Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: filiusenox on January 09, 2011, 11:15:27 pm

Title: Colonizer.net
Post by: filiusenox on January 09, 2011, 11:15:27 pm
{BOOT_PROCESS_ENGAGED}
Welcome to colonizer.net
Your civilazation's leading colonisation control center.
You are one of the many colonisation managers.
Your job is to build a colony on whatever planet your boss has told you to.
Hundreds of poor sods are under your direct control. Don't mess it up!

What race are you again?

Spoiler: "Feires" (click to show/hide)

Spoiler: "Darlats" (click to show/hide)

Spoiler:  "Reretai" (click to show/hide)

Spoiler: "Clarokians" (click to show/hide)


((This game will have war, strange native creatures, or things that dwell in anceint ruins as well as mining building and some uncomplicated genetic engineering.
Pick wisely you can't change your race once you picked))
Title: Re: Coloniser.net
Post by: ggamer on January 09, 2011, 11:38:08 pm
Feires
Title: Re: Coloniser.net
Post by: Hugehead on January 10, 2011, 12:01:03 am
Feires.
Title: Re: Coloniser.net
Post by: Tarran on January 10, 2011, 12:04:55 am
Clarokians.

Also, filiusenox, you mind using a larger text size or un-bolding your text? It looks horrible and it takes some effort to read correctly.
Title: Re: Coloniser.net
Post by: Taricus on January 10, 2011, 12:06:14 am
Clarokians.
Title: Re: Coloniser.net
Post by: Ochita on January 10, 2011, 02:41:12 am
Clarokians.
Title: Re: Coloniser.net
Post by: Demonic Spoon on January 10, 2011, 02:48:45 am
Reretai
Title: Re: Coloniser.net
Post by: V-Norrec on January 10, 2011, 03:03:11 am
Darlats
Title: Re: Coloniser.net
Post by: lemon10 on January 10, 2011, 03:04:54 am
Darlats
Title: Re: Coloniser.net
Post by: Pillow_Killer on January 10, 2011, 10:06:29 am
Reretai
Title: Re: Coloniser.net
Post by: x2yzh9 on January 10, 2011, 11:16:32 am
Clarokians.
Title: Re: Coloniser.net
Post by: USEC_OFFICER on January 10, 2011, 01:33:37 pm
Reretai
Title: Re: Coloniser.net
Post by: filiusenox on January 10, 2011, 02:59:01 pm

Clarokians right. How could you have ever forgotton your own race?
Your currently drifting in a ship that has fuel to travel to one of four systems.
Which one should your race colonise or travel to?
Spoiler: Diplomatic Relations (click to show/hide)

Spoiler: Colony and Fleet Info (click to show/hide)


Spoiler: 214 (click to show/hide)

Spoiler: 215 (click to show/hide)

Spoiler: 216 (click to show/hide)

Spoiler: 217 (click to show/hide)
Title: Re: Coloniser.net
Post by: ggamer on January 10, 2011, 03:06:21 pm
216.
Title: Re: Coloniser.net
Post by: Pillow_Killer on January 10, 2011, 03:25:59 pm
214
Title: Re: Coloniser.net
Post by: Tarran on January 10, 2011, 04:04:52 pm
214 will give us a good mix of diplomacy, terraforming, and dual-star chaos.
Title: Re: Coloniser.net
Post by: USEC_OFFICER on January 10, 2011, 05:11:23 pm
214
Title: Re: Coloniser.net
Post by: Shootandrun on January 10, 2011, 05:19:48 pm
214
Title: Re: Coloniser.net
Post by: x2yzh9 on January 10, 2011, 05:21:27 pm
214
Title: Re: Coloniser.net
Post by: V-Norrec on January 10, 2011, 05:30:43 pm
I'll go ahead and say 217 is the best place to start an empire from in all probability, but it looks like the majority is against me.
Title: Re: Coloniser.net
Post by: Taricus on January 10, 2011, 06:53:54 pm
214
Title: Re: Coloniser.net
Post by: Tarran on January 10, 2011, 07:21:38 pm
I'll go ahead and say 217 is the best place to start an empire from in all probability, but it looks like the majority is against me.
All the planets are rocky, though, so it will be tough to survive in 217. Plus, there's nobody around, so we won't get to taste diplomacy for a while there. The strange energy signature is tempting, but the system just has more negatives than pluses in my opinion.
Title: Re: Colonizer.net
Post by: filiusenox on January 10, 2011, 07:30:48 pm
You set your course to 214.
The ship speeds up for a moment, making it feel like everything just rushed to the back of your skull.
And then slows as a large message begins to blink on the ship's status screens:
{Out_Of_Fuel.}
Spoiler: Current Inventory (click to show/hide)
What do you do?
Any questions?
Title: Re: Colonizer.net
Post by: Repulsion on January 10, 2011, 07:39:25 pm
  One question: I assume we are at 214? Or have we run out of fuel at a different place?
Title: Re: Colonizer.net
Post by: Tarran on January 10, 2011, 07:41:27 pm
Question: Do we have any scanners to detect which planet the civilization is on?
Title: Re: Colonizer.net
Post by: Shootandrun on January 10, 2011, 07:56:33 pm
Bring the two space to ground vessels on the planet without civilization (if we know wich one it is...), of course filled with max people, weaponry, housing kits, water purifiers and greenhouse kit. Go in a plain, near of a forest  and a river. Ask the 40 people down there to start building a little base, a place where it will be possible to land safely. Organize a defense perimeter. Send probes so scout the surroundings.
On the ship, start repairing the other Space to ground vehicles.

EDIT: changed the part with probes.
Title: Re: Colonizer.net
Post by: filiusenox on January 10, 2011, 08:17:44 pm
((@Repulsion: Yes
@Tarran: The probes can tell you everything you need to know about a planet if launched towards one.
They cannot however build or mine.
[214,II] Is uninhabited.

You almost tell the overeager colonists to begin settlement but you don't even know what type of atmosphere there is or what type of organisms exist on the planet.))
Title: Re: Colonizer.net
Post by: Taricus on January 10, 2011, 08:21:52 pm
Launch probes towards all planets
Title: Re: Colonizer.net
Post by: Tarran on January 10, 2011, 08:23:09 pm
And steer the ship so it slowly gets closer to the second planet.
Title: Re: Colonizer.net
Post by: filiusenox on January 10, 2011, 08:48:14 pm
You launch four probes simultaneously.
The rocky planets info comes in first.
Spoiler: IV (click to show/hide)
Spoiler: III (click to show/hide)
Spoiler: II (click to show/hide)
Spoiler: I (click to show/hide)

You manipilate the heavy and bulky controls so that you drift closer to [214,II] you'll be there in a turn.
You can see the planet in the observation deck.
Spoiler: Image (click to show/hide)
So what do you do?
Title: Re: Colonizer.net
Post by: x2yzh9 on January 10, 2011, 09:15:59 pm
(http://i51.tinypic.com/sbnibn.jpg)
What program did you use for that?
Title: Re: Colonizer.net
Post by: Tarran on January 10, 2011, 09:25:14 pm
Hm, the second planet's got something interesting on it. I say we start building a colony.

Try to find a flat area with as little native life as possible. Preferably with running water around. Start transferring everything to that colony. Weapons and people first in case of native lifeforms attacking.
Title: Re: Colonizer.net
Post by: Ricky on January 10, 2011, 09:31:17 pm
figure out more information on the civilization
Title: Re: Colonizer.net
Post by: filiusenox on January 10, 2011, 09:33:53 pm
((Oh crap i forgot to mention. Thanks to this site for the world: http://donjon.bin.sh/world/ (http://donjon.bin.sh/world/). Had to edit it a bit though.
The space to planet ships are one way.))
You can't find out more about the dead civilization from here, even with probes.

You order the selected colonists to the two ships with standard kits and then launch them to set up a forward base and start work but be careful, correct?
((Needs atleast two votes.))
Title: Re: Colonizer.net
Post by: Taricus on January 10, 2011, 09:35:10 pm
Try to find a flat area with as little native life as possible. Preferably with running water around. Start transferring everything to that colony. Weapons and people first in case of native lifeforms attacking.
Title: Re: Colonizer.net
Post by: Tarran on January 10, 2011, 09:37:17 pm
You order the selected colonists to the two ships with standard kits and then launch them to set up a forward base and start work but be careful, correct?
Yes. If the colonists report any disease or bacteria dangers, stop transfers. If any native lifeforms attack, bring in more people and weapons to fight.
Title: Re: Colonizer.net
Post by: Pillow_Killer on January 10, 2011, 10:20:55 pm
Try to find a flat area with as little native life as possible. Preferably with running water around. Start transferring everything to that colony. Weapons and people first in case of native lifeforms attacking.
Title: Re: Colonizer.net
Post by: filiusenox on January 10, 2011, 10:44:17 pm
The landers launch much to the cheering of your people but some of them look confused.
The advanced party lands on a wide flat plain near a bubbling brook and you switch the moniter in the center of the building to the party leader's cam. They quickly form a defensive perimeter while several work on unpacking the kits and other objects from the lander.
They seem to be done.
You seemed to remember that the entire ship can be used as a lander. But it would require atleast one unit of fuel.
Night begins to fall on Planet [214,II].
What do you do?
Title: Re: Colonizer.net
Post by: Tarran on January 10, 2011, 10:50:50 pm
Have the colonists take somewhat-defensive positions around and have a few stay awake every two hours. If the colonists are feeling up to it, have them take out binoculars and start scoping out the nearby terrain.

Have the colony ship's technicians try to make the ship to use solar energy for fuel instead of actual fuel.
Title: Re: Colonizer.net
Post by: Taricus on January 10, 2011, 10:52:44 pm
Have the colonists take somewhat-defensive positions around and have a few stay awake every two hours. If the colonists are feeling up to it, have them take out binoculars and start scoping out the nearby terrain.

Have the colony ship's technicians try to make the ship to use solar energy for fuel instead of actual fuel.

Title: Re: Colonizer.net
Post by: x2yzh9 on January 10, 2011, 10:57:41 pm
Have the colonists take somewhat-defensive positions around and have a few stay awake every two hours. If the colonists are feeling up to it, have them take out binoculars and start scoping out the nearby terrain.

Have the colony ship's technicians try to make the ship to use solar energy for fuel instead of actual fuel.

Title: Re: Colonizer.net
Post by: Pillow_Killer on January 10, 2011, 11:01:25 pm
Have the colonists take somewhat-defensive positions around and have a few stay awake every two hours. If the colonists are feeling up to it, have them take out binoculars and start scoping out the nearby terrain.

Have the colony ship's technicians try to make the ship to use solar energy for fuel instead of actual fuel.

Title: Re: Colonizer.net
Post by: filiusenox on January 10, 2011, 11:09:18 pm
Four Advanced Party members head out. They wander southward while the others sit around a lamp and tell stories of what they are going to do on this new world with a few of the more wise ones sitting around the lamp looking outward.
Suddenly loud screaming starts toward the south followed by the sound of frantic chaingun fire. The gunfire abruptly stops.(You have thirty-six advanced party members left)
Everybody is facing outward now, guns at the ready.
Thankfully nothing happens.
Its a new day on [214,II].

A small fire started on the Colonizer because mechanics attempted to hook up the power couplings into the main engine systems. The fire was oxygen starved before it destroyed anything important.
Three more landers are operational.
What do you do?
Title: Re: Colonizer.net
Post by: Tarran on January 10, 2011, 11:15:42 pm
Send 20 colonists armed with weapons to check out where the missing party used to be. Exercise caution.

The rest will take out shovels(but with guns at the ready) and ready(flatten) the ground for buildings with one or two taking watch.

Send a lander filled with housing kits, another filled with a greenhouse kit, and finally another filled with people down to the surface.
Title: Re: Colonizer.net
Post by: Burnt Pies on January 10, 2011, 11:22:13 pm
Burn all nearby vegetation. Check ground for evidence of burrowing creatures before going anywhere/landing any more people.
Title: Re: Colonizer.net
Post by: V-Norrec on January 11, 2011, 01:09:07 am
Burn all nearby vegetation. Check ground for evidence of burrowing creatures before going anywhere/landing any more people.

If that place is uninhabitable due to huge creatures, we're going to want to know before we send anything else down.
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 01:13:29 am
Burn all nearby vegetation. Check ground for evidence of burrowing creatures before going anywhere/landing any more people.

If that place is uninhabitable due to huge creatures, we're going to want to know before we send anything else down.
Fine, fine, go ahead. I have no objections.
Title: Re: Colonizer.net
Post by: Pillow_Killer on January 11, 2011, 07:20:05 am
Burn all nearby vegetation. Check ground for evidence of burrowing creatures before going anywhere/landing any more people.
Title: Re: Colonizer.net
Post by: USEC_OFFICER on January 11, 2011, 10:24:37 am
Burn all nearby vegetation. Check ground for evidence of burrowing creatures before going anywhere/landing any more people.
Title: Re: Colonizer.net
Post by: x2yzh9 on January 11, 2011, 10:34:14 am
Burn all nearby vegetation. Check ground for evidence of burrowing creatures before going anywhere/landing any more people.
Title: Re: Colonizer.net
Post by: Pillow_Killer on January 11, 2011, 10:55:49 am
In fact, I propose this: Burn out all the growth in radius of five kilometers from the landing point, lay a concrete foundation to prevent any burrowing thing, wall it up, begin colony on that, and set up area denial around the perimeter, so that any wildlife is then killed if it dares to walk out.
Nobody will probably accept this this turn, but maybe we can do that next turn?
Title: Re: Colonizer.net
Post by: Ricky on January 11, 2011, 12:32:07 pm
unless there are killer funguses, i dont see the point in beefing up defenses

then again, that civilization IS extinct
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 01:36:18 pm
;D

A few members of the advanced party head to the south.
What they find is not pretty.
A blubbering survivor is found in a large hole. His lower body is mangled pile of fleshy threads and pieces of small meat.
A.P. Leader puts a few bullets in him. It was the kind thing to do.
They hike it back to the landers with guns at the ready. Thankfully nothing of interest happens. Except that one of you people finds some delicious edible berries.
Twenty A.P. members begin to flatten the land around the landers with shovels. Then using the housing kit’s concrete mix packs they lay fast drying concrete in a  five kilometers perimeter around the Lander and the pile of supplies.
The A.P. leader gets the last remaining cryofreezer (Your people's last war was with the Fieres.) and freezes everything in a five kilometer perimeter around the concrete.
A few people their eat rations.
Two more days before the A.P.’s rations run out.
Night is falling on [214,II]

The spaceship has been gripped by a massive party as the people onboard look at the breathtaking pictures of their new home.
(The population will start to rise in seven months.)
You even got a bit drunk, but then sobered up when you heard the report about the dead Clarokians.
Nothing is ever easy is it?
*KLUNG*
A 3d image of a large bottleshaped object magnetically attaching itself to the colonizer appears on one of your computer screens.
A space probe has attached itself to your Colonizer.(A ship will arrive in four turns.)
So what do you do?

