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Messages - Alternatecash

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211
7/11
The knife suits Finland better.

212
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 16, 2012, 04:54:17 pm »
No, it's NOT silly expensive. Did you look at the prices? Mining them ourselves is probably much more expensive, even before we take into account we're not in as good a place for mining and the work we ourselves would need to put in it. It's capitalism, specialization. Do what you're better than everyone else at and buy the rest from those that are better than you at those specific things.
Case in point in economy Primary production is always less expensive the secondary and tertiary production. It'll always be cheap for us to do mining on our own... Unless you count in things like time and labor. Then it'll probably more efficient to buy from people better equipped then ourselves. Especially if we work out a deal where we exchange clones for lowered prices. But producing ourselves on a smaller scale would be helpful. SO I sorta agree with Armok on the whole buy what we need, Though before we do that we should have a stronger economic base and more cash reserves so we can stay liquid, in case of One time offers and emergencies.
An underground bunker are would have some benefits, but we should still maintain our surface presence.
I agree totally with this. Lasers and ranged weapons work better  at a distance, so a defensive structure is to our benefit. Plus solar energy need light, and we don't have to waste wood for fuel. I'm thinking long term, we have power plants and shuttle landing pad, plus perhaps watch tower and kennel/Animal yards. Plus dirt based farms on the ground, with an advanced lab underground.
I concur. Moving our advanced facilities underground will mask our capabilities, help prevent corporate espionage, and be easier to draw. And be very cool.

213
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 14, 2012, 03:47:59 am »
I'm in favor of researching photosynthetic skin, after we've managed to fortify ourselves.

214
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 14, 2012, 12:17:43 am »
Explore the north
Gather biomass
Improve defenses (buy concrete blueprint, build walls)

215
DF Adventure Mode Discussion / Re: favorite punishments
« on: January 13, 2012, 11:13:18 pm »
I usually end up with a bag full of various severed limbs. If an opponent has the gall to actually wound me, I like to gouge out both eyes and randomly take bites out of them until they die.

216
DF Adventure Mode Discussion / Re: Did anyone else...
« on: January 13, 2012, 11:08:40 pm »
It's the first thing I did when I got home from the theater.

217
DF Adventure Mode Discussion / Re: food and water in adventure mode.
« on: January 13, 2012, 11:04:23 pm »
I just set eating sapients as accepted. Now I just need to mod in prion disorders and continue my brain-eating ways.

218
DF Modding / Re: Final Fantasy Mod
« on: January 13, 2012, 10:54:43 pm »
Keeping an eye on this, waiting for the next version.

219
DF Modding / Re: Dwarven Genetics Lab - A Dwarf Fortress Modding GUI
« on: January 13, 2012, 10:45:17 pm »
Watching and waiting.

220
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 13, 2012, 09:40:42 pm »
Our modifications, for now, should simply be to improve survivability and durability. Simple, hard-wearing improvements will be more valuable. We don't have the time or grant money for screwing around.

221
4/3.14

The Tyranids would like a word with your gene-line...

222
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: January 13, 2012, 03:03:18 pm »
After a week, your FPS drops to 2, and everything you love is covered in boiling rock.

I wish that truth was beauty, and beauty, truth.

223
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 13, 2012, 05:28:43 am »
Quote
No offence Armok but your clone ideas all sound like the hellish abominations that stalk the nightmares of the insane. Plus I don't think I could possibley draw them with any clarity so that is why I haven't done them. Sorry to disapoint.

Yes. I think that's rather the point.
So, we need to buy the concrete blueprint ASAP, finish our fortifications, and collect as much biomass as we can render down.
I think mineral wealth will be less useful, unless we can add metals to the cloning vats to create bone lacing and dermal plating for our pet mutants.
...Can we please add metals to the cloning vats to crate bone lacing and dermal plating for our pet mutants?

224
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: January 12, 2012, 06:41:05 pm »
Granted. You are now perfectly aware that you're dreaming whenever you are. Unfortunately, you're locked into an eternally everchanging nightmare.

I wish for a feedback loop.

225
You extract samples from the crab's tissues, mixing up a pair of Arthropod/Osseous mutagens and a pair of Osseous Elixirs, leaving two unaltered samples for later use. Still having a stack of unused sample vials, you also take a sample of the strange oil you noticed earlier.

Deciding to make use of your talents, you down the Bio-Luminescence/Fungal Mutagen and one of your new Arthropod/Osseous mutagens.
Your skin itches as a bone-deep ache spreads throughout your body. Coin-sized luminous patches dot your skin, surrounded by tiny glowing freckles. You feel a grinding sensation as your skeletal structure becomes more solid.

Reviewing your options, you could retrace your steps through the drain system (possibly seeking your revenge on the strange bone-plants), or explore the sludge-filled corridor and the cells branching off it.

Status;
Spoiler (click to show/hide)

Inventory;
Spoiler (click to show/hide)

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