adventure.
« Reply #442 on: January 13, 2012, 05:36:10 am »

Actually yes, we should start thinking about stuff we can experiment on and/or about. Another question Evil Lincoln: do manufacturing modules allow us to make and refine chemicals, or is there something else for that?
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #443 on: January 13, 2012, 07:50:50 am »

Quote
No offence Armok but your clone ideas all sound like the hellish abominations that stalk the nightmares of the insane. Plus I don't think I could possibley draw them with any clarity so that is why I haven't done them. Sorry to disapoint.
I thought e were SUPPOSED to do that, being an eccentric scientist!

But ok, less horrefying things then. If they are still to horrifying assume some additional changes specifically to make them less so:

>*LOBSTER LASSIE: Modify the tame lobster wolf to have a normal clone brain, be better to balance on it's hind legs, be capable of speech (if not as good as a normal clone), and have forepaws dexterous enough to use basic tools. (Drawn like: a normal lobster wolf, maybe with a slightly larger head for the brain, and standing on it's hind legs when using tools.)
>*MONKEY BOY: development stopped early giving it a smaller and lighter child body, increased dexterity/strength, feet replaced by an extra pair of hands, prehensile tail, accelerated metabolism. Good at climbing. (Drawn like: small clone with a tail that tends to climb on things)

> Accept the offer. We could probably haggle it up to more, but right now we're trying to establish a precedent and build a reputation, not just make money as quick as possible from this specific genome, so we shouldn't risk pissing them of.

> buy 2 units of Blue Colline, 8 Borine, and 15 Arodine the next time you're getting a delivery from that direction anyway.

> buy some clone unifroms already next time you get a delivery from the right direction. Same colour as the ground for camouflage.

> make some planks already!

> Does Gregs T&C have a catalogue?

EDIT:

> See if you can get your hands on some kind of library of earth animal genomes

MORE DESIGN:

>* MINNIONS: this one is probably best described as a list of features and their consequences:
* Dwarfism: smaller size, meaning needing less nutrients and such, and quicker growing to it's full size
* Force grown: grown as fast as possible, at the cost of durability, intelligence, and increasing the risk of defects.
* Cut corners: reducing the cost of growing and the amount of food needed by reducing organs and muscle mass, and any parts of the brain not stimulated by an education.
* Slow metabolism/cold blooded: reduce food needed, at the cost of reaction speed and the ability to withstand cold.
* Natural blood opioids: increased ability to withstand pain, fear, discomfort, and general mistreatment. Stuff like sleeping in the rain, eating the same crappy food all the time, or being treated as expendable cannon fodder. Reduces intelligence and ability to detect and avoid harm.
* Twinned: grow like Siamese twins joined slightly at the head, two in a single tank counting as one clone. The input stream from education is duplicated so bot the clones receive the same one. immediately before decanting they'll split and from then on act just like separate clones.
Summary: Extremely cheap, small, crappy clones that can be produced two at a time.
« Last Edit: January 13, 2012, 03:19:34 pm by Armok »
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #444 on: January 13, 2012, 08:19:36 pm »

^
Say what you want about Armok but the idea you have are great and who care if they be Abominations, if it dose it job we should do it
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Taricus

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Re: Build a Colony: An educated adventure.
« Reply #445 on: January 13, 2012, 08:23:33 pm »

Problem is that those abominations aren't practical to produce, use or sell. We're not making novelty clones here.
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #446 on: January 13, 2012, 08:25:34 pm »

If you start to care if they are abominations then we will not make much money sellling them and also we can use them for our own Uses
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Taricus

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Re: Build a Colony: An educated adventure.
« Reply #447 on: January 13, 2012, 08:58:06 pm »

Fact is, we have no uses that a regular clone can't do. And regular clones are more efficient to produce. We are a scientist, not an artist.

Though clones with two sets off opposable appendages would be useful, we ARE working with a human brain. This also means signifigantly more changes to a clone's nervous system.
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Ochita

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Re: Build a Colony: An educated adventure.
« Reply #448 on: January 13, 2012, 09:04:31 pm »

Fact is, we have no uses that a regular clone can't do. And regular clones are more efficient to produce. We are a scientist, not an artist.

Though clones with two sets off opposable appendages would be useful, we ARE working with a human brain. This also means signifigantly more changes to a clone's nervous system.
Pretty much this.
We have clones that work fine already, we don't need to make freakish ones that will most likely fail.
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Alternatecash

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Re: Build a Colony: An educated adventure.
« Reply #449 on: January 13, 2012, 09:40:42 pm »

Our modifications, for now, should simply be to improve survivability and durability. Simple, hard-wearing improvements will be more valuable. We don't have the time or grant money for screwing around.
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