((Random.org isn't making this easy for yoy. Its making alot of stuff happen to you.))
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 01:43:29 pm
Uh oh, that can't be good.

Get a few guys outside and get them trying to remove the space probe.

The colonists will stay on top of the concrete and will take watches like last night. This time leaving camp is forbidden.
Title: Re: Colonizer.net
Post by: Burnt Pies on January 11, 2011, 01:51:31 pm
Attempt to start Mining some basic raw materials to trade. When the other ship arrives, we may be able to trade for more Fuel.
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 01:55:26 pm
Attempt to start Mining some basic raw materials to trade.
At night?! Sir, I do hope you remember what happened last time at night. Plus I don't think the landers are two-way. ((Are they filiusenox?))

When the other ship arrives, we may be able to trade for more Fuel.
Or we may be able to trade our lives for plasma. That's always another possibility. And anyway, I don't think a few raw materials would be able to purchase much fuel.
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 02:03:57 pm
((Landers are one way and you do have a huge supply of weapons, about 100 units of them.))
Title: Re: Colonizer.net
Post by: Pillow_Killer on January 11, 2011, 02:19:42 pm
Uh oh, that can't be good.

Get a few guys outside and get them trying to remove the space probe.

The colonists will stay on top of the concrete and will take watches like last night. This time leaving camp is forbidden. While defending, attempt to set up an AA battery, and if not possible, at least some cover.

Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 02:20:59 pm
(You can trade weapons. And you don't even know if the ship is hostile.)
Title: Re: Colonizer.net
Post by: V-Norrec on January 11, 2011, 02:23:36 pm
Set up the Greenhouse and begin preparing foodz!
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 02:43:13 pm
Thirteen members of advanced party sets up the greenhouses and plants the nurtagrain seeds.
Food will be up in five days.
No one is hurt, except for a member of your race that accidently drills through his hand.
A.p. leader stitches him up, he'll be fine in a week or so if infection doesn't set in.
Its daytime on [214,II]

You send a mechanic out to remove the probe, but he only manages to get stunned and activate the probe's hull drill system.
It burrows into the hull and makes it even more harder to remove.
So what do you do?

((You guys need to name the planet, yourself and A.P. leader.))


Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 06:36:02 pm
Seal off the section that the probe is on, then order a mechanic to take out an explosive charge, set it up on the probe, run, and detonate it.

Have the advance party set up buildings. If everything is already set up, have them disassemble the landers for parts.


Planet 214 II: Shar'yar
Title: Re: Colonizer.net
Post by: USEC_OFFICER on January 11, 2011, 06:37:40 pm
Geez, doesn't the A.P. Leader have a name already?

Planet 214 II: Shar'yar

Seconded.

(Also, shouldn't it be (Star System) 214 Planet II?)
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 06:42:08 pm
(Also, shouldn't it be (Star System) 214 Planet II?)
It doesn't really matter. It's basically the same.
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 06:56:40 pm
The A.P. leader whose name you just remembered to be Lori'ca, orders the building of the kits. A few drowsy Clarokians start to mutter angrily then they notice that Lori'ca is a rather large person with a cryofreezer in his hand.
The buildings go up pretty fast after that.
A few members of the party, under heavy guard, gather two units of edible berries.
Enough to feed the team if they ration it a bit.
Night is falling on Shar'yar

Locking the room that the probe is attached to, a mechanic goes out and straps a fusion bomb-one of your precious few- to the probe and sets it off.
The bomb cleanly destroys both the probe and the room that it was attached to.(A tic of damage has been removed from the over all health of the ship)
You drink to this occasion and decide to name the planet Shar'yar.
Rolls right off the tongue that one.
So what do you do?
Spoiler: Personal status (click to show/hide)
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 07:05:07 pm
Advanced party does what it does to survive until the next day.

Do we need the fuel to prevent us from going boom when trying to land? Or do we need it just to get the ship going towards the planet? If yes to the latter, will using a fusion bomb give us the necessary boost to get the colony ship onto the ground?
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 07:22:53 pm
((You need fuel to fly the ship into the site and to manipulate it into the citidel manuaver.))
You order the A.P. members to rest and survive the night while you bed down for a bit of sleep.
((You are now in control of Lori'ca, time will pass in actions.))
Screams and gunfire surround you.
You jump up.
Title: Re: Colonizer.net
Post by: USEC_OFFICER on January 11, 2011, 07:32:54 pm
Check the screams/gunfire out.

(Pretty obvious, really.)

Oh, and don't forget to grab a weapon first.
Title: Re: Colonizer.net
Post by: xtank5 on January 11, 2011, 07:35:56 pm
Find out what is causing the screams and end it.
Oh, and don't forget to grab a weapon first.

What exactly is the Citadel Maneuver?  I assume it's positioning the ship to act as a citadel for your people, but what exactly does it entail?
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 08:53:10 pm
You pick up your cryoblaster and jog toward the edge of the concrete.
Spoiler (click to show/hide)
Oh Clen.
What do you do?

((I suggest have bad flashbacks of the war with the Fieres.))
Title: Re: Colonizer.net
Post by: V-Norrec on January 11, 2011, 09:05:34 pm
HAVE EXISTENTIAL CRISIS CAUSED BY BAD FLASHBACKS OF WAR WITH FIERES!
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 09:08:44 pm
Oh god, THEY'RE UNDER THE GROUND!

(cookie if you get the reference, a smack to the face for missing a classic (http://en.wikipedia.org/wiki/Tremors_%28film%29)[in my opinion] if you don't.)

Anyway:
HAVE EXISTENTIAL CRISIS CAUSED BY BAD FLASHBACKS OF WAR WITH FIERES!
This.
Title: Re: Colonizer.net
Post by: xtank5 on January 11, 2011, 09:41:25 pm
Have bad flashbacks of the war with the Fieres.
Kill the enemy with !!FIRE!!!
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 10:06:32 pm
((10/10 lucky you, if you got 5 or lower you would have been frozen to the spot with fear. if you gotten a six, you would have went to war anyway but afterward Lori'ca would have killed all of advanced party.))
...Eyes burn with stinging sweat...
Your body works without prompt, freezing the beastie without a single thought, tossing aside the cryo-blaster. You stoop and pick up a chaingun from a fallen comrade and pepper one that was about to rip apart a young female Clarokian.
You manage to turn another six into mincemeat before the gun runs out of ammo.
...Just kids…
You grab a chaingun out of the hands of a panicky Clarokian who is screaming “THEY’RE UNDER THE CLEN-DAMNED GROUND.”
You shred your way through the enemy without remorse, without mercy, and without regret.
...Your not a solider, you’re a nemesis.…
The things retreat, leaving their dead and dieing behind…
You pass out…
You wake up…
Your head hurts and you can’t open your right eye, but other then that you seem to have all your appendages.
“Sir? Are you okay?” its that young female you saved,
“How many fingers am I holding up?”
What do you do?

Title: Re: Colonizer.net
Post by: Pillow_Killer on January 11, 2011, 10:08:07 pm
Kick her in the groin, grab her gun and shoot all those damn FIERES! THEY ARE AROUND YOU AHH FIRE FIRE FIRE
Title: Re: Colonizer.net
Post by: xtank5 on January 11, 2011, 10:09:30 pm
Ask what happened.
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 10:10:52 pm
Kick her in the groin, grab her gun and shoot all those damn FIERES! THEY ARE AROUND YOU AHH FIRE FIRE FIRE
No.

Ask what happened.
Yes.

Also, ask how many of us are left.
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 10:30:56 pm
You scream and attempt to attack her.
But you seemed to be tied down.
You struggle against your bonds before realizing the battle is over...
"Three. May I ask what the hell happened?"
"Some of the watchers  took a smoke break and then these things, they burrowed up and started attacking, most of these kids didn't know what end of a gun to point, so they scattered-"
"How many dead?"
"Fourteen."
"Wounded?"
"Ten and the comlinks are busted."
"#$@!"
She nods solemnly then looks at you again with a curiosity written on her face.
"Where you at the fall of the Crucible?"
What do you say?

((The citadel maneuver is where the ship, which is horizontal now is put vertically and then slowly the engines are tuned down and the ship is put completely vertical and then secured. You have twelve able-bodied men total and ten wounded.))
Title: Re: Colonizer.net
Post by: xtank5 on January 11, 2011, 10:40:14 pm
I suppose there aren't any comms on the landers.
Build a metal fortress from the landers.
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 10:50:30 pm
I suppose there aren't any comms on the landers.
Build a metal fortress from the landers.
This.
Title: Re: Colonizer.net
Post by: Taricus on January 11, 2011, 10:51:21 pm
I suppose there aren't any comms on the landers.
Build a metal fortress from the landers.
This.
Title: Re: Colonizer.net
Post by: Pillow_Killer on January 11, 2011, 10:52:13 pm
Build a metal fortress from the ladders.
This.
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 10:57:07 pm
Build a metal fortress from the ladders Landers.
This.
Hey, no quote-vote-editing.
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 11:00:17 pm
You try to stand up but then you realize your still tied down.
She snickers.
"Can you untie me please so I can help with the wounded and protect the site?"
"No, everyone voted on it, your to stay tied up until we feel we can trust you."
What do you say? (You can't do anything.)
Title: Re: Colonizer.net
Post by: x2yzh9 on January 11, 2011, 11:04:36 pm
"If I wasn't there at that battle you'd all be dead, you can be sure of that. If you couldn't trust me and my intentions were really bad, then why the hell did I show up? Answer me that and I'll happily lay down and be cuffed, but I see no reason to be when what I did for you is save this colony."
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 11:13:09 pm
"You honestly all feel like you're better off tying me up? What are you, idiots? Ignoring my orders is one thing, but removing one set of hands that can wield a weapon is simply idiotic since we're stuck down here with no way to call for help. Do you all honestly distrust me that much? If so, then why the hell did you even allow me to be your leader in the first place?"
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 11:22:25 pm
"If I wasn't there at that battle you'd all be dead, you can be sure of that. If you couldn't trust me and my intentions were really bad, then why the hell did I show up? Answer me that and I'll happily lay down and be cuffed, but I see no reason to be when what I did for you is save this colony.You honestly all feel like you're better off tying me up? What are you, idiots? Ignoring my orders is one thing, but removing one set of hands that can wield a weapon is simply idiotic since we're stuck down here with no way to call for help. Do you all honestly distrust me that much? If so, then why the hell did you even allow me to be your leader in the first place?"
"Sweetheart,you killed twelve out of twenty of those things,you didn't blink when a MISSLE shot by your ear, you didn't jump back when one attempted to shred your guts open and you did it all with ONE EYE. I'm following peer pressure, EVERYBODY IS SCARED OF YOU. Now please tell me where you at the Fall Of The Crucible?" She begins to press down on your chest with the flat of her hand.
Its starting to hurt a bit.
Your hand twitches upward but the rope stops it from moving.
What do you do?
Title: Re: Colonizer.net
Post by: x2yzh9 on January 11, 2011, 11:25:47 pm
"No. I was on a troop transport nearby at the time, I only saw a glimpse of the disaster. We were being transported away to a different front;I've always wondered what happened there."
Title: Re: Colonizer.net
Post by: xtank5 on January 11, 2011, 11:26:41 pm
Explain your role at the Fall Of The Crucible.  Ask for a drink when done.

Also:

"Who the hell is firing missles so close to my head!!!!"
Title: Re: Colonizer.net
Post by: Taricus on January 11, 2011, 11:28:21 pm
Explain your role at the Fall Of The Crucible.  Ask for a drink when done.

Also:

"Who the hell is firing missles so close to my head!!!!"
This
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 11:30:11 pm
"Why are you SCARED of me? Personally, if one of you did that, I wouldn't TIE UP that person, I'd complement them! You're all either crazy, jealous, or just downright stupid. Why the hell did I take you on this mission? I'll be sure to remember this when the superiors get here.

As for your question, 'Fall Of The Crucible'? I've never heard of it."

PrePostEdit: GAH 3 NINJAS
Title: Re: Colonizer.net
Post by: filiusenox on January 11, 2011, 11:49:29 pm
((The Crucible was a massive alien artifact located on the home planet of the Clarokians. It was an energy receiver and storage unit in essence.  The Fieres decided to destroy it in order to destroy the base that was surrounding  it. Five hundred thousand Clarokains died, were ressurected by the blast then most of them died again. There is very few people alive now who remeber it or wish too.))
"No. I was on a troop transport nearby at the time, I only saw a glimpse of the disaster. We were being transported away to a different front; I’ve always wondered what happened there."
"Lair."
She points toward a scar or burn on your bare arm. Its large lettering proclaims Dwbaolf.
You hand twitches upward again, more violently this time.
You feel the urge to strangle something.
"I lead the battle at the Fall. For three days we fought and died. Bleeding and broken, but determined to keep the Crucible out of the hands of the Fieres. On the sixth night they broke through our ranks and pincer movemented us. Killing the last of us.. Then they destroyed it...Then all hell broke loose."
"How did it feel?"
"Like a nuclear bomb to the soul, then suddenly a feeling of utter ecstasy and agony...followed by the feeling of time turning on its head and doing a 360."
She looks at you intently wanting more details.
“Can I have a drink of something hard?”
You notice her gun is dangerously close to your hand.
You other hand twitches again and the urge to strangle her emerges once more.
What do you do?
Title: Re: Colonizer.net
Post by: Tarran on January 11, 2011, 11:55:17 pm
Tell her we have the strange urge to strangle her. Ask her if she can remove our restraints so we can strangle ourselves instead to remove the urge.

Why not?
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 12:25:01 am
Tell her we have the strange urge to strangle her.
Yes.

Ask her if she can remove our restraints so we can strangle ourselves instead to remove the urge.
No.

