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Author Topic: Build a Colony: An educated adventure.  (Read 74370 times)

Kestrel_6

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #720 on: April 02, 2012, 01:31:47 am »

Agreed with Ansontan2000
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Armok

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #721 on: April 02, 2012, 09:33:15 am »

Yay! This is back! :D

I vote that whatever our uniform turns out to be it should feature dramatic cloaks or capes.

Our logo should be the mythological Chimera.

For modules, yea, power and accommodation are the ones needed. But more importantly, we REALLY need to look into getting a library of useful old public domain animal genomes from earth!
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Shades

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #722 on: April 02, 2012, 10:31:22 am »

Would it be worth getting one of the more expensive power stations rather than basic to take advantage of the efficiency improvement?
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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #723 on: April 02, 2012, 10:37:45 am »

I vote that whatever our uniform turns out to be it should feature dramatic cloaks or capes.
YES
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ansontan2000

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #724 on: April 02, 2012, 10:48:29 am »

Would it be worth getting one of the more expensive power stations rather than basic to take advantage of the efficiency improvement?

You do have a point. I vote we get a second tier Power point.
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When a soldier makes a mistake, one man dies.
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Lord Allagon

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #725 on: April 02, 2012, 06:54:37 pm »

Would it be worth getting one of the more expensive power stations rather than basic to take advantage of the efficiency improvement?

You do have a point. I vote we get a second tier Power point.
+1
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Yes, they do not need booze, they can work entirely off of water.
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Evil Lincoln

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Turn 70
« Reply #726 on: April 02, 2012, 07:13:06 pm »

Turn 70
Colony:
Spoiler (click to show/hide)

Everything proceeds as normal except for the return of the scouting party.

You talk to them about what they found to the south east.
South East:
Spoiler (click to show/hide)
Apparently they found some stone pillars. They say they looked old which suprises you because as far as you know the colonisation of this world only started recently. They also found a new plant!

They brought you back a sample as you always want samples and they didn't want to have to make two trips. The plant has many blue stems which have clumps of orange fiber along them. It looks like it would make good cloth.

You contact Kilo-nile and get some quotes regarding maps.

1000yl for a satalite image of the local area (local area is about 20 panels in every direction).
3000yl for a map that shows human settlments and size in the local area.
4500yl for a package deal including the human settlment map the satalite photo and a elevation map of the local area.
100,000yl for a complete map of your continent.

You also think about uniforms and logos. While nothing is set in stone yet you know you want some capes or cloaks, and possibley some camouflage. You think a Chimera would look good on your logo, nothing says cloning colony like a lion, snake, goat monster.

Finaly you order a Normal Power Plant. You won't have to worry about power for a while that way. (-2000 yollarsyl) You need to figure out where you want it to go.

It will arrive next turn.


You currently have 1665 yollars


6 turns until Night

Power: 2.3 (+1/-0.5)

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)
Basic Medical Module1300
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)
NOTE: In a limited time offer for 1.5* the price we can upgrade any available clone package (combat,worker,ect...) to an Ardin GoRo. These magnificent wonders of cloning techology have four arms.
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)

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)




Inventory:
Spoiler (click to show/hide)

Agriculture Module Status:
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 business 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.
Red Tape building services is now open for business. Equipped to build anything from walls to Towers to underground facilities.

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


Author Notes:
Spoiler (click to show/hide)
« Last Edit: April 02, 2012, 07:23:18 pm by Evil Lincoln »
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Cellmonk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #727 on: April 02, 2012, 07:27:55 pm »

Yay! This is back! :D

I vote that whatever our uniform turns out to be it should feature dramatic cloaks or capes.

Our logo should be the mythological Chimera.

For modules, yea, power and accommodation are the ones needed. But more importantly, we REALLY need to look into getting a library of useful old public domain animal genomes from earth!

agreed on all counts. the powerplant thing seems important though. I think we should consider getting as good as we can, and keep our basic as backup.

From the description I assume the plant is a simple steam powered concentrated solar array, with an option of heating the steam with flammables. Is there the possibility of using radioactive materials as a heat source, such as plutonium? If we find a uranium deposit, we could buy graphite, and construct a makeshift breeder pile. We could even pipe water through the pile, and back to the power plant. Then, we could separate out the plutonium using the bismuth phosphate method, or possibly something safer. That plutonium could be forged into rods, and then surrounded by platinum-rhodium thermocouples, for a constant mid voltage flow.

