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Author Topic: Build a Colony: An educated adventure.  (Read 74469 times)

Ochita

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Re: Build a Colony: An educated adventure.
« Reply #510 on: January 15, 2012, 06:36:40 am »

sorry to interrupt, but our power is running dangerously low.
No it isnt~
We still have 2 turns of +.5 net gain, and that would last us for 12 turns, so a night. But maybe we should increase power output, or something?
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #511 on: January 15, 2012, 06:40:32 am »

We might want to have a work clone take some vines and use those to reinforce the fences near the forest, By wrapping the vines around the posts. It shouldn't take long and it be the different betwixt life and death.
Also If we can get another plumpet sheet, and a fence, we could make a covered area ontop of a accomadation module. This would make a pretty nice watch tower.

And we should probably continue on whatever research we're doing right now, Since starting then stopping and going onto another project is really innefficent. We'll have two or three half researched clones just lying around, taking up space.
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fergus

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Re: Build a Colony: An educated adventure.
« Reply #512 on: January 15, 2012, 06:42:20 am »

sorry to interrupt, but our power is running dangerously low.
No it isnt~
We still have 2 turns of +.5 net gain, and that would last us for 12 turns, so a night. But maybe we should increase power output, or something?
We can only store 5 power anyway, so there's not much point.
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #513 on: January 15, 2012, 06:44:22 am »

sorry to interrupt, but our power is running dangerously low.
No it isnt~
We still have 2 turns of +.5 net gain, and that would last us for 12 turns, so a night. But maybe we should increase power output, or something?
We can only store 5 power anyway, so there's not much point.
And we can burn wood in emergencies.

Shouldn't we call back the combat clones, night will fall in 2 turns.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #514 on: January 15, 2012, 06:46:42 am »

Basic Power Plant - This module produces ten units of power and can store up to five. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power.

Normal Power Plant - This module produces twenty units of power and can store up to ten. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power.

Enhanced Power Plant - This module produces thirty units of power and can store up to fifteen. During the day it produces power from the sun but at night it must be supplied with fuel. this module requires ten units of flammable material to run it through the night. Notes on power: The power used by a module is determined by it's tier. a teir one module requires one unit of power to run while a teir two module requires two power to run. If a module has no tier (like the education module) it requires no power.

{Evil Lincoln does a lot of work in formatting!  :D }

Those clones will return, don't worry.

You know, we could improvise a trench with our digging materials...
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #515 on: January 15, 2012, 06:51:33 am »

{Evil Lincoln does a lot of work in formatting!  :D }

Those clones will return, don't worry.

You know, we could improvise a trench with our digging materials...
Seeing the hole we dug in 2  turns, I doubt we will be able to get a trench ready in time.
Anyway, prepare a piece of fence to serve ladder duty and get one of the clones on the roof. Also prepare some torches to place near the entrance.
Shouldn't we let some clones sleep?
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #516 on: January 15, 2012, 07:02:21 am »

Shouldn't we let some clones sleep?
Great, who needs sleep now? Our Scientist stayed up the whole day, including part of the night. So I guess we retire him next turn.

Now, me being paranoid, I'm betting those Lobster Wolves have something up their sleeves, or those pink creatures. We have to be prepared for anything, any chance that four armed clone could do well with two laser rifles?

Oh, and I think we should make makeshift melee weaponry from our wood and rocks, just in case something worse happens (Spears.)
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10ebbor10

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Re: Build a Colony: An educated adventure.
« Reply #517 on: January 15, 2012, 07:04:28 am »

Shouldn't we let some clones sleep?
Great, who needs sleep now? Our Scientist stayed up the whole day, including part of the night. So I guess we retire him next turn.

Now, me being paranoid, I'm betting those Lobster Wolves have something up their sleeves, or those pink creatures. We have to be prepared for anything, any chance that four armed clone could do well with two laser rifles?

Oh, and I think we should make makeshift melee weaponry from our wood and rocks, just in case something worse happens (Spears.)
He's not a combat clone, and is slightly less efficient then worker clones.
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Evilsx

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Re: Build a Colony: An educated adventure.
« Reply #518 on: January 15, 2012, 08:26:34 am »

If they attack us again then we will try to hunt them down and find there nest
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Armok

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Re: Build a Colony: An educated adventure.
« Reply #519 on: January 15, 2012, 08:56:54 am »


We should finish our current research before making another design, but since everyone seems to be wanting a dorf...