Calmly explain our strange urge.  Ask her to please remove her pistol for safety's sake. 
Order that samples of  the dead tremors be obtained.  For !!SCIENCE!! of course.
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 12:39:15 am
Ask her if she can remove our restraints so we can strangle ourselves instead to remove the urge.
No.
Well, at least I tried. :P
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 01:41:48 am
"Hey, do you have any sedatives? I have this strange urge to strangle you."
She stands up and steps a meter away then sits back down.
"Sorry, but we didn't bring any medical supplies for some reason."
"Oh?"
"Weird isn't it?" she seems perfectly calm, except for the fact that her hand is on the stock of Her chaingun.
“Yeah, since I’m a bit tied up at the moment can you fetch anybody that isn’t doing anything important?”
“Sure. I guess.”
A few minutes later the non-wounded and uncritically wounded surround you. Obviously intent on what you have to say.
“Collect some samples from the dead thingies, then you can FREKKING USE THE TRANSPORT’S COM TO CALL THE SHIP AND GET SOME REINFORCMENTS, then build a bit of  a wall around the camp with the metal from the landers.”
They all look a bit sheepish and then a hesitantly cut you loose then scurry off to do what you say.
All except for the young female Clarokian.
You stand up.
“What’s your name anyway?”
“She’ish and I'm to make sure you don't kill us all."
Her chaingun is drawn but is pointed at the ground.
Its morning.
What do you do?
Title: Re: Colonizer.net
Post by: V-Norrec on January 12, 2011, 01:45:08 am
Awesomely go check on the Greenhouse.  We wouldn't want that to be damaged from the attack.

As I side note, I hereby vote against any suggestions that equate to "strangle her"
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 01:52:22 am
As I side note, I hereby vote against any suggestions that equate to "strangle her"
Strangle her.

Yeah, you're right.

Also, check entire perimeter. Find the direction where they came on the hardest. We need to find the direction of the source, just in case these creatures are part of a hive.
Title: Re: Colonizer.net
Post by: Taricus on January 12, 2011, 02:01:02 am
As I side note, I hereby vote against any suggestions that equate to "strangle her"

Yeah, you're right.

Also, check entire perimeter. Find the direction where they came on the hardest. We need to find the direction of the source, just in case these creatures are part of a hive.
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 02:13:43 am
"Is the greenhouse okay?"
"Perfectly fine. A bullet hole in it but nothing important damaged."
You wander around and find that nost of them came from the north.
As you recall breifly while landing, a large jungle is to the north.
You decide to supervise the contstruction.
What do you do?


((Do you guys want to control the guy on the spaceship as well or just Lor'ica? If you want to control both i could just color one red and one blue.))
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 02:18:25 am
Both.

Lor'ica: Start a wall around the perimeter with heavy gun towers in the northern quarter. Also make sure the walls pointing north are twice as thick. Also try to get back in contact with the colony ship.

Colony ship guy: Get mechanics to attempt to modify one of the two remaining landers(or both if they get the chance) so they can go back to the colony ship from the surface.
Title: Re: Colonizer.net
Post by: Taricus on January 12, 2011, 03:17:58 am
Both.

Lor'ica: Start a wall around the perimeter with heavy gun towers in the northern quarter. Also make sure the walls pointing north are twice as thick. Also try to get back in contact with the colony ship.

Colony ship guy: Get mechanics to attempt to modify one of the two remaining landers(or both if they get the chance) so they can go back to the colony ship from the surface.
This
Title: Re: Colonizer.net
Post by: Weirdsound on January 12, 2011, 04:01:01 am
Lor'ica: We have a genetic sample of the creeps, might as well see if germ warfare is posible. If we have the equipment scan the sample and sent the results to the ship. Otherwise we have to risk sending biology equipment and biologists to the area of conflict.

Ship Dude: Send a probe to the inhabited planet to gather information on local politics. Figure out what the major factions/nations are and who runs them.
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 12:58:05 pm
((warning, if you send a probe to that planet, it might be captured, studied and then used to advance the civilization))

You take a few samples from one of the creatures when you notice that they are plant-like. You com this info into the mother ship and then help the workers on the northern wall.
She’ish starts flirting with you a bit.
Your party manages to finish the northern wall.
Night is falling on Shar'yar


 After your hangover disappears, you listen to Lor'ica's report and then order some mechanics to work on the landers in the hope that they might make them two way so that you can take the fight to the beasties.
Suddenly the computer notices a Slingspace rupture off the port of the ship.
The person who owned that probe must have found you interesting.


What do you do?
((One turn before a ship arrives. Oh and your ship doesn't use a Slingspace drive if your wondering only Darlats, Reretia, a few larger pirate vessels, smugglers, and some non-imperial races do.))
Title: Re: Colonizer.net
Post by: USEC_OFFICER on January 12, 2011, 01:29:10 pm
What does our ship use?
Title: Re: Colonizer.net
Post by: Weirdsound on January 12, 2011, 01:33:04 pm
Lor'ica: Quickly check on the wounded, and request the correct medical supplies to tend to their needs. Request some anti-psychotics for yourself; you don't like their side effects but taking them probely beats getting shot by your own people. Get the ETA on the completion of the two way landers and thus the medical delivery. Offer any wounded unlikely to last that long a quick death. Return to supervise the construction, focus on the western wall.

Ship: Power up the shields and make contact with whatever the heck made that rupture. If no hostilities are likely, continue working on the landers. Also modify a probe with a self destruct mechanism so it can research the civilized planet without risking capture.
If the ship dosn't seem all that friendly calculate how long your shields can last against it.
Title: Re: Colonizer.net
Post by: Ricky on January 12, 2011, 03:47:05 pm
experiment with weedkiller on the monsters. see what hurts them.

and as weed killers, i mean any chemical or substance dubbed lethal
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 04:59:16 pm
experiment with weedkiller on the monsters. see what hurts them.

and as weed killers, i mean any chemical or substance dubbed lethal
As all the ones around us are already dead, I'm pretty sure that would require a live one. So I veto this.

Lor'ica: Quickly set up the rest of the walls. They don't have to be pretty, they just have to make noise if they are ever broken.

Colony ship: Get everyone to battle stations, shields on, power to weapons and shields, and try to make contact with the other ship and ask them of their intentions.
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 07:09:20 pm
I agree with Weirdsound and Tarran.
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 07:13:01 pm
((@USEC_OFFICER you use an old hydrogen powered radius engine. Imagine a small sun put into an engine and fueled using hydrogen then the radiation/energy is vented out the back giving thrust. Its pretty complicated. But a Slingspace is way more complicated...))

 You work on the western wall and put in a request for the ETA of the two ways and order some medical supplies.
The things don't attack tonight.
Three of your people succumb to their wounds.
She'ish is starting to look tired and bored.

 You command all people to man the battle stations when you realize you don't have any.
Crap. You turn on the basic atmospheric shield when the ship appears.
It seems to freeze when it notices you. Then slowly it arrives alongside you.
Crap nebula.
The boarding dock latches onto the port.
You stand up and walk to the port fixing your clothes and fur as you go.
You stand in the port, with a few more experienced warriors who stand around with guns and look tough.
When suddenly the door opens.
A tall female Darlat walks through with a grin on her face.
"Hello. My, My what a nice welcome party."


((You are only in control of The Colony guy whose name is Tye-Fe since no one named him or Tye for short..))
So what do you say or do?

((So do you like the game?))
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 07:19:46 pm
The game is great. :D

Tye:
"So Ms...?  To what do we owe the pleasure?"
Inquire if they know anything about the planet.
Order that battle stations be built.
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 07:25:23 pm
This game is certainly interesting. What I like most about it is that it's not too hard to keep track with or falling into stupidity.

Order our warriors to lower their weapons.
Ask the darlat her name and apologize for the armed welcoming party.
Ask if she sells fuel.
Ask her if there's anything interesting going on in the galaxy.
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 07:40:37 pm

"Drop weapons and sorry about that Ms...?"
"Leeela Bloodvayne, secondary captain of the... Pirate ship Deathblow."
And with that she lunges forward and draws a pistol. The suddenly puts it back into her belt and then falls on the floor and curls up laughing.
Another Darlat walks through. This one a male.
"I am utterly sorry for that. We...Uh...recently aquired some booze from the master brewers known as The Ghants, and some of her crew laced her caoff with it.
I’m Johnny Arma, I'm full captain of the Ship called The Deathrip. You wouldn't have any ammo to trade would you? That battle was pretty heated...and our magazine was destroyed.
I'd be happy to trade some Ghant brew or something else of value."
Oh crap pirates or privateers...bad news if you piss them off. But Darlat pirates are a lot nicer then most.
 
What do you do?

((Oh and sorry but random.org is pretty wierd. It makes them Darlats, then pirates, then nice...))
Title: Re: Colonizer.net
Post by: USEC_OFFICER on January 12, 2011, 07:43:15 pm
What kind of ammo do they need? (Would be wise to check first.)
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 07:47:57 pm
What kind of ammo do they need? (Would be wise to check first.)
Trade extra ammo for fuel.
See if they have any knowledge of the planet or if they have any two-way transports that they may be willing to trade for some of our more exotic weapons (don't reveal that we have those yet).
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 07:48:23 pm
What kind of ammo do they need? (Would be wise to check first.)
Trade extra ammo for fuel.
See if they have any knowledge of the planet or if they have any two-way transports that they may be willing to trade for some of our more exotic weapons (don't reveal that we have those yet).

This.
Title: Re: Colonizer.net
Post by: Weirdsound on January 12, 2011, 07:49:49 pm
Good read. Digging the fast updates.

Lor'ica: Tell She'ish to go to bed and pick another soldier to keep an eye on you till she wakes up. Use some stimulants (Caffeine, speed, or some scifi equivalent) to keep alert and continue the construction. If you have no stimulants, go to sleep.

Tye: Offer 50% of your ammo reserves for fuel and probes. Make it 51% if they want to throw in a small amount of booze for you and the other officers to enjoy. Invite Johnny and Leeela to the bridge for a drink from your personal stash while the crews of both ships handle the transfer.

Title: Re: Colonizer.net
Post by: x2yzh9 on January 12, 2011, 07:54:46 pm
No one ever posted in my forum game this much :smith:
Also,
What kind of ammo do they need? (Would be wise to check first.)
Trade extra ammo for fuel.
See if they have any knowledge of the planet or if they have any two-way transports that they may be willing to trade for some of our more exotic weapons (don't reveal that we have those yet).

This.
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 07:57:19 pm
Inquire about raw materials that they might have on hand.
We might need them to build a proper colony that can defend against the tremors.  I also motion that we call the creatures that attacked us from under the ground be called tremors or carnivorous roots.  Whatever sounds cooler.
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 09:14:39 pm
"We have chaingun ammo, energy packs and two fusion bombs-"
"Fusion bombs? They are hard to find these days. Ever since the Fieres have declared war with the warsmiths of Gith. What would you like for them?"
"How about a unit of hydrogen fuel,two two-way transports and any info on that planet down there?"
"How about all that for %70 percent of your chaingun ammo,energy packs, and those two fusion bombs and I might throw in some brew..."

What do you say?
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 09:20:58 pm
Accept. Decent offer.
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 09:35:40 pm
Haggle it down to 60% of our chaingun ammo plus whatever else they asked and then accept.
In other words, keep an extra 10% of the chaingun ammo.
We're going to need ammo for our guys too you know.
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 09:57:21 pm
"How about %65 of our ammo?"
The male Darlat looks confused.
"This is a Colonizer ship right?"
"Yes..."
"Do you have a loom onboard?"
What do you say?
Title: Re: Colonizer.net
Post by: Weirdsound on January 12, 2011, 10:06:34 pm
"Yeah. Not sure it's in working order though. What is it worth to you?"

(What does a loom do for non Darlat races?)

Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 10:14:52 pm
((Its basically a cloning machine. It creates new thing from the genetic markers of two different specimens. Its been used before to rebuild entire races. But it sometimes may lead to horrible mutations or health problems. Darlats are the inventors or discoverers they really don't tell.))
"Yes but it isn't in working order."
His eyes light up.
"I give you five dozen Ghant "Prisoners" in return for it and plus i'll cut the price down to %60 of your ammo for the other stuff."

What do you do?
Title: Re: Colonizer.net
Post by: Furtuka on January 12, 2011, 10:16:13 pm
Ghants?
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 10:20:41 pm
Ghants?
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 10:27:41 pm
"Ahhh, we actually kind of need it...  You know, lost homeworld and all..."
Of course, I assume it's hard to make or get one, judging by how badly they want a broken one.  Maybe if they help us figure out how to make our own?  Or solve our tremor problem.  Or just decline the offer and go for 70% of our ammo stores.
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 10:34:20 pm
((They are green-furred and have three fingers on each hand. They are roughly 1.5 meters In height. They can turn the most crummiest food supplies into alcohol of the best variety.
They feed off of alcohol and are basically pacifists making them great for raider ships.))
((They are hard to rebuild and find. Only legal Darlat colonization ships come with one.))
Title: Re: Colonizer.net
Post by: Furtuka on January 12, 2011, 10:35:49 pm
Say that we need to discuss this with the crew and check if anyone knows how to make a loom
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 10:40:43 pm
Personally, I think having alcohol makers is rubbish for survival.

Tell him that we have no use for alcohol and ask him if there's anything else he can offer besides Ghants for the loom.
Title: Re: Colonizer.net
Post by: Taricus on January 12, 2011, 10:43:22 pm
Tell him that we have no use for alcohol and ask him if there's anything else he can offer besides Ghants for the loom.
This
Title: Re: Colonizer.net
Post by: Aklyon on January 12, 2011, 10:56:30 pm
Probably a bit late, but that strange urge to strangle someone reminded me of what happens in the Geneforge series when you use too many canisters.

Ask if theres anything else he'd give us for the loom instead. (otherwise go with xtank's idea)
Title: Re: Colonizer.net
Post by: Weirdsound on January 12, 2011, 11:05:24 pm
Tell him that we have no use for alcohol and ask him if there's anything else he can offer besides Ghants for the loom.
This

Ghants will make a great gift for the fledgling civilization when we make first contact. If we get on good terms with these pirates one of two things will likely happen.

1: They will spread the word that our colony is a good place to dump good aquired in a less than legal manner, resulting in trade opportunities.

2: They turn out to be privateers. They inform the government they report to of our presence and we get traders.

Of course they could also kill us the instant we hand over our fission bombs. But I like to think optimistically. Either way we will find a chance to trade for another loom later. Right now we realy need the landers and fuel. It would be great if we can get them to throw in some more probes too. 
Title: Re: Colonizer.net
Post by: filiusenox on January 12, 2011, 11:10:14 pm

"I need to discuss this with the crew."
After about ten minutes of you asking if anybody has any experince on a loom you return to the Darlat.
"What else can you offer for it? We really don't need alcohol makers-"
He seems deseperate to get his hands on one.
"FINE. Three industrial kits, three dozen ghants, and %62 of your ammo for the other stuff."


What do you say?

((I would suggest being nice to him.))
Title: Re: Colonizer.net
Post by: Aklyon on January 12, 2011, 11:11:47 pm
Deal. Work AND Beer. probably not the best combo, but likely the happiest.
Title: Re: Colonizer.net
Post by: xtank5 on January 12, 2011, 11:14:44 pm
Deal. Work AND Beer. probably not the best combo, but likely the happiest.
Agreed.