This would, of course, require us to be familiar with alloying, and be able to produce several chemicals in pure form. I suggest we attempt to form alcohol from a portion of our crops. Search for a possible yeast-like organism in the soil. do we have a microscope? If we get something that can break our food down into volatile hydrocarbons, we could distill it and use it to synthesize various chemicals

Edit: Is that smoke in the distance?

 

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Evil Lincoln

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #728 on: April 02, 2012, 07:39:05 pm »

Yay! This is back! :D

I vote that whatever our uniform turns out to be it should feature dramatic cloaks or capes.

Our logo should be the mythological Chimera.

For modules, yea, power and accommodation are the ones needed. But more importantly, we REALLY need to look into getting a library of useful old public domain animal genomes from earth!

agreed on all counts. the powerplant thing seems important though. I think we should consider getting as good as we can, and keep our basic as backup.

From the description I assume the plant is a simple steam powered concentrated solar array, with an option of heating the steam with flammables. Is there the possibility of using radioactive materials as a heat source, such as plutonium? If we find a uranium deposit, we could buy graphite, and construct a makeshift breeder pile. We could even pipe water through the pile, and back to the power plant. Then, we could separate out the plutonium using the bismuth phosphate method, or possibly something safer. That plutonium could be forged into rods, and then surrounded by platinum-rhodium thermocouples, for a constant mid voltage flow.

This would, of course, require us to be familiar with alloying, and be able to produce several chemicals in pure form. I suggest we attempt to form alcohol from a portion of our crops. Search for a possible yeast-like organism in the soil. do we have a microscope? If we get something that can break our food down into volatile hydrocarbons, we could distill it and use it to synthesize various chemicals

Edit: Is that smoke in the distance?
I don't think Ardin would know how to do any of those things, he's more of a genetics guy. Distilling alcohol would be fine though since that is high school science class stuff.

Also yes that's smoke it was explained back here: http://www.bay12forums.com/smf/index.php?topic=97703.msg2932395#msg2932395

EDIT: Also the power plants get energy from light through future tech (also known as magic).
« Last Edit: April 02, 2012, 07:44:04 pm by Evil Lincoln »
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Cellmonk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #729 on: April 02, 2012, 09:24:45 pm »

Thanks! that's good to know.

What training would a clone need to carefully and systematically excavate and record an archeological site? Might be useful later to wall the site off with cement or stone (or both) and send a few clones over to dig layer by layer, and send their findings back to base via electronic comunication.

Do our clones have walky talkies? Do we need to buy those?

Also, analyze the plant.

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Roboboy33

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #730 on: April 02, 2012, 10:17:04 pm »

Buy a basic mining module, so we can start making some metals.
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SHUT UP AND ENJOY THE CATS

▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

Lord Allagon

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #731 on: April 02, 2012, 10:21:44 pm »

Buy a basic mining module, so we can start making some metals.
Thanks! that's good to know.

What training would a clone need to carefully and systematically excavate and record an archeological site? Might be useful later to wall the site off with cement or stone (or both) and send a few clones over to dig layer by layer, and send their findings back to base via electronic comunication.

Do our clones have walky talkies? Do we need to buy those?

Also, analyze the plant.
+1
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Quote from: narhiril
Quote from: Putnam
Yes, they do not need booze, they can work entirely off of water.
Freaks.
Quote from: Kaplahworm
Quote from: Garath
I'm pretty sure he'd move diagonally if he could.
You would think that, but the guy thought encasing himself in fire was a good idea.
Quote from: Jake
I therefore wish rectal cancer on your senior management.

Roboboy33

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #732 on: April 02, 2012, 10:27:48 pm »

and get a catalouge of what attack animals Greg's teeth and claws are selling.
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▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

SHUT UP AND ENJOY THE CATS

▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

Lord Allagon

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #733 on: April 02, 2012, 10:33:52 pm »

and get a catalouge of what attack animals Greg's teeth and claws are selling.
I support that as well.
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Quote from: narhiril
Quote from: Putnam
Yes, they do not need booze, they can work entirely off of water.
Freaks.
Quote from: Kaplahworm
Quote from: Garath
I'm pretty sure he'd move diagonally if he could.
You would think that, but the guy thought encasing himself in fire was a good idea.
Quote from: Jake
I therefore wish rectal cancer on your senior management.

Talvara

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Re: Turn 51
« Reply #734 on: April 03, 2012, 04:57:33 am »

Turn 52
Omnicorp Catalouge:

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)


I still advocate getting us some mobility in the form of either an omnicorp buggy or an omnicorp combat Buggy, We'd be able to explore further and collect more delicious samples
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