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Author Topic: Build a Colony: An educated adventure.  (Read 74369 times)

ansontan2000

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Re: Turn 51
« Reply #735 on: April 03, 2012, 05:41:37 am »


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

Agreed.
« Last Edit: April 03, 2012, 10:05:52 am by ansontan2000 »
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Dragor23

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #736 on: April 03, 2012, 08:56:04 am »

Yes, an omnicorp combat buggy is a good investment.


And why don't we make some concrete and make the fence to a handy wall?
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Deamonpies

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #737 on: April 03, 2012, 09:15:45 am »

It jsut makes concrete powder so we would need some more barrels and then use some minions to fetch the water.

It is doable but we may need more clones then we can spare, or more wood to make enough barrels.
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Armok

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #738 on: April 03, 2012, 11:19:46 am »

We probably should invest in that warehouse, as well as some of the electronics related blueprints.
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Shades

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #739 on: April 03, 2012, 11:36:36 am »

We probably should invest in that warehouse, as well as some of the electronics related blueprints.

If we went with the buggy, rather than the combat buggy, then we could afford the warehouse investment as well as both the electric pump and wires blueprint to give us toys to play with.
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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #740 on: April 03, 2012, 11:48:43 am »

Yeah I don't think we need a combat buggy. We have clones which can carry rifles, no need for a mounted one. Warehouse is more important for us really
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Talvara

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #741 on: April 03, 2012, 12:36:29 pm »

We probably should invest in that warehouse, as well as some of the electronics related blueprints.

If we went with the buggy, rather than the combat buggy, then we could afford the warehouse investment as well as both the electric pump and wires blueprint to give us toys to play with.

sounds good to me.
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Kashyyk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #742 on: April 03, 2012, 01:41:51 pm »

I disagree, a combat buggy gives both an extra seat, and a big gun on it. And the upgrade costs less than a basic rifle, which I can only assume the mounted one is better than.
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Roboboy33

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #743 on: April 03, 2012, 02:19:07 pm »

We dont have enough money for a buggy with the basic mining module were getting.
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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #744 on: April 03, 2012, 02:25:29 pm »

I disagree, a combat buggy gives both an extra seat, and a big gun on it. And the upgrade costs less than a basic rifle, which I can only assume the mounted one is better than.
The point being made isn't that the combat buggy is a bad deal, its that we don't need it.
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Talvara

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #745 on: April 03, 2012, 02:41:58 pm »

We dont have enough money for a buggy with the basic mining module were getting.

Don't we already have a mining module? (or is there a difference between the mining module we have (its in the buildings spoiler)and the basic mining module in the catalog)
so no worries there.

A buggy would allow us to cover more land and get more bio data, hopefully since its still early colonisation that bio-Data can be sold for quick profits.

Those Ruins and our dreams have me a little worried about some native slumbering inteligence... having a big gun would be nice, but those blueprints the other guys want could be usefull aswell.
« Last Edit: April 03, 2012, 02:49:39 pm by Talvara »
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Armok

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #746 on: April 03, 2012, 03:05:06 pm »

> native slumbering intelligence: if we're even slightly genre savvy, we should clearly signal to it that we didn't know about it until now, that we now know about it and wont do anything it makes it clear it does not want and have good intentions, and that we can be of great use to it.

Making a lobster wolf clone without the standard tameness and loyalty modifications, still keeeping any feture that might play a role in linking it up to the hivemind, but with brain and speech upgrades and maybe whatever education covers diplomacy and forst contact, and then realasing it into the wild might be a good way to do this.
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Roboboy33

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #747 on: April 03, 2012, 03:07:42 pm »

Do we already have a mining module? Why isnt it smelting ores then? :/
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Lord Allagon

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #748 on: April 03, 2012, 05:56:29 pm »

We probably should invest in that warehouse, as well as some of the electronics related blueprints.

If we went with the buggy, rather than the combat buggy, then we could afford the warehouse investment as well as both the electric pump and wires blueprint to give us toys to play with.
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Evil Lincoln

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #749 on: April 03, 2012, 09:55:01 pm »

Turn 71
Colony:
Spoiler (click to show/hide)

The colonytech shuttle is hovering above the colony. You recieve a message from them saying that they need location to drop the module.

The clones you sent to plant sprouts have returned! They say that they planted about 50.

You consider begining an excavation on those ruins, you think a science + manager clone would be able to run it easily on their own.

You contact redtape and agree to the construction of the previously discused warehouse. They have sent a team and they say you can expect it to be completed by tommorow. (-600yl)

You also purchase the electric pump and wire blueprints form colonytech ((-220yl).

You have 845 yollars left. it occurs to you that you could use this to purchase an omnicorp buggy. You don't buy it straight away however as the combat version only costs 200 more and you might be able to sell some uneeded things to get the money.

It would seem that colonytech has greatly lowered it's price on weapons. Judging from the new ad it is probabley because of Impex opening shop.

You also scan the new plant you found.
Scan:
Spoiler (click to show/hide)
Nothing new but at least you know it won't kill you.

Finaly you get a list of animals you can purchase from Greg's teeth and claws.


You currently have 845 yollars


5 turns until Night

Power: 3.3 (+1/-0.5)


Greg's Teeth and Claws:
NameSizeLimbsDescriptionPrice
Bantha CowLarge6
Spoiler (click to show/hide)
300
Greater LobsterwolfLarge Medium6
Spoiler (click to show/hide)
Not availbe to due technical difficulties.
Bug HoundMedium4
Spoiler (click to show/hide)
180
DiggerMedium6
Spoiler (click to show/hide)
130
MonkonidSmall6
Spoiler (click to show/hide)
90
Bug FoxSmall4
Spoiler (click to show/hide)
50
And along with these fine animals you can also purchase the blueprints to provide them with armour for only 85yl!


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 Laser802
Spoiler (click to show/hide)
Normal Laser1404
Spoiler (click to show/hide)
Enhanced Laser3006
Spoiler (click to show/hide)
Machete502
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.
Red Tape building services is now open for business. Equipped to build anything from walls to Towers to underground facilities.

*new*

The Impex corporation's factories have been completed so submit a query and recieve a full catalouge of our fine weapons, defensive turrents, body armour, exoskeletons and mechs!

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


Author Notes:
Spoiler (click to show/hide)
« Last Edit: April 05, 2012, 08:02:39 pm by Evil Lincoln »
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