So, does this mean our race is fond of drink and industry?
Title: Re: Colonizer.net
Post by: Weirdsound on January 12, 2011, 11:32:47 pm
"Deal"
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 11:34:43 pm
Deal.

Though... I worry that we might regret selling the Loom so somewhat. Whatever.
Title: Re: Colonizer.net
Post by: V-Norrec on January 12, 2011, 11:37:06 pm
Meh, we can breed, we'll just breed our way to success!
Title: Re: Colonizer.net
Post by: Tarran on January 12, 2011, 11:43:27 pm
Meh, we can breed, we'll just breed our way to success!
Oh, wait, that's what the loom does? *Checks* Whoops, forgot.

Yeah, it's not really important for our own species, but it may be important for repopulating other species that used to be on our homeworld.

Also, being able to make hybrids of our own species would likely be fun. And might also be Fun too.
Title: Re: Colonizer.net
Post by: filiusenox on January 13, 2011, 12:04:59 am

"Deal."
"Great. I'll go tell my people to start unloading and you tell your people to start loading.
After a while which you spent overseeing(Read sitting around and watching people bring stuff in.) the prisoners are brought in.
The look healthy.
They look scared.
One stands up and looks you in the eyes.Its hands are chained.
The Darlat ship fires a large probe into space.
((The Darlat ship leaves the solar system in one turn.))



((You have no drugs, unfortunatly.))
You suggest to She'ish that she go and rest and replace herself with somone else to guard you.
She doesn't.
You end up falling asleep.
Dawn is breaking on Shar'yar.

What do you do?
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 12:14:01 am
(??Industrial kit)

Tye: Fuel up ship. Send new 2 way shuttle lander with medical supplies and re-enforcements to surface. Send a doctor capable of using the medical supplies as well.

Lor'ica: See to the completion of the wall. Revive supplies + troops from the new lander.



Title: Re: Colonizer.net
Post by: Tarran on January 13, 2011, 12:16:50 am
Can you please list the current ship inventory?

Detach from the pirates and get this colony ship on the gawd dem'd ground! Preferably near the original colony site.

Continue building the walls.
Title: Re: Colonizer.net
Post by: Taricus on January 13, 2011, 12:17:31 am
Detach from the pirates and get this colony ship on the gawd dem'd ground! Preferably near the original colony site.

Continue building the walls.
This
Title: Re: Colonizer.net
Post by: xtank5 on January 13, 2011, 12:19:21 am
(??Industrial kit)

Tye: Fuel up ship. Send new 2 way shuttle lander with medical supplies and re-enforcements to surface. Send a doctor capable of using the medical supplies as well.

Lor'ica: See to the completion of the wall. Revive supplies + troops from the new lander.
I agree.
Send a probe from the north of the planet, southward to the jungle where the tremors make their home.  Investigate.
Title: Re: Colonizer.net
Post by: Tarran on January 13, 2011, 12:20:37 am
Send a probe from the north of the planet, southward to the jungle where the tremors make their home.  Investigate.
Ed: Nevermind, misread.
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 12:22:01 am
Also, the pirates agreed to give us information about the civilization nearby as part of the deal. Look into the files/data they gave us.
Title: Re: Colonizer.net
Post by: xtank5 on January 13, 2011, 12:25:43 am
Send a probe from the north of the planet, southward to the jungle where the tremors make their home.  Investigate.
The tremors are UNDER THE GROUND to the north, not the south. That's why the northern walls are more heavily fortified.
You see the plan is to send the probe from the other direction and maybe distract them.  I know the tremors are to the north.  This is what I meant:
Code: [Select]
{North Pole}   {Probe}--->       {Jungle of Tremors}        {Fortified Base}           {South Pole}

Edit:  Now I see that you misread.  Sorry if I sounded rude.
Title: Re: Colonizer.net
Post by: V-Norrec on January 13, 2011, 01:05:18 am
Lor'ica:  The walls will be fine, just ignore their construction, instead head out to the south and look for some more food and any other possible threats in the local vicinity.
Title: Re: Colonizer.net
Post by: filiusenox on January 13, 2011, 02:33:40 pm
 Quickly ordering the men to fill up the fuel tanks your bridge.
The Ghant that was looking at you follows you.
You sit in the chair and type in the command prompt for the citadel maneuver.
Obscenely loud klaxons start blaring ordering every colonist to get to positions.
You do the maneuver perfectly.
The ship sets down a bit away from the A.P. and fires the Pillars into the ground firmly securing your ship.
Everybody gets up and looks out the ship, smiling faces rush to the bridge and pat you on the back.
Then drop something heavy on your shoulders.
Wow the High Presidential seal!

 You watch the ship land with a smile on your face.
A doctor rushes out of the ship followed by nurses.
she begins to take a look at the wounded and fix them up to the best of her knowledge.
All but one survives.
She gives you some psychotic drugs and looks you in the eye.
Then punches you-as hard as she can-in the gut.
You lunge and then attempt to break her neck but are pulled off by She'ish.
You decide to wander off and try and find another food supply. Grain is boring.
You find a large supply of berries and bring them to the colony.
In you absence you seem to have been elected security chief.


((You are now in control of the colony as a whole. Red is military action and blue is Citizen action.  When interaction between other races occur you will be in control of only one depending on either Military Operation or Diplomatic/trade.))
(Used to be a good place to trade stuff without robotics. Then the old race demanded best fire-based weaponry that the pirates could get a hold on. Then the old race built a wall. Then the forest overgrew it and the old civilization somehow got wiped out. Strange, It seems the forest has moved over the years away from the wall...)

What to do?
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 02:44:05 pm
Hmm... I guess now we try to determine the long term plan for our colony.

I for one suggest we become a pirate port system. We supply food and arms, buy goods of questionable legality, and let them bury their loot in secure deposit boxes.

Regardless of our long term plans we need food, infrastructure, and weapons. Dedicate one of our new industrial kits to makeing weapons and ammo, and another to making work-robots for clear cutting the jungle and building our new civilization. (Industrial kits work like that, right?)
Title: Re: Colonizer.net
Post by: Tarran on January 13, 2011, 03:08:38 pm
Hmm... I guess now we try to determine the long term plan for our colony.

I for one suggest we become a pirate port system. We supply food and arms, buy goods of questionable legality, and let them bury their loot in secure deposit boxes.
Personally, I'm interested in going for a half-pirate half-normal empire. We try to act "good", but in truth we just do whatever the hell we want.

Another thing I would like to do too is incorporate the civilization on the first planet into our... Uhh... I guess you could call "empire"(though we really aren't all that strong). And finally I would like to terraform the other two planets and set up colonies on them too.

How about that?
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 03:23:05 pm
Hmm... I guess now we try to determine the long term plan for our colony.

I for one suggest we become a pirate port system. We supply food and arms, buy goods of questionable legality, and let them bury their loot in secure deposit boxes.

Another thing I would like to do too is incorporate the civilization on the first planet into our... Uhh... I guess you could call "empire"(though we really aren't all that strong). And finally I would like to terraform the other two planets and set up colonies on them too.

How about that?

I was thinking we ignore them until we get the technology to make a retrovirus. Then we infect them with a bug that reprogams their reproductive systems to give birth to our kind. We exterminate their race peacefully and gain control of a rapidly industrializing planet in a single generation.

In the short run:

Deploy probes around planet to find mineral deposits on which we can extracting resources. If the plannet contains enough resources to eventually build another ship, strip the current one of its flight components. We wont need to travel out of this system for awhile...

Take some soldiers and escort a team of biologists into the jungle in search of interesting plants/animals that we could make use of.
Title: Re: Colonizer.net
Post by: Tarran on January 13, 2011, 03:26:42 pm
I was thinking we ignore them until we get the technology to make a retrovirus. Then we infect them with a bug that reprogams their reproductive systems to give birth to our kind. We exterminate their race peacefully and gain control of a rapidly industrializing planet in a single generation.
Ehhhh... No thanks. I'm not really the kind of person that likes to exterminate entire species'.

Unless, of course, they deserve it.

I don't think those guys deserve it since they haven't hurt us at all so far.
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 03:36:55 pm
I was thinking we ignore them until we get the technology to make a retrovirus. Then we infect them with a bug that reprogams their reproductive systems to give birth to our kind. We exterminate their race peacefully and gain control of a rapidly industrializing planet in a single generation.
Ehhhh... No thanks. I'm not really the kind of person that likes to exterminate entire species'.

Unless, of course, they deserve it.

I don't think those guys deserve it since they haven't hurt us at all so far.

Okay. Non-genocidal then. How about we provide weapons (Inferior to our own, but superior to theirs) to some up and coming dictator or communist regime. Let them conquer their world and be in our debt. Assuming they are not a hive mind and haven't already united under a single flag.
Title: Re: Colonizer.net
Post by: Tarran on January 13, 2011, 03:40:41 pm
Ehhhh... No thanks. I'm not really the kind of person that likes to exterminate entire species'.

Unless, of course, they deserve it.

I don't think those guys deserve it since they haven't hurt us at all so far.

Okay. Non-genocidal then. How about we provide weapons (Inferior to our own, but superior to theirs) to some up and coming dictator or communist regime. Let them conquer their world and be in our debt. Assuming they are not a hive mind and haven't already united under a single flag.
I'm okay with that. Just as long as this doesn't result in mass planetary destruction(lowering the usefulness of the planet itself) or mass genocide by their own species(thus lowering the amount of workers we could get when we integrate them into our own empire).
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 04:12:14 pm
Ehhhh... No thanks. I'm not really the kind of person that likes to exterminate entire species'.

Unless, of course, they deserve it.

I don't think those guys deserve it since they haven't hurt us at all so far.

Okay. Non-genocidal then. How about we provide weapons (Inferior to our own, but superior to theirs) to some up and coming dictator or communist regime. Let them conquer their world and be in our debt. Assuming they are not a hive mind and haven't already united under a single flag.
I'm okay with that. Just as long as this doesn't result in mass planetary destruction(lowering the usefulness of the planet itself) or mass genocide by their own species(thus lowering the amount of workers we could get when we integrate them into our own empire).

I wasn't thinking WMDs. I was thinking inferior model chainguns. Heck they could even use the same ammo as our guns so we could dip into their stockpiles in a pinch. Either way, risk of capture be dammed, Send a probe to scout out the civilization.
Title: Re: Colonizer.net
Post by: filiusenox on January 13, 2011, 04:35:52 pm
((You now control the probe on [214,I]))
Using one of the transports you drop a probe onto the planet.
It activates in a rural area.

Spoiler: Shar'yar (click to show/hide)

Spoiler: Inventory (click to show/hide)
Title: Re: Colonizer.net
Post by: Furtuka on January 13, 2011, 04:58:41 pm
I just though of something. What say we find out if the Ghants can make booze out of those plant creatures
Title: Re: Colonizer.net
Post by: Tarran on January 13, 2011, 05:59:53 pm
I just though of something. What say we find out if the Ghants can make booze out of those plant creatures
Those aren't plant creatures, they're Graboids Snakeoids Giant worms.

Start building a Terraforming installation.

Twiddle your thumbs.

Do whatever someone else says in the thread.
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 06:07:30 pm
I just though of something. What say we find out if the Ghants can make booze out of those plant creatures

Well we do have some corpses... Tell the Ghants that as long as the do what they are told they will enjoy all the same rights as your citizens, minus the right to bear arms or leave the planet. Pair off three couples and tell them to get busy making more Ghants. Put the rest on booze making duty.

Take some soldiers and escort a team of biologists into the jungle in search of interesting plants/animals that we could make use of.

Wait until nightfall, find a road/transportation line. Build a cameoflauged observation post and wait.
Title: Re: Colonizer.net
Post by: xtank5 on January 13, 2011, 06:29:40 pm
What do we use the citadel for?  Temporary housing and government offices?
Are the one way landers like drop-pods with retro rockets or are they more like a space plane that glides in through the atmosphere?

Build more Housing units and Greenhouses. 
Build auto-turrets for the north wall.  (Shoot anything that moves without an IFF tag)
Construct and deploy an early warning system against the Tremors.  (seismic sensors?)
Produce and distribute IFF tags for security forces and civilians.
Title: Re: Colonizer.net
Post by: filiusenox on January 13, 2011, 08:55:30 pm
The one way landers like drop-pods with retro rockets


 The probe rolls forward and hides in a field of grains by a road.
Suddenly the sound of people battling and dieing sound from the south of the road.

Spoiler:  Shar'yar (click to show/hide)
Title: Re: Colonizer.net
Post by: Taricus on January 13, 2011, 09:05:03 pm
Investigate Fighting
Title: Re: Colonizer.net
Post by: Tarran on January 13, 2011, 09:07:07 pm
I didn't mean a terraforming ship, I mean a terraforming installation. As in, on the ground, burning coal and so and so.

Start building a power grid around, above, or beneath the buildings. Whichever is more time-efficient. When done connect to the ship's power source.
Start building a close range Anti-Air gun by modifying 4 chainguns to fire AP rounds and connect them to a turret. Make sure the gun can also angle towards the ground if needed. Just in case. You never know when some asshole pirates might attack from the air. Also, the secondary ability for the gun to fire at the ground may come in handy.
Title: Re: Colonizer.net
Post by: USEC_OFFICER on January 13, 2011, 09:17:06 pm
Any nearby beaches or other sources of silicon for glass? Or do we have that covered already.
Title: Re: Colonizer.net
Post by: Taricus on January 13, 2011, 09:19:15 pm
Start building a power grid beneath the buildings. When done connect to the ship's power source.
Title: Re: Colonizer.net
Post by: xtank5 on January 13, 2011, 09:59:11 pm
Investigate battle

Gather sand, make glass.
Perform a more thorough study of the Tremor corpses.
Start building a power grid around, above, or beneath the buildings. Whichever is more time-efficient. When done connect to the ship's power source.
Start building a close range Anti-Air gun by modifying 4 chainguns to fire AP rounds and connect them to a turret. Make sure the gun can also angle towards the ground if needed.
I agree.
Title: Re: Colonizer.net
Post by: filiusenox on January 13, 2011, 10:39:48 pm
You think about it. But just aren't feeling up to it.

Spoiler: Shar'yar (click to show/hide)

So what do you want to do?
Title: Re: Colonizer.net
Post by: Weirdsound on January 13, 2011, 10:55:20 pm
Avoid the battle but try and locate one of the camps from which the soldiers are coming from. Survey from a distance.

Order armed ground transport suitable for jungle travel be created from the old one way landers. Once it is completed or the rain lets up commence biological survey of the jungle. Ask She'ish to recomend 12 soldiers to be trained to operate the turrets.