> DORF:
* Short, to save material and better fit in small tunnels
* furry, especially the face: insulation and air filtering.
* Increased muscle mass
* Very thick, strong, heavy bones
* large eyes, with increased ability to dilate extremely: for seeing in low light conditions, at the price of not being able to see well in bright light.
* large blood volume, extra red blood cells: takes nutrients to support, but allows it to survive much longer in low oxygen conditions
* Anaerobic mode: anaerobic processes are less efficient, and create harmful byproducts, but decreases reliance on oxygen.
* Internal organs from lobster wolf
* Massive hands with large protective nails for digging and hauling.
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Tiruin

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Re: Build a Colony: An educated adventure.
« Reply #520 on: January 15, 2012, 09:02:05 am »


We should finish our current research before making another design, but since everyone seems to be wanting a dorf...

> DORF:
* Short, to save material and better fit in small tunnels
* furry, especially the face: insulation and air filtering.
* Increased muscle mass
* Very thick, strong, heavy bones
* large eyes, with increased ability to dilate extremely: for seeing in low light conditions, at the price of not being able to see well in bright light.
* large blood volume, extra red blood cells: takes nutrients to support, but allows it to survive much longer in low oxygen conditions
* Anaerobic mode: anaerobic processes are less efficient, and create harmful byproducts, but decreases reliance on oxygen.
* Internal organs from lobster wolf
* Massive hands with large protective nails for digging and hauling.

Add increased metabolism so any cuts or wounds would heal faster, this would also keep our cabbage surplus in check. Thickened skin + lesser pain receptors too?
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #521 on: January 15, 2012, 09:08:48 am »

If they attack us again then we will try to hunt them down and find there nest
That might not be a good idea. Considering how dangerous these Lobster wolves have shown to be, we should probably wait until we get some more combat oriented clones.

I would like to suggest a GoRo mark II with Lobster wolf hide, and The lower arms replaced with Spikes of bone or horn that they can use in close combat. these should be researched tommorrow. This is a fairly simple adjustent, so we should be able to do it fairly quickly. Not as mmuch use as the Uberclone that armok suggested, But it should take less time to make, so we can use them to zerg rush our enemies or when we need to spread out or forces the combat Goro's should work. At least until we get additional scientists and resources.

I approve of the DORF type, since it looks like you get everything by simply modifying existing genes, which sounds easier then adding in new ones.
I think we should put the GoRo Mark II and the DORF on hold until we finish our current research though. Leave them until tommorrow.
« Last Edit: January 15, 2012, 11:12:04 am by Monkeyfacedprickleback »
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Angle

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Re: Build a Colony: An educated adventure.
« Reply #522 on: January 15, 2012, 11:08:26 am »

Well, hold up. for combat type clone, we should probably start with a Go-Ro with increased dexterity, and maybe see about giving it two extra eyes and the ability to ficus on two things at once. Then we'd really have a dual wielding bad-ass.
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Roboboy33

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Re: Build a Colony: An educated adventure.
« Reply #523 on: January 15, 2012, 11:17:57 am »

Ask for a catalog from kile-nile.
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Monkeyfacedprickleback

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Re: Build a Colony: An educated adventure.
« Reply #524 on: January 15, 2012, 11:20:18 am »

Two sets of eye's doesn't mean it'll be able to look at two different things. Since it's basiclly human it's still going to have a stereo vison type, so you'd need to work on it's brain to get capable of shooting in multiple area's. The benifit of having two spear arms is that whil the top arms are just as effective when shooting laser rifles the bottom arms are better suited to melee combat then normal arms on the account of being solid nerveless Horn/Bone, so even if the lobster-wolves bite them they'll do little damage, and will leave themselves open to attack. Plus dual wielding badasses need weapons we don't have whereas the my GoRo Mk II has it's weapons built in so we can make as many as need be.
Finally I'm of the opinion that It's folly to concentrate to much strength in a single area. If we have One gun per clone it'll be easier to distribute our strentgh in multiple tactical areas, so that we can flank and surround them.
« Last Edit: January 15, 2012, 11:23:01 am by Monkeyfacedprickleback »
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