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Author Topic: Build a Colony: An educated adventure.  (Read 74314 times)

Dragor23

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #780 on: April 08, 2012, 08:36:54 am »

I was going to update today but i ran into some difficulties* when I tried to put uniforms on the clones.

*see also: 'weird shit'

Also i'm glad to see that you all approve of the uniforms (even if they are freaking flash out).

They have capes. Man, capes are cool.
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Evil Lincoln

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #781 on: April 09, 2012, 07:00:57 am »

Turn 73
Colony:
Spoiler (click to show/hide)

You make a pump and five pump sections for the future water supply project and tell the miners to dig down towards the silicon deposit. When suddenly you hear the cloning module's 'ting', announcing a completed clone. You see the horrible mass of flesh and know that the Minnion experiment was clearly a failure. The fleshy mess laughs at you as you consider what went wrong. You think you can either extend the time the module gives for the Minnion to grow or you can use 2 more nutrients to grow them to fix the problem. You'll also have to do something about that insane laughter to, if it is genetic that is, being a blob of flesh with two brains might have just sent the poor creature insane.

While staring at the clone you are startled by a combat clone telling you have a visitor. It is the Red-tape construction manager. He says that they landed to the west, his workers are just getting the equipment ready and he came to ask you where you want the warehouse built.

The warehouse must cover 3 tiles in a row:
Spoiler (click to show/hide)

Finaly you consider branding your clones with your new logo. You think that you could bend some metal wires into a branding iron easily enough, or you could even geneticaly modify a birthmark onto their skin! Although it would probabley be quicker and safer to use the attachment on the cloning module to brand them. The tool on the cloning module allows you to painlessly apply markings onto clones. Painless because after coming wet and squishy out of a tube being branded with a hot iron is extremely painful.


You currently have 0 yollars


3 turns until Night

Power: 8.3 (+3/-0.5)


Impex:

Armour
NameCostDescription
Impex M1 body armour120
Spoiler (click to show/hide)
Impex M2 body armour180
Spoiler (click to show/hide)
Impex M3 body armour220
Spoiler (click to show/hide)
Impex M1 Exosuit350
Spoiler (click to show/hide)

Weapons
NameCostDescription
Impex Laser rifle M170
Spoiler (click to show/hide)
Impex Laser rifle M2170
Spoiler (click to show/hide)
Railgun Amunition20
Spoiler (click to show/hide)
Impex Revolver100
Spoiler (click to show/hide)
Impex Assult Rifle210
Spoiler (click to show/hide)
Impex Genade M110
Spoiler (click to show/hide)
Impex High eplosive100
Spoiler (click to show/hide)
Laser enplacment360
Spoiler (click to show/hide)

Vehicles
NameCostDescription
Impex Bike300
Spoiler (click to show/hide)
Impex Bomber7200
Spoiler (click to show/hide)
Impex Standard Mech1200
Spoiler (click to show/hide)
Impex Light Combat Mech1700
Spoiler (click to show/hide)



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.
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 10, 2012, 07:32:18 pm by Evil Lincoln »
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Kashyyk

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #782 on: April 09, 2012, 07:36:11 am »

I suggest B4,5 & 6 as Warehouse location.

And we need five more proteins for the Cloning Module. I say we should put some of that Greater Lobster Wolf in there (I assume that's the dead thing in our storage pile?)
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Tiruin

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #783 on: April 09, 2012, 07:56:24 am »

Decide not to use clone branding, this is beneath you.

Also, find a way to make use of the...'rejected' clone. Analyze it's components and...try to discern it's attitude.
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Talvara

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #784 on: April 09, 2012, 08:41:01 am »

I suggest B4,5 & 6 as Warehouse location.

And we need five more proteins for the Cloning Module. I say we should put some of that Greater Lobster Wolf in there (I assume that's the dead thing in our storage pile?)

if we'd ever want to run an above ground waterline from the west stream, that would give some complications.

so for the warehouse
if possible I'd suggest b4,c4,d4 instead with the entrance at c4 facing south.


I have nothing against marking, but branding seems a bit barbaric.

also be sure to offer the workers from Redtape a beverage. or atleast something to snack on. I believe such is the standard protocol when hosting workers.
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Taricus

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #785 on: April 09, 2012, 08:42:14 am »

Instead of having a small, readily identifiable mark, why don't we tatoo the entire body of the clones, and hide our logo within the design?
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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #786 on: April 09, 2012, 08:58:55 am »

Throw the clone failure back into the nutrient hopper and grow a new clone.
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Armok

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #787 on: April 09, 2012, 09:08:06 am »

> do the 2 more nutrient thing and try again.
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kopout

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #788 on: April 09, 2012, 10:42:43 am »

Set a basic clone to makeing Concrete
Have a worker Goro  dig a ditch towreds the river.
Begin plans for a clone that can produce radio waves posibly using bioelectricity
I vote for placing the werehose on J 7,8,and 9
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"Karl Marx: Family jewels"
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Roboboy33

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #789 on: April 09, 2012, 01:42:13 pm »

Set a basic clone to makeing Concrete
Have a worker Goro  dig a ditch towreds the river.
Begin plans for a clone that can produce radio waves posibly using bioelectricity
I vote for placing the werehose on J 7,8,and 9
+1 To warehouse placement
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SHUT UP AND ENJOY THE CATS

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forsaken1111

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #790 on: April 09, 2012, 02:40:01 pm »

+1 to placing the warehouse in J7-J9
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Deamonpies

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #791 on: April 09, 2012, 02:43:05 pm »

Set a basic clone to makeing Concrete

However it is only concrete powder without the water.

And we don't have spare water.

So we should make a couple more barrels and then after this night send some clones to fetch water. Or just wait until we divert the river over here, however that could take a while and I think that better defenses should be a priority.
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Roboboy33

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #792 on: April 09, 2012, 03:21:18 pm »

The grid letters skip D.
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SHUT UP AND ENJOY THE CATS

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Hubris Incalculable

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #793 on: April 09, 2012, 04:25:51 pm »

I suggest h-j,3 for warehouse
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kopout

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Re: Build a Colony: An educated adventure. (It lives again!)
« Reply #794 on: April 09, 2012, 05:22:58 pm »

could we have lists of all the plants and animals we have catloged in the inventory section? It would be quite helpful.
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"Karl Marx: Family jewels"
"Everyone's equally less rich than me!"
Quote from: Lezard
...although I've been having so much fun failing at this I just about forgot what my original aim was.
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