Assign a Ghant to the military/research team, to keep an eye out for plants that may be brew able into intresting concoctions. Have yourself or a close aid stay near the drone controls at all times, to make first contact should the drone be discovered. Have one unit of Iron made into inferior chainguns for trade to the fledgling civilization. Have another unit converted into fresh chaingun ammo.



Title: Re: Colonizer.net
Post by: xtank5 on January 13, 2011, 11:04:44 pm
Compile a quick list of all current resources and infrastructure and their capabilities.
Get our scientists ready to research the Tremors further than they already have.
Get our engineers to design a weapon system that sprays/deploys precise doses of herbicide.
Start gearing up for the production of ammunition and atmospheric vehicles. Preferably VTOL.


My reasoning for the VTOL aircraft is this:
http://www.youtube.com/watch?v=sx7XNb3Q9Ek
Except with less innocent civvies and more hostile Viet Cong.
Also:
http://www.youtube.com/watch?v=bPXVGQnJm0w&feature=related

In the long term we should try to get a herbicide targeted to the tremors, assuming they are indeed plant based.  Judging by the history of the planet, they are and we will need to defend ourselves at some point.
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 12:16:48 am
 The probe wanders a bit before stumbling upon a small encampment.The race seems to be Quadrupedial with a penchant for using their front feet to maniplalute items.
They are carrying Clubs and spears.
Someone is tinkering with what seems to be a steam cannon.

Spoiler: Shar'yar (click to show/hide)

Spoiler: Inventory (click to show/hide)

Spoiler: Buildings (click to show/hide)

((Sorry im getting tired.))
(Basic carbon based plant forms. Bodies are adapted to be hard but they are supscitible to cold.They have iron-calcuim mixture which makes the claws sharp as knives.
They seem to have large fungal infections on the control centers of their brains.
They feed off of sunlight supplamented by occosion proteins.(I.E. meat)

What do you do?
Title: Re: Colonizer.net
Post by: Tarran on January 14, 2011, 12:29:15 am
Set up all the rest of the greenhouse kits.
Start digging a water trench from the brook to all the way back to the colony under some amount of watch. Set up water purifiers at the end.

Use the hovership and scout the forest.
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 12:31:06 am
Set up all the rest of the greenhouse kits.
Start digging a water trench all the way back to the colony under some amount of watch. Set up water purifiers at the end.

Use the hovership and scout the forest.
Agreed.
Observe the encampment from a distance.  Try to determine motives for war.

Can our remaining 2 way ship make it to the inhabited planet from the colony?
Title: Re: Colonizer.net
Post by: Taricus on January 14, 2011, 12:37:14 am
The probe wanders a bit before stumbling upon a small encampment.The race seems to be Quadrupedial with a penchant for using their front feet to maniplalute items.
They are carrying Clubs and spears.
Someone is tinkering with what seems to be a steam cannon.

((aren't they at 1860-1900s tech level))
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 12:40:44 am
((Yes why? They just haven't discovered gunpowder? But they do have steam...))
((I'll post something in a minute i need to mess around with random.org and some stuff.))
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 12:42:04 am
Maybe they're in the middle of WWIV (http://www.quotationspage.com/quote/329.html)? 

Edit: Dammit.  Ninja'd.
Title: Re: Colonizer.net
Post by: Weirdsound on January 14, 2011, 12:42:45 am
Set up all the rest of the greenhouse kits.
Start digging a water trench from the brook to all the way back to the colony under some amount of watch. Set up water purifiers at the end.

Use the hovership and scout the forest.

Wait until the fighting dies down and check out the battlefield. Scan/perform autopsy on one of the dead soldiers.
Title: Re: Colonizer.net
Post by: Taricus on January 14, 2011, 12:42:59 am
((seems a bit odd that they are using wood instead of steel though))
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 01:54:09 am
 You shoot a stun dart into one of the farther away sentries and drag him into the field. After about twenty minutes you notice that they have an common body template((Like yours, except for the fact that they can't breath in a multitude of gases like you can and survive)).

Spoiler: Shar'yar (click to show/hide)

What do you do?
((You will be in control of Lori’ca next turn.))
Title: Re: Colonizer.net
Post by: Weirdsound on January 14, 2011, 02:18:04 am
Access situation. If hostile creatures are involved tell any scientists and the Ghant to remain inside whatever is left of the dropship, and turn your Cyro weapon on them. If completely overwhelmed focus on holding your position. Surely the colony will send a drone on a flyby over your last known location and know to send help. 
Title: Re: Colonizer.net
Post by: V-Norrec on January 14, 2011, 03:28:57 am
Access situation. If hostile creatures are involved tell any scientists and the Ghant to remain inside whatever is left of the dropship, and turn your Cyro weapon on them. If completely overwhelmed focus on holding your position. Surely the colony will send a drone on a flyby over your last known location and know to send help. 

Seems like the logical thing to do.
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 08:48:48 am
I thought the jungle would have been less dangerous at night. Unless there are symbiotic nocturnal animals that inhabit the jungle as well.

Get out of there.  Shoot your way out if you have to.  Fly higher next time.
Title: Re: Colonizer.net
Post by: Taricus on January 14, 2011, 09:01:10 am
Access situation. If hostile creatures are involved tell any scientists and the Ghant to remain inside whatever is left of the dropship, and turn your Cyro weapon on them. If completely overwhelmed focus on holding your position. Surely the colony will send a drone on a flyby over your last known location and know to send help. 
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 06:20:58 pm
 Oh god your aching head...
"Sir?! Sir?!" a feminine voice is screaming you feel a hand push you hard.
You sit bolt upright and that’s when you notice your surroundings.
You currently In what seems to be the ruins of an old guard tower.
The Six military Clarokians are firing upon large green vines with their chainguns.
You notice She'ish is wounded from a cut to her leg.
You quickly do a head count.
Your missing five people.
The Ghant is alive however.
You grab She’ish’s chaingun and help the soldiers fight off the vines. Oh crap..
Six Tremor's appear and begin to wreak havoc on the tower.
Its beginning  to get dark out.
This isn’t very good. You need to do something quick to make sure you survive.

What do you do?
Title: Re: Colonizer.net
Post by: Furtuka on January 14, 2011, 06:34:14 pm
booze fire bomb?
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 06:36:08 pm
Find out what happened to the gunship.  Keep fighting vines, escape.
I honestly do not know how we are getting out of this one.
Title: Re: Colonizer.net
Post by: Tarran on January 14, 2011, 06:46:02 pm
Find out what happened to the gunship.  Keep fighting vines, escape.
I honestly do not know how we are getting out of this one.
Think about the Tremors movie. How did Val get to the bulldozer? By standing still and having everyone distract them.

We need to burn all the vines, then have someone go after the gunship while everyone jumps up and down shouting on the tower while firing at the ground blindly. The person that goes after the gunship will have to temporarily stop and stand still when the Graboids/Tremors get close.
Title: Re: Colonizer.net
Post by: Weirdsound on January 14, 2011, 06:52:39 pm

We need to burn all the vines, then have someone go after the gunship while everyone jumps up and down shouting on the tower while firing at the ground blindly. The person that goes after the gunship will have to temporarily stop and stand still when the Graboids/Tremors get close.

This.
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 06:54:19 pm
We need to burn all the vines, then have someone go after the gunship while everyone jumps up and down shouting on the tower while firing at the ground blindly. The person that goes after the gunship will have to temporarily stop and stand still when the Graboids/Tremors get close.
Sounds like a plan.  Go for it.
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 09:01:16 pm
((Wow, this is funny.))


The dropship is far away and the entire rear end is ripped off.
You don’t think you can use it.
You decide to bolt and try and get to the com. You manage to make if halfway across the field before a piece of ivy slices across your lower leg, tripping you.
But two things happen. You notice that a engine has been ripped off the ship and is being or attempting to be eaten by a Tremor.
Stricken by a burst of inspiration you open fire upon the tank as you backpedal.
*Boom!*
Loud anguished screams fill the forest and the vines leave and Tremors retreat.
Leaving you enough to time to call in reinforcements and get back to the tower.
General applause meets you.
{A unarmored dropship will meet you here, in fifteen turns.}
You'll have to survive until then.
Its quiet....

What do you do?
((They do not use the thing the Tremor's do! The tremors will return in three turns and expect reinforcements.))
Title: Re: Colonizer.net
Post by: Aklyon on January 14, 2011, 09:07:18 pm
That dropship was from Cortex Command, wasn't it.
Title: Re: Colonizer.net
Post by: Weirdsound on January 14, 2011, 09:24:04 pm
Take inventory of weapons/ammo. Take the biggest gun available and set up shop in a window facing the drop ship. Have the remaining troops point their arms in different directions. Have the Ghant and any remaining scientists keep you supplied with fresh ammo and/or guns once the shooting starts.
Title: Re: Colonizer.net
Post by: Furtuka on January 14, 2011, 09:24:51 pm
also ask the ghants if they can make molotov cocktails
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 09:26:16 pm
Focus all efforts on weaponizing defoliants.  Ones that straight-up kill the plant, not force it to grow faster than it can handle like agent orange.  In this case, agent orange could prove to be very bad.
Equip the dropship with the defoliant weapons.
When the dropship goes to recover our troops, use the defoliant to hold the Tremors at bay.

Find out what happened to cause the gunship to go down.
Take inventory of weapons/ammo. Take the biggest gun available and set up shop in a window facing the drop ship. Have the remaining troops point their arms in different directions. Have the Ghant and any remaining scientists keep you supplied with fresh ammo and/or guns once the shooting starts.
Title: Re: Colonizer.net
Post by: Taricus on January 14, 2011, 09:26:47 pm
also heal everyone up and dig in
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 11:32:14 pm
 You only brought chainguns but of high quality.
You have enough ammo.
You ask how the hell did the dropship get destroyed.
"Those damn vines, sir, they caught it in Mid-frekking air and ripped the engines off. Then it let go of us and we fell." She'ish responds, wincing.
Her leg looks bad. You sow it up to the best of your knowledge with thread from you shirt.
You grab a chaingun and face toward the ruined dropship.
You ask the Ghant what it can do and it just shakes its head.

What do you do?
Title: Re: Colonizer.net
Post by: Tarran on January 14, 2011, 11:39:45 pm
Have everyone remain silent and make as little vibrations as possible, so as to fool the Tremors into thinking that we've left.
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 11:41:18 pm
((They do not use the thing the Tremor's do!))
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 11:42:39 pm
Any word on weaponized defoliant?
Title: Re: Colonizer.net
Post by: V-Norrec on January 14, 2011, 11:43:36 pm
Well, if the Ghant isn't good for making fire based weaponry, might as well have him and She'ish put in a safe place.  Find the safest probable place and put them there, instructing them to move as little as possible and give no indication of being there.  That way even if we die holding out against the Tremors, someone might live to tell about it.  After they make it to safety, prepare for the most amazing last stand ever.
Title: Re: Colonizer.net
Post by: Taricus on January 14, 2011, 11:46:01 pm
Well, if the Ghant isn't good for making fire based weaponry, might as well have him and She'ish put in a safe place.  Find the safest probable place and put them there, instructing them to move as little as possible and give no indication of being there.  That way even if we die holding out against the Tremors, someone might live to tell about it.  After they make it to safety, prepare for the most amazing last stand ever.
Also Fortify our position
Title: Re: Colonizer.net
Post by: filiusenox on January 14, 2011, 11:52:53 pm

You ask She'ish and the Ghant to go hide somewhere, so they won't get hurt.
"No sir. I'm here to fight." she winces and stands up pulling a gun from the stockpile and aiming outward from where you are sitting.
The Ghant mimics her. Except without talking.
The last scientist who had a Vid-recorder sets it up aiming inward toward the tower.
"Just to make sure someone remembers us here..."
You nod and adjust your Chaingun.

What do you do?
Title: Re: Colonizer.net
Post by: Taricus on January 14, 2011, 11:54:45 pm
Preemptivly open fire on any woodland areas
Title: Re: Colonizer.net
Post by: xtank5 on January 14, 2011, 11:55:34 pm
Contemplate the answer to life, the universe, and everything.
Then defend the tower until help arrives.

How about we develop some napalm like substance?
Title: Re: Colonizer.net
Post by: Weirdsound on January 15, 2011, 12:23:42 am
"Everybody hold your fire until your sure you have a clear shot. If I catch anybody firing at shadows before they come, I'll use that poor bastard as a personal shield! Stick together, if this jungle was smart enough to know how to remove our engine, it might be smart enough to pull off some other sneaky shit! You there in the lab coat, try to overcome your fear and focus on anaylizing the foe's movement in battle, I have sickening feeling that they may be sentient and I hope you can prove me wrong."
Title: Re: Colonizer.net
Post by: Tarran on January 15, 2011, 01:28:43 am
"Also, if any of you think you may be eaten, pull out a grenade and pull the pin, make them go down with you. Don't make your death in vain. Now let's kill those dirt-eaters!
Title: Re: Colonizer.net
Post by: filiusenox on January 15, 2011, 03:10:16 pm

"Everybody hold your fire until your sure you have a clear shot. If I catch anybody firing at shadows before they come, I'll use that poor bastard as a personal shield! Stick together, if this jungle was smart enough to know how to remove our engine, it might be smart enough to pull off some other sneaky shit! You there in the lab coat, try to overcome your fear and focus on anaylizing the foe's movement in battle, I have sickening feeling that they may be sentient and I hope you can prove me wrong. Also, if any of you think you may be eaten, pull out a grenade and pull the pin, make them go down with you. Don't make your death in vain. Now let's kill those dirt-eaters!"
Three flower's pop up from the ground.
Then get larger...and larger..
Then they begin to emit fog.
You open fire as the fog surrounds you.Your breathing becomes heavy...
You find that you are making out with She'ish.
Hmm...you stop and begin to fire upon those things as the fog dissapers.Destroying two entirely before the Ghant shots the other one in the stem ripping it apart.
Your crew emerges from the fog with blushing faces and grins.
Four tremors pop up out of the ground.
The Ghant suddenly runs to the dropship and rips off a part before coming back and taking his gun apart.
Hey what the hell is it doing?
Ouch, your arm!
You open fire.Hitting an tremor on the second left claw.


What do you do?

Spoiler: Status (click to show/hide)

Spoiler: Crew (click to show/hide)

((Random.org did it. :) ))
Title: Re: Colonizer.net
Post by: V-Norrec on January 15, 2011, 03:13:03 pm
Continue making out with She'ish?
Title: Re: Colonizer.net
Post by: xtank5 on January 15, 2011, 03:13:35 pm
Defend the Ghant.  Kill the Tremors. 
Give orders to shoot any plant life that spontaneously appears.
Title: Re: Colonizer.net
Post by: xtank5 on January 16, 2011, 10:43:11 pm
Did I kill it?

D:
Title: Re: Colonizer.net
Post by: Taricus on January 16, 2011, 10:45:19 pm
Keep Shooting
Title: Re: Colonizer.net
Post by: V-Norrec on January 16, 2011, 10:45:58 pm
SHOOT WHILE MAKING OUT WITH SHE'ISH!!!  A plan so brilliant that there is no plan that might be better!
Title: Re: Colonizer.net
Post by: Taricus on January 16, 2011, 10:46:45 pm
The only problem with that plan is that She'ish can't shoot the tremors
Title: Re: Colonizer.net
Post by: Weirdsound on January 16, 2011, 10:52:27 pm
SHOOT WHILE MAKING OUT WITH SHE'ISH!!!  A plan so brilliant that there is no plan that might be better!

Just don't go any farther than 1st base. No better way to ensure you die in a horror situation than by having sex.
Title: Re: Colonizer.net
Post by: Taricus on January 16, 2011, 10:55:15 pm
SHOOT WHILE MAKING OUT WITH SHE'ISH!!!  A plan so brilliant that there is no plan that might be better!

Just don't go any farther than 1st base. No better way to ensure you die in a horror situation than by having sex.

Wait until we're back at the citadel for 2nd Base
Title: Re: Colonizer.net
Post by: Aklyon on January 16, 2011, 10:59:41 pm
SHOOT WHILE MAKING OUT WITH SHE'ISH!!!  A plan so brilliant that there is no plan that might be better!

Just don't go any farther than 1st base. No better way to ensure you die in a horror situation than by having sex.

Wait until we're back at the citadel for 2nd Base
But then where do we go for third?
Title: Re: Colonizer.net
Post by: V-Norrec on January 16, 2011, 11:00:57 pm
In a private house we build for ourselves of course, and we're going straight up home run by that point :P
Title: Re: Colonizer.net
Post by: Taricus on January 16, 2011, 11:05:40 pm
Preferably made out of dead tremors if they aren't pungent
Title: Re: Colonizer.net
Post by: Repulsion on January 16, 2011, 11:23:58 pm
Sex-inducing fog? That is secreted by some sort of plant? If you guys make it out of there alive, find a way to contain the fog in some form and market it. People would buy it by the thousands just to slip it in their date's drink.
Title: Re: Colonizer.net
Post by: Tarran on January 16, 2011, 11:30:42 pm
Sex-inducing fog? That is secreted by some sort of plant? If you guys make it out of there alive, find a way to contain the fog in some form and market it. People would buy it by the thousands just to slip it in their date's drink.
Pffff hahahah. You, sir, have my full support in the selling of sex-fog.
Title: Re: Colonizer.net
Post by: Weirdsound on January 17, 2011, 01:00:51 am
"She'ish, help me take this one down! Everybody else cover that damned Ghant!"
Title: Re: Colonizer.net
Post by: V-Norrec on January 17, 2011, 04:45:55 am
"She'ish, help me take this one down! Everybody else cover that damned Ghant!"
while getting to first base with She'ish.
Title: Re: Colonizer.net
Post by: Aklyon on January 17, 2011, 10:31:52 am
I support all three of the above.
Title: Re: Colonizer.net
Post by: Repulsion on January 17, 2011, 10:46:45 am
  It shouldn't be too hard getting to first base with She'ish. Filiusenox mentioned earlier that She'ish was flirting with you.
Title: Re: Colonizer.net
Post by: filiusenox on January 17, 2011, 02:35:41 pm
((Sorry about that, real busy yesterday and the day before.. And what has Random.org wrought?!?!))
(11 more turns till dropship arrive.)

You think about making out with She'ish but instead order her to guard the Ghant.
But its too late.


As in he's done, not dead.
He presses a button on the engine and holds it down for thirty seconds.
Then he lets go.
*Vrrosh*
A large burst of whatever the hell was in the engine blasts out and explodes on contact when it hits the Tremors.
Turning two of them into mulch and wounding another. Which you pump full of iron.
The last one is taken  down by the others, but not before it rips the head off of Solider2.
“Hold only for 3 and 0 Makes! Or it will blow you up.”
Wow I didn’t know he could talk…
He throws you the gun and  takes your chaingun.
This is heavy. You are somewhat weighed down.
Ten Tremors pop up out of the ground.
Oh holy Clen, two of the freaking trees are uprooting themselves.
You blast three of the Tremors and one of the Trees that were too close together.
They are shredded into green and brown mist.


What do you do?
Title: Re: Colonizer.net
Post by: Weirdsound on January 17, 2011, 03:12:25 pm
"Everybody focus on keeping them from sneaking up on me! I almost feel sorry for whatever poor fucking plant tries a frontal assault on me now. HEY BITCHES, THE LANDSCAPER IS HERE!"
Title: Re: Colonizer.net
Post by: xtank5 on January 17, 2011, 05:26:39 pm
"Everybody focus on keeping them from sneaking up on me! I almost feel sorry for whatever poor fucking plant tries a frontal assault on me now. HEY BITCHES, THE LANDSCAPER IS HERE!"
This. This so much!!
Title: Re: Colonizer.net
Post by: V-Norrec on January 17, 2011, 05:52:58 pm
Contemplate various acts of indecency with She'ish, then shoot plant-like things.  Tell the Ghant he's in charge of operating the cannon thing.
Title: Re: Colonizer.net
Post by: Taricus on January 17, 2011, 07:52:58 pm
"Everybody focus on keeping them from sneaking up on me! I almost feel sorry for whatever poor fucking plant tries a frontal assault on me now. HEY BITCHES, THE LANDSCAPER IS HERE!"
Contemplate various acts of indecency with She'ish, then shoot plant-like things.

Both of these
Title: Re: Colonizer.net
Post by: filiusenox on January 17, 2011, 08:31:52 pm
((Stupid keyboard. I'm having to use the onscreen keyboard.
(10 turns left)

"Everybody focus on keeping them from sneaking up on me! I almost feel sorry for whatever poor fucking plant tries a frontal assault on me now. HEY BITCHES, THE LANDSCAPER IS HERE!"
You contemplate various-future of course-indecent acts with She'ish while you turn a tree into mulch.
Thirteen flowers begin to grow in a roughly three meter wide circle but She'ish and solider2 blow them up with a grenade.
A tremor grabbed She'ish, but the Ghant used his Chain gun to destroy it's arm and free her.
You destroy it the rest of the way with the Cannon as well as pulverize another tremor that was attempting to push the tower over.
The scientist is screaming something about hive mind sentience.
Solider3 is devoured but the grenade in his hand wipes the tremor off the map.
You take down the other four with difficulty, but without any causalities or wounds.
You hear something huge crashing through the underbrush.
((It will be here in 3 turns))
You and your crew are kept busy with keeping the vines from destroying the tower.
 

What do you do?
Title: Re: Colonizer.net
Post by: Taricus on January 17, 2011, 08:41:53 pm
Listen to the scientist
Title: Re: Colonizer.net
Post by: V-Norrec on January 17, 2011, 08:52:25 pm
Order everyone to strap down somehow, they keep on picking us up to kill us, let's keep them from picking us up, it might make their life more difficult.
Title: Re: Colonizer.net
Post by: Weirdsound on January 17, 2011, 11:10:25 pm
"A hivemind you say? Somebody give me back my chain gun. I don't want them getting used to the Landscaper just yet. It needs to be somewhat of a surprise for whatever the heck is coming."
Title: Re: Colonizer.net
Post by: filiusenox on January 18, 2011, 03:21:15 am
(9)
 You grab a chaingun from the pile and strap the Landscaper onto your back.
You manage to shred through the vines without much problems except for getting slashed across the face.
You manage to disentangle many vines from the tower without causality.
A tremor popped up but was quickly ended by concentrated fire.
The scientist explains what the creature's are and why they are attacking.
You regretfully blow up another patch of flowers with a grenade.


So what do you do?

("The tremor's autopsy showed that they had some grey mold growing on their control centers! The mold i s the word. They are attacking because the grey mold determined we are not friendly and is lashing out. Like the ants on our home planet if something was inside their nest! It isn't intelligent! Its just lashing out! But if we kill the head brain-mold! BAM they revert back to not working together." He seems stressed so if it doesn‘t make since just tell him.)
Title: Re: Colonizer.net
Post by: V-Norrec on January 18, 2011, 04:56:38 pm
"Any idea where the the head brain-mold is?"

Defend self against any threats, collect vines, they might be useful... for something.
Title: Re: Colonizer.net
Post by: Weirdsound on January 18, 2011, 05:08:27 pm
If they are dumb, we can pull the landscaper back out!

"The quest for a new Clarokians home-world will not be stopped by some half sentient plants!"
Title: Re: Colonizer.net
Post by: filiusenox on January 19, 2011, 07:45:18 pm

*KATHAM*
Oh Clen, its the biggest tremor you ever seen easily twenty four feet tall and about six foot wide at least..
Its has fifteen huge roots which lash out to attack you.
The chaingun fires a swift report and one of the roots falls off.
Only to be replaced by another.
Oh Clen, It regenerates!
You decide to use The Landscape on it. Blowing a chunk out of its middle.
The trunk repairs itself and rips the roof off of your tower and leers at you.
Oh Clen, this isn't good.

What do you do?

((Use what i suggested on post 69 but it still will be risky for you.))
Title: Re: Colonizer.net
Post by: Furtuka on January 19, 2011, 07:52:19 pm
Have bad flashbacks?
Title: Re: Colonizer.net
Post by: Weirdsound on January 19, 2011, 07:53:36 pm
But we I thought we revived anti-Psychotic drugs to deal with the flashbacks. Ah well...

"Everybody get to a lower level of the tower, I think I'm gonna snap!"

If the flashbacks don't come go for a sweeping blow with the landscaper, try to cut it in half.
Title: Re: Colonizer.net
Post by: xtank5 on January 19, 2011, 07:54:10 pm
Have bad flashbacks of the war with the Fieres.
Title: Re: Colonizer.net
Post by: filiusenox on January 23, 2011, 08:56:26 pm

If the flashbacks don't come go for a sweeping blow with the landscaper, try to cut it in half.
((Heh-heh.))

 You remember the war with the Fieres.
All your fault.
It was all your fault...
You press and hold the button on the landscaper for awhile.
No one notices until its too late.
*BOOM*
The entire tower, as well as five meters around you is incinerated
You manage to destroy the Huge Tremor with your suicide..

Savescum from last turn or Continue?

((You guys got a six. Sorry.))
Title: Re: Colonizer.net
Post by: xtank5 on January 23, 2011, 09:00:36 pm
Can we get a re-roll?
Title: Re: Colonizer.net
Post by: V-Norrec on January 23, 2011, 09:03:45 pm
Continue.
Title: Re: Colonizer.net
Post by: Taricus on January 23, 2011, 09:10:48 pm
Can we get a re-roll?

Please, if not SAVESCUM
Title: Re: Colonizer.net
Post by: Weirdsound on January 23, 2011, 09:14:07 pm
Savescum
Title: Re: Colonizer.net
Post by: filiusenox on January 23, 2011, 09:42:16 pm
((5))

You freeze.
All your fault.
No.
All your fault. You were the commander you shouldn't have commanded them.
You were'nt fit for officer position.

You watch as the crew hopelessly fights the Huge Tremor.
You die horribly after the last of your crew is chopped in twain.

Reroll or Continue with The last turn?
Title: Re: Colonizer.net
Post by: V-Norrec on January 23, 2011, 09:43:22 pm
Continue with last turn, it was obviously meant to be.
Title: Re: Colonizer.net
Post by: Taricus on January 23, 2011, 09:43:36 pm
Reroll
Title: Re: Colonizer.net
Post by: xtank5 on January 23, 2011, 09:45:02 pm
Roll a 1.
Title: Re: Colonizer.net
Post by: filiusenox on January 23, 2011, 09:46:07 pm
Roll a 1.
Thats one of the worse.
Besides a six.

1=freezing fear then eventual suicide.
2-5=freezing fear
6=suicide.
7-10=Terrifying Killrage against enemies.
Title: Re: Colonizer.net
Post by: xtank5 on January 23, 2011, 09:47:32 pm
Roll a 3?
Title: Re: Colonizer.net
Post by: Taricus on January 23, 2011, 09:49:04 pm
10, 10, 10!
Title: Re: Colonizer.net
Post by: Tarran on January 23, 2011, 09:50:22 pm
10, 10, 10!
This. Also, auto-resolve the battle afterward.
Title: Re: Colonizer.net
Post by: xtank5 on January 23, 2011, 09:50:58 pm
A 10 it is!

I thought were were using a D6.
Title: Re: Colonizer.net
Post by: filiusenox on January 23, 2011, 10:08:53 pm
A 10 it is!
I thought were were using a D6.
((9))
((Just random org 1-10.))


..."Welcome to Hell!"...
You grab a chaingun out of She'ish's hands and open fire.
The whooshing of the Landscaper deafens you as you repeatedly use it to rip the Huge Tremor into pieces while blowing off any roots that get too close too you with the chaingun.
...Time to fight again...
The Huge Tremor is eventually beat down into a mass of Brown and Green gel.
...The war was one no one was able to win...
Thirteen other Tremors arrive as backup, most likely. They join the Huge Tremor in death.
...Annihilation will be Unavoidable, take as many with you as you can...
You pause to breath but collapse into unconsciousness.

You are now in control of She’ish or another solider.
What do you do?
Title: Re: Colonizer.net
Post by: V-Norrec on January 23, 2011, 10:12:44 pm
Quicksave, then drag our fearless, but crazy leader into the center, where it's safe, hope it's quiet for a while, but be ready to shoot down anything that comes this way.
Title: Re: Colonizer.net
Post by: Weirdsound on January 24, 2011, 12:46:46 am
She'ish: Tend to your leg wound while it is quiet.
Title: Re: Colonizer.net
Post by: filiusenox on January 25, 2011, 02:55:13 pm
 The Probe buries the corpse.


Spoiler: Shar'yar (click to show/hide)

What do you do?
Title: Re: Colonizer.net
Post by: Tarran on January 25, 2011, 03:01:29 pm
Try developing a vibration detector that will allow us to see the Tremors coming.
Title: Re: Colonizer.net
Post by: Weirdsound on January 25, 2011, 03:08:07 pm
Convert iron stocks into chain guns/ammo. 25% crappy ones, 75% modern versions. Convert parts scavenged from the citadel into an extra-solar communication satellite.

Approach the camp again. From a distance listen in and try to decipher their language.

Name the colonies highest military honor after the soldier who fell in battle against the tremors. Award it to him posthumously. Offer your condolences to any family he had.
Title: Re: Colonizer.net
Post by: xtank5 on January 25, 2011, 03:50:09 pm
Convert iron stocks into chain guns/ammo. 25% crappy ones, 75% modern versions. Convert parts scavenged from the citadel into an extra-solar communication satellite.

Approach the camp again. From a distance listen in and try to decipher their language.

Name the colonies highest military honour after the soldier who fell in battle against the tremors. Award it to him posthumously. Offer your condolences to any family he had.
Try developing a vibration detector that will allow us to see the Tremors coming.

These plans are excellent.

Though, might I ask what the satellite is for?
Title: Re: assimilate-u
Post by: ibot66 on January 25, 2011, 07:38:12 pm
Watchin
Title: Re: Colonizer.net
Post by: Weirdsound on January 25, 2011, 07:58:22 pm
Convert iron stocks into chain guns/ammo. 25% crappy ones, 75% modern versions. Convert parts scavenged from the citadel into an extra-solar communication satellite.

Approach the camp again. From a distance listen in and try to decipher their language.

Name the colonies highest military honour after the soldier who fell in battle against the tremors. Award it to him posthumously. Offer your condolences to any family he had.
Try developing a vibration detector that will allow us to see the Tremors coming.

These plans are excellent.

Though, might I ask what the satellite is for?

The satellite is for advertising our colony once we get a foothold. We need to attract migrants and trade once we are strong enough to defend ourselves.
Title: Re: assimilate-u
Post by: ibot66 on January 25, 2011, 08:13:31 pm
Do et
Title: Re: Colonizer.net
Post by: Taricus on January 25, 2011, 08:41:49 pm
Do It
Title: Re: Colonizer.net
Post by: filiusenox on January 26, 2011, 05:19:31 pm
 The lightning storm is interfering with the Probe. It sits idle.


Spoiler: Shar'yar (click to show/hide)
Title: Re: Colonizer.net
Post by: V-Norrec on January 26, 2011, 05:36:31 pm
Fire the Lord, he sounds like a Jack-ass.  Give the position to Plop as reward for helping the team in the Dropship.  If we can't fire him, then simply lock him away in a closet somewhere until we come up with something better to do with him.  Begin setting up housing units and any of the kits that are not currently set up.
Title: Re: Colonizer.net
Post by: Weirdsound on January 26, 2011, 06:24:28 pm
Fire the Lord, he sounds like a Jack-ass.  Give the position to Plop as reward for helping the team in the Dropship.  If we can't fire him, then simply lock him away in a closet somewhere until we come up with something better to do with him.  Begin setting up housing units and any of the kits that are not currently set up.

Give that position to an Alien. Nobody will buy that.

Secretly assure Plop that we will not let the lord do away with the Ghant. Meet with the lord. Assure him that he will get the land and supplies he wants as soon as we begin trading with outsiders so long as his followers behave until then.  Use the satellite to start listening in on transmissions from nearby systems. See if any potential trading partners are out there. Do not make our presence known yet.

Wait until lightning storm subsides. Try to figure out the native language.


Attend meeting with the president and the lord. Play bad cop by informing the lord that any of his supporters who cause trouble will be drafted into your military and made to shut the fuck up. Frankly tell him that you owe the Ghants your life, and that they are not going anywhere.
Title: Re: Colonizer.net
Post by: xtank5 on January 26, 2011, 06:56:04 pm
Use the satellite for a survey of the land from above.  Make a few communication/spy satellites for good measure. 
On any future missions to the jungle, we should have one of the comm-sats keep an eye on things and ensure communications with the troops.

In the meantime we should have our current satellite perform radio-spectroscopy on the surface of the planet to get a rough idea of what lies beneath.  We should probably give the satellite a name.  I propose it be named after one of our fallen soldiers. "Pos'Hum-1","PH-1" for short.

Our engineers should figure out how to make space-based lasers or ion cannons or some kind of weapon that makes pretty explosions/fire from high-orbit.  ("Pos'Hum's Revenge" as a possible name?)
Quote from: The Codex Astartes, Warhammer 40000
In war, one should seek to take and hold the high ground. From there, the enemy's movements are clearly visible, and he will struggle just to reach you, let alone fight you. High orbit is the highest ground there is.

We should also work on creating flying autonomous drones to scout the rest of the world for usable resources.  However, we may not have the resources to create such drones so we should quickly put together a sensor-suite suitable for mapping geography and possible mineral deposits.  Then we should attach the sensor suite to our remaining drop-ship and have it do a fly-over of the less hostile areas of the planet.  The sensors should flag any sites with potential iron, copper, uranium, plutonium, lithium, silicon, or other deposits valuable to heavy or tech industries.

As for more domestic affairs, we should get to work building more permanent tenements and the infrastructure needed to support our population.  We need to have a sit down with this Lord Luki'Tune and tune him into the fact that the Ghants are now valuable members of our society and shall be treated as such.  Create more greenhouses and water purifiers.  Build a few rain collectors and create a reservoir to store excess water.

Bring up the mind control fungus with the president.  Try to get a research initiative going on finding a way to kill the fungus.

Spoiler: I support this. (click to show/hide)
Title: Re: Colonizer.net
Post by: filiusenox on January 26, 2011, 07:40:46 pm
((Sorry about that, but Random.org did it, and i'm not just saying that.))

You decided to talk with Lor'ica and you are about to discuss ways to deal with Luki'Tune when he bursts into your office. He is followed by Plop.
Luki'Tune sits down arrogantly and puts his boots up on the metal thingy you use for a desk.
The Ghant stands Tiredly after a bit of a salute.
"Hello Tye, remeber me?" Luki'Tune asked cheerily.
You resist the urge to punch him. The jerk ripped you off when you had that old smuggling ring set up, but he went by a differnt name then.
The Ghant stands by Lor'ica and looks a bit angry.
"Would you like some Liquer?" you reply calmy.
"Is it made by those furry little green bastards?"
"No, its made by the Ghants."
"Same thing, so no. I'm actually surprised you let one into your nice,shiny office.By the way are you ever going to give me and my people what they ask?"

What do you do?
Title: Re: Colonizer.net
Post by: V-Norrec on January 26, 2011, 07:54:59 pm
"No, now get the hell out of my office.  I will not suffer this kind of indignity, and keep your so called followers in line, or they'll soon find themselves in the military."
Title: Re: Colonizer.net
Post by: Taricus on January 26, 2011, 08:40:23 pm
Call in Lori'ca to dispose of this traitor, making sure that only war or tremor veterans are allowed into office
Title: Re: Colonizer.net
Post by: xtank5 on January 26, 2011, 08:51:43 pm
"Get the hell out of my office you despicable racist!  You and your ilk can expect to soon find yourselves delivering fungicide to the Tremor Hivemind, BY HAND if you keep up with this disgusting behaviour concerning the Ghants!" 
Add spittle, red-face, and hand motions for extra effect.  Throw Luki'Tune out the door if necessary.

Re-dub Luki'Tune's position as "Lord" to "Lord of Ass-Hole-ery"
Title: Re: Colonizer.net
Post by: Weirdsound on January 26, 2011, 10:41:08 pm
"Get the hell out of my office you despicable racist!  You and your ilk can expect to soon find yourselves delivering fungicide to the Tremor Hivemind, BY HAND if you keep up with this disgusting behaviour concerning the Ghants!" 
Add spittle, red-face, and hand motions for extra effect.  Throw Luki'Tune out the door if necessary.

Re-dub Luki'Tune's position as "Lord" to "Lord of Ass-Hole-ery"
"No, now get the hell out of my office.  I will not suffer this kind of indignity, and keep your so called followers in line, or they'll soon find themselves in the military."

We shouldn't do this. We have no clue how much sway this guy has. I'd shrug him off and patronize him, but I wouldn't explode or insult his face. I'd leave that to our distinguished war hero friend.

"You can have all the land you want, Luki'Tune. But it will be without food or utilities until we can get some traders to this colony. You may not care for the Ghants or their products, but trust me; a drunk trader is an easy trader. It is in your best interest to keep the Ghants around. Just remember, our hero Lori'ca owes his life to plop here. I wouln't want to be on Lori'ca's bad side, I've heard what happens when he flips his lid..."
Title: Re: Colonizer.net
Post by: Taricus on January 26, 2011, 10:51:03 pm
No Negotiating with the race-traitor.
Title: Re: Colonizer.net
Post by: Weirdsound on January 26, 2011, 11:15:53 pm
We make him suffer after we contain his followers then. If a significant amount of our population is loyal to him, we cannot afford to piss him off. Lori'ca can kick his ass later, he has to be beloved by the people for his heroics at this point: Nobody will call for him to be removed if he is rude or violent towards the Ghant hater. Mr. President should keep his hands clean.
Title: Re: Colonizer.net
Post by: Tarran on January 26, 2011, 11:23:29 pm
Guys, the talking isn't necessary. Why? Because there's a much, much easier way to express our opinion: Walk up to Luki'Tune and punch him out cold.
Title: Re: Colonizer.net
Post by: Taricus on January 26, 2011, 11:25:42 pm
Guys, the talking isn't necessary. Why? Because there's a much, much easier way to express our opinion: Walk up to Luki'Tune and punch him out cold.

You forgot stripping him of office, other then that I wholeheatedly accept this plan.
Title: Re: Colonizer.net
Post by: Weirdsound on January 26, 2011, 11:27:15 pm
Guys, the talking isn't necessary. Why? Because there's a much, much easier way to express our opinion: Walk up to Luki'Tune and punch him out cold.

This. Have any recordings/transcripts of the incident purged. Call Lori'ca and claim he assaulted you. I'm sure the Ghant would lie for you at this point.

Save the game beforehand however...
Title: Re: Colonizer.net
Post by: Taricus on January 26, 2011, 11:28:55 pm
Guys, the talking isn't necessary. Why? Because there's a much, much easier way to express our opinion: Walk up to Luki'Tune and punch him out cold.

This. Have any recordings/transcripts of the incident purged. Call Lori'ca and claim he assaulted you. I'm sure the Ghant would lie for you at this point.

Politics at it's finest
Title: Re: Colonizer.net
Post by: xtank5 on January 26, 2011, 11:29:58 pm
Guys, the talking isn't necessary. Why? Because there's a much, much easier way to express our opinion: Walk up to Luki'Tune and punch him out cold.

This. Have any recordings/transcripts of the incident purged. Call Lori'ca and claim he assaulted you. I'm sure the Ghant would lie for you at this point.

Save the game beforehand however...
Make sure he at least knows why you punched him first.
Title: Re: Colonizer.net
Post by: Weirdsound on January 26, 2011, 11:33:31 pm
Guys, the talking isn't necessary. Why? Because there's a much, much easier way to express our opinion: Walk up to Luki'Tune and punch him out cold.

This. Have any recordings/transcripts of the incident purged. Call Lori'ca and claim he assaulted you. I'm sure the Ghant would lie for you at this point.

Save the game beforehand however...
Make sure he at least knows why you punched him first.

Nah. Let him assume it was over the past. Punching out a popular leader because you love a minority group is a good way to get removed from power in a violent fashion. Punching out a popular leader because he ripped you off in the past is a good way to come across as a total badass.
Title: Re: Colonizer.net
Post by: filiusenox on January 27, 2011, 07:00:40 pm
((Lori’ca is standing right beside you.))

 The lightning storm is still going ON!?!?

Spoiler: Shar'yar (click to show/hide)

Spoiler: Findings (click to show/hide)

What do you do?


What do you do?
Title: Re: Colonizer.net
Post by: Weirdsound on January 27, 2011, 07:17:37 pm
Give public speech honoring Plops contribution to the jungle battle. Deny Luki'Tune's rumor and start a couple nasty ones about him. Request a test batch of five suites. Pick three soldiers from the jungle battle to join you and She'ish as the first test users of the armor.

Use satellite to keep tabs on Luki'Tune. Look for any reason to lock the motherfucker up. Instruct scientists to experiment with the brain mold. Try to establish a mini hive-mind colony in a terrarium! Keep listening for transmissions that could interest us. Do not respond to anything that we have heard from outside the system so far.

Learn their godamn language already :p
Title: Re: Colonizer.net
Post by: Taricus on January 27, 2011, 07:21:43 pm
Improve ghant living conditions
Title: Re: Colonizer.net
Post by: Weirdsound on January 27, 2011, 07:32:05 pm
Improve ghant living conditions
Only if we improve the general living conditions even further. I have a feeling our people wont like it if the Ghants enjoy a higher or even equal standard of living.
Title: Re: Colonizer.net
Post by: xtank5 on January 27, 2011, 07:37:31 pm
Clearly we get that malachite and silicon.  Try to pinpoint the location of the uranium.
Have the engineers make some harvesting machines so our people can be better at harvesting.  That or solve the problem with Luki'Tune and get the Ghants working again.  Maybe have him come in for an "interview" to find out what these "Ghants" looked like that attacked him.  Try to "sort out" what actually happened.   ;D

Start the construction of a military command-and-control center/government bunker in the mountains.  Another bunker should be made in a nearby mountain for civilians.  Tunnels in the bedrock from the capital to the mountains would greatly improve the overall project.

Have the scientists figure out how to make space-based lasers.


((Guys, when we get uranium, we need to refine it so we can make power-plants and warheads.  Plus depleted Uranium rounds.
The bunkers are for if the city somehow gets overrun.  Also a good place to hide the Stargate silos.))

Give public speech honoring Plops contribution to the jungle battle. Deny Luki'Tune's rumor and start a couple nasty ones about him. Request a test batch of five suites. Pick three soldiers from the jungle battle to join you and She'ish as the first test users of the armor.

Use satellite to keep tabs on Luki'Tune. Look for any reason to lock the motherfucker up. Instruct scientists to experiment with the brain mold. Try to establish a mini hive-mind colony in a terrarium! Keep listening for transmissions that could interest us. Do not respond to anything that we have heard from outside the system so far.

Learn their godamn language already :p
Improve ghant living conditions

Agreed.  Although, we need to make sure the brain-mold is kept far away from organic matter and preferably the research center would be deep inside of a mountain.  (another good use for bunkers)  Then we should sequence the DNA and keep all samples in such a way that they could be rendered sterile within a moment's notice.
Title: Re: Colonizer.net
Post by: Weirdsound on January 27, 2011, 07:46:50 pm
Bunkers

Bunkers exist underground. We are fighting creatures that primarily attack from underground. I say build em once we deal with the Tremors once and for all.
Title: Re: Colonizer.net
Post by: Tarran on January 27, 2011, 08:18:34 pm
Bunkers

Bunkers exist underground. We are fighting creatures that primarily attack from underground. I say build em once we deal with the Tremors once and for all.
Yeah, if you've ever seen Tremors(and you should have or you'll make me very sad) you'll know that being underground, even in a bunker, is a Bad Idea.

Have the scientists figure out how to make space-based lasers.
I'm not sure, but I think lasers are actually absorbed by an atmosphere somewhat, making lasers less effective than they would seem(unless the laser is HUGE, in that case atmosphere isn't really a problem). I'd go for a railgun, rocket, or something similar.
Title: Re: Colonizer.net
Post by: Weirdsound on January 27, 2011, 08:22:25 pm
Bunkers

Bunkers exist underground. We are fighting creatures that primarily attack from underground. I say build em once we deal with the Tremors once and for all.
Yeah, if you've ever seen Tremors(and you should have or you'll make me very sad) you'll know that being underground, even in a bunker, is a Bad Idea.

Have the scientists figure out how to make space-based lasers.
I'm not sure, but I think lasers are actually absorbed by an atmosphere somewhat, making lasers less effective than they would seem(unless the laser is HUGE, in that case atmosphere isn't really a problem). I'd go for a railgun, rocket, or something similar.

Well if your bunker is loaded with weapons and a hardened bad-ass couple ready for Armageddon, you will be fine.
Title: Re: Colonizer.net
Post by: xtank5 on January 27, 2011, 08:33:14 pm
When I said bunkers, I didn't mean piddly reinforced concrete under 50 feet of soil.  I meant Bunkers, carved into the bedrock out of the sides of barren mountains.  So that makes tremor attack almost out of the question.

The reason I want lasers or an ion cannon is because then we can burn hostile plant matter from high orbit.  The plants won't be able to get us from high orbit.  Plus the pretty fire/explosions.  :D
Title: Re: Colonizer.net
Post by: Tarran on January 27, 2011, 08:41:59 pm
The reason I want lasers or an ion cannon is because then we can burn hostile plant matter from high orbit.  The plants won't be able to get us from high orbit.  Plus the pretty fire/explosions.  :D
Oh, I misunderstood what you meant by "space based". I thought you meant on the ground, shooting at space threats. But my point still stands, the atmosphere will absorb some amount of the lasers. I'd suggest having a plasma beam instead, because as far as I know plasma doesn't get absorbed by an atmosphere. Alternatively, you could also use a gigantic magnifying glass.
Title: Re: Colonizer.net
Post by: Weirdsound on January 27, 2011, 10:30:51 pm
The reason I want lasers or an ion cannon is because then we can burn hostile plant matter from high orbit.  The plants won't be able to get us from high orbit.  Plus the pretty fire/explosions.  :D
Oh, I misunderstood what you meant by "space based". I thought you meant on the ground, shooting at space threats. But my point still stands, the atmosphere will absorb some amount of the lasers. I'd suggest having a plasma beam instead, because as far as I know plasma doesn't get absorbed by an atmosphere. Alternatively, you could also use a gigantic magnifying glass.

I say we focus our research into hijacking the hive mind and placing it under our control. It will be risky, but just think, we could order the trees and vines to form our houses, and the Tremors to defend our population. Why destroy what we can possibly manipulate?
Title: Re: Colonizer.net
Post by: Taricus on January 27, 2011, 10:31:53 pm
The reason I want lasers or an ion cannon is because then we can burn hostile plant matter from high orbit.  The plants won't be able to get us from high orbit.  Plus the pretty fire/explosions.  :D
Oh, I misunderstood what you meant by "space based". I thought you meant on the ground, shooting at space threats. But my point still stands, the atmosphere will absorb some amount of the lasers. I'd suggest having a plasma beam instead, because as far as I know plasma doesn't get absorbed by an atmosphere. Alternatively, you could also use a gigantic magnifying glass.

I say we focus our research into hijacking the hive mind and placing it under our control. It will be risky, but just think, we could order the trees and vines to form our houses, and the Tremors to defend our population. Why destroy what we can possibly manipulate?

Good plan
Title: Re: Colonizer.net
Post by: filiusenox on January 28, 2011, 02:19:08 pm
((No manipulating of the hive mind. Its just a symbiotic mold that grows inside the plants and prevents them from eating one another and making it so the forest expands without much competition, its just a relic from when the old civilization started destroying the forest and polluting the atmosphere.
The Underground bunker/city section will cost 7 labor points a turn.))

 The Probe nears the encampment and listens in on conversations, and begins to learn the language. It will take a while, around three days.
((6 turns))

Spoiler: Shar'yar (click to show/hide)

What do you do?
Title: Re: Colonizer.net
Post by: Weirdsound on January 28, 2011, 03:20:35 pm
Slow down construction of Alpha for now. It is consuming too much of our labor force, and we have more pressing needs. Convert iron into additional mining equipment. Keep listen for transmissions from nearby systems. Name the sentient race on the nearby planet Steamcrawlers. Commission a group of soldiers and diplomats to deal with the Steamcrawlers.

Keep listening. Transmit all data back to colony as you begin to learn.

Give a rousing speech encouraging the Clarokians to join the newly formed Department of Steamcrawler Relations. Offer anybody who volunteers 200 Acres of land once more greenhouse and water purifier kits become available.
Title: Re: assimilate-u
Post by: ibot66 on January 28, 2011, 06:23:21 pm
We dont need steamcrawler relations.
Title: Re: Colonizer.net
Post by: Weirdsound on January 28, 2011, 06:28:37 pm
We dont need steamcrawler relations.

This has already been discussed. I'd much rather get rid of them in a nasty fashion myself, but everybody else thinks we'd be better off exploiting them for resources and labor. I guess that's the next best thing.
Title: Re: Colonizer.net
Post by: xtank5 on January 28, 2011, 07:29:56 pm
How long will it take to finish the bunkers?

I think we should hold off on Steamcrawler relations.  Maybe after we build some goddamn space lasers, or at least finish outfitting the bunkers.

Continue with the construction of Project Alpha.
Set on researching and producing clean energy.
Make those combat/power suit prototype things.


Keep listening. Transmit all data back to colony as you begin to learn.
Do that.

Later we can use the power suits to possibly increase the amount of labour that can be done with the same amount of workers we have now.  And then we can hopefully fight off the Tremors better with power suits loaded to the brim with flamethrowers and lasers and other pretty burny and explodey things.
Title: Re: Colonizer.net
Post by: Weirdsound on January 28, 2011, 07:36:53 pm
How long will it take to finish the bunkers?

I think we should hold off on Steamcrawler relations.  Maybe after we build some goddamn space lasers, or at least finish outfitting the bunkers.

Continue with the construction of Project Alpha.
Set on researching and producing clean energy.
Make those combat/power suit prototype things.


Keep listening. Transmit all data back to colony as you begin to learn.
Do that.

Later we can use the power suits to possibly increase the amount of labour that can be done with the same amount of workers we have now.  And then we can hopefully fight off the Tremors better with power suits loaded to the brim with flamethrowers and lasers and other pretty burny and explodey things.

All we need to do is pick a side in their war, give them our crappy chain guns, and watch as they establish a one world government in our debt. It is nothing particularly risky or complicated.
Title: Re: Colonizer.net
Post by: xtank5 on January 28, 2011, 07:38:04 pm
Do we even have a way to send them our guns?
Title: Re: Colonizer.net
Post by: Weirdsound on January 28, 2011, 07:42:56 pm
Hopefully we will be ready to attract traders at around the time the Probe has finished compiling their language. We would still need a turn or two after that to teach our diplomats the new tongue I think. If we don't have intersolar transport we will be able to get some by the time we are ready, I hope.
Title: Re: Colonizer.net
Post by: xtank5 on January 28, 2011, 07:51:59 pm
I just don't want to get the general populace too excited yet.  With so many things going on at once, they may get a little stressed and flip out.  They may just want to focus on our own problems for now.  Heck, I just want to focus on our own problems now. 

Still need to get those power suits though.  Oh the places we will go with those power suits.
Title: Re: Colonizer.net
Post by: Weirdsound on January 28, 2011, 08:16:39 pm
Oh the places we will go with those power suits.

Indeed. Research a heavily armored ground transport. Might as well support our infantry.
Title: Re: Colonizer.net
Post by: filiusenox on February 23, 2011, 11:48:45 am
((Sorry about that, my social life started to pick back up.))

The Probe learns the language. It will take a while, around 2.5  more days
((5 turns))

Spoiler: Shar'yar (click to show/hide)

The bunkers will be finsihed in 20.5 days.((51 turns unless you use timeskip.))

What do you do?
Title: Re: Colonizer.net
Post by: Weirdsound on February 23, 2011, 01:05:09 pm
Timeskip 2.5 days. While fastforwarding...

Instruct Luki’Tune to have his followers express their opinions in a fashion that dose not involve stopping work. Make it very clear that those who do not work, will not eat.

Keep listening in on the satellite for potential trade opportunities.

Continue mining and processing iron. Make lots of weapons and ammo to serve as trade goods.

Break up any anti-ghant strikes with your new power suits.

Ask the soldiers that survived the jungle with you what they think of Luki'Tune. Take down the names of those who hate him.

Found the Shar'yar Nationalist Party with a platform of military supremacy, racial diversity, and Loyalty to President Tye.

Keep on learning the language!
Title: Re: Colonizer.net
Post by: xtank5 on February 24, 2011, 12:24:50 am
Timeskip 2.5 days. While fastforwarding...

Instruct Luki’Tune to have his followers express their opinions in a fashion that dose not involve stopping work. Make it very clear that those who do not work, will not eat.

Keep listening in on the satellite for potential trade opportunities.

Continue mining and processing iron. Make lots of weapons and ammo to serve as trade goods.

Break up any anti-ghant strikes with your new power suits.

Ask the soldiers that survived the jungle with you what they think of Luki'Tune. Take down the names of those who hate him.

Found the Shar'yar Nationalist Party with a platform of military supremacy, racial diversity, and Loyalty to President Tye.

Keep on learning the language!

I support this.
Title: Re: Colonizer.net
Post by: Taricus on February 24, 2011, 02:42:01 am
Timeskip 2.5 days. While fastforwarding...

Instruct Luki’Tune to have his followers express their opinions in a fashion that dose not involve stopping work. Make it very clear that those who do not work, will not eat.

Keep listening in on the satellite for potential trade opportunities.

Continue mining and processing iron. Make lots of weapons and ammo to serve as trade goods.

Break up any anti-ghant strikes with your new power suits.

Ask the soldiers that survived the jungle with you what they think of Luki'Tune. Take down the names of those who hate him.

Found the Shar'yar Nationalist Party with a platform of military supremacy, racial diversity, and Loyalty to President Tye.

Keep on learning the language!

I support this.
Title: Re: Colonizer.net
Post by: filiusenox on February 26, 2011, 02:32:28 pm
((sorry about the inconstancies.))
 The Probe has learned the language. It is series of hisses and spits.


Spoiler: Shar'yar (click to show/hide)

What do you do?
Title: Re: Colonizer.net
Post by: xtank5 on February 26, 2011, 05:52:10 pm
Can we send 3 power-suits to speed the construction of Project Alpha?
Send the other 2 power-suits to assist/protect a mining party to harvest the malachite veins in the south.
Place an order for 5 more power-suits.
Re-send a drone to search for the uranium deposit.
If our engineers can, develop conventional VTOL aircraft (like helicopters, Ospreys, the helis (http://james-camerons-avatar.wikia.com/wiki/Aerospatiale_SA-2_Samson) from Avatar, or the huge gunship (http://james-camerons-avatar.wikia.com/wiki/Dragon_Assault_Ship) from Avatar) that run using turbines or conventional engines. (We only need the blueprints, we don't need to produce them yet, and we should have some meant for cargo so we can rapidly insert/evac power-suits and troops.)

Using the trench that delivers us water, set up a fuel plant that splits water into H2 and O2 and then compresses and stores it.  We should also build storage and delivery facilities.
Develop high-efficiency hydrogen turbines/engines.
Produce a stockpile of the anti-fungal spray.  Preferably in the form of artillery shells or grenades.

Transcribe conversations between the natives.

Please do this over 2 turns.
Title: Re: Colonizer.net
Post by: Weirdsound on February 27, 2011, 03:20:46 am
Focus on gathering and harvesting the crop
Keep listening for further transmissions on the satellite

Lead an exploration team of soldiers, biologists and Ghant on a short survey of the local flora and fauna that lives outside the jungle.
Listen in and try to understand the nature of the factions in the steamcrawler war.


Title: Re: Colonizer.net
Post by: filiusenox on February 28, 2011, 09:13:11 pm
 Wow, what luck, a captain decides to give a speech concerning the war.
"My fellows, we must not falter, this war is to advance to glory and power of our great nation of {Roughtranslation:Tallroof}, our emperor has decreed that this state mars the great name of our forefathers. We must not forget our blood allegiance to the emperor, the one who will lead us to glorious peace."
Its obviously a large country devouring a smaller one under a guise of blood oaths and some religious charade.
 

Spoiler: Shar'yar (click to show/hide)
Title: Re: Colonizer.net
Post by: xtank5 on February 28, 2011, 10:03:26 pm
Awww, no hydrogen plant?  Damn.
Any word on the engineers designing those H2 engines or turbines?

Build a swimming pool.
Figure out which animals we can breed for food.
Continue mining copper and try to get some silicon if we can.

Build a boat.
Build a bigger boat.
With harpoon guns.
Start fishing.

Build a small-scale composter, we only need to make enough for our greenhouses.  Also, crop-rotation the next time around.

Find enemy camp and listen in.

Next turn: Tremor sensors.  Lots of them.
Title: Re: Colonizer.net
Post by: Taricus on March 01, 2011, 12:06:09 am
I Approve of the H2 plant.

And restart project alpha
Title: Re: Colonizer.net
Post by: Weirdsound on March 01, 2011, 03:14:37 am
I Approve of the H2 plant.

And restart project alpha

Two mega projects at once is kind of silly.

Ask the engineers for a rough estimate on the time required to make the h2 plant. Greenlight the project that will be completed quicker. Keep listening in for extra-solar communication. Ask the Ghants to invent a drink using the local plantlife found during the survey. Convert one of the greenhouses to grow the plant(s) required to make said drink.

Deploy some recruits to hunt massive crawdads down by the waters edge as a training exercise. Lead a team out to the plains to mark off a potential landing zone for capitol ships willing to trade.

Search the edges of camp for documents from which you can decipher the written language of the natives.
Title: Re: Colonizer.net
Post by: xtank5 on March 03, 2011, 10:14:25 pm
I Approve of the H2 plant.

And restart project alpha

Deploy some recruits to hunt massive crawdads down by the waters edge as a training exercise. Lead a team out to the plains to mark off a potential landing zone for capitol ships willing to trade.

Search the edges of camp for documents from which you can decipher the written language of the natives.
I like this.