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Messages - xtank5

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61
General Discussion / Re: Bay12's Desktops
« on: February 05, 2013, 12:48:33 am »
My current desktop is awesome.
Spoiler: Is Bolo (click to show/hide)
Source for the original please?  I love me some Bolo.

62
Look, the whole militia thing has worked out well enough so far and in the words of so many people, "If it ain't broke, don't fix it."

63
EDIT: Bah, double ninja'd!

Having a rest area on-site for the miners sounds like a good idea to me. So do your proposed uses for the steel.

...Where would the hostiles come from, that they don't have a ship?
Explain how a militia would protect us from a spaceship attack. Even if they want to raid, and not destroy, it would make sense that they would stay out of personal-weapon-range and threaten to bomb our settlement if we didn't hand over X. Assuming that a couple hundred people on an isolated desert world has anything worth raiding.

Keeping a working military around will serve us well in the future, even if at the moment it seems useless.  Any effective military has a functional command structure, discipline, and good training.  If the military is disbanded the command structure disappears and will be difficult to re-create when it is again needed.  The same goes for discipline and good training.  The military needs to be kept around otherwise the discipline will be eroded and skills will be rusty when it comes time to reactivate.  The military runs drills in times of peace.  They practice.  They train and hone their skills.  Who's to say that using our troops as an engineering corps won't help keep our troops' skills sharp, their discipline strong, and their command structure ready?  Even if they enemy they fight is the environment, they are still learning to fight the enemy.  Divvying up the work to squads in order to build roads can be compared to divvying up the objectives on the battlefield.  So long as they also get more conventional military drills in, the military ought to be ready for when it is time to expand into the space of our local system.

As for defending from space based threats, appropriately sized coilgun or railgun emplacements on the surface ought to provide adequate anti-starship capability until we get our own battle cruisers and things.

64
A military is a good idea for our world in case of marauding pirates/mercenaries/etc who may or may not have a rational reason to raid our colony.

Pretty much everything sounds good so far but I do have a few gripes.
  • Windmills aren't going to last very long up where the wind is.  Sand storms will quickly erode the blades, pedestals, generators, everything critical to generating power.  Putting them out of the way of the wind would defeat their purpose so windmills would only be a waste of resources at this time.  However, if we acquired water and the appropriate metal salts we could do as someone else suggested and create another solar power plant with these as collectors which we can hide out of the way of the wind but where they can still receive sunlight.
  • A fence around a military base is also pointless for the same reasons as windmills.  Biocrete pillars with radio beacons delineating the boundaries might be a better idea, but for now we don't really need a large base, not until we start having decent population growth.

It appears that the hulk  has been reduced to it's structural elements not including the hull plating.  We should get to work on recycling the (what I presume is) steel.  Then we can use it to make the coilgun emplacements that tryrar wanted.

On that note Pyotr might wish to begin looking into ways to build very large capacitor banks using locally sourced materials.  He may also wish to figure out a way to harvest energy from the static electricity of the sand storms.  This is his decision though.

From what I gather, the crashed ship was military (by the damaged military plating we scavenged off the wreck), and it was probably lost during the war 80 years ago.  That means the encryption techniques are 80 years out of date and somebody ought to be able to crack the encryption.  We should get someone working on that right away.  For all we know the ship's logs might have useful information about the local system including potential hazards on the other planets.  It is critical we get that data so we can safely proceed to harvest water and other resources from the water planet I hope to call Lympha (although the logs may provide its original name too).

In the meantime, Stefan will begin drawing up plans for a semi-automated factory that can be quickly re-tooled to produce nearly anything given the proper materials.  Hopefully the factory would take advantage the scavenged electronics and database system.

65
I take it nobody has any other suggestions?

66
General Discussion / Re: Bay12's Desktops
« on: January 14, 2013, 12:01:34 am »
This3600x1080 is the new background I setup today for my slightly awkward (new) dual monitor setup.  I got a nice, new second monitor to go with my nice, new machine.  Sadly, my old machine died the day after I got my new one working, so I was unable to revive my old machine as a print/media server for my home.

67
Salvaging our ship isn't a good idea... We gonna need it sooner or later.

When we'll have energy problems, we may somehow add the ship to our system, but right now we produce much more than we need

I think Pyotr was just planning on running cables to/from the Survivor in order to interface it's energy systems with the colony's, not breaking the ship apart into its component systems.  I think that Pyotr's is a great idea as long as it has a quick connect/disconnect mechanism in case of emergency.

68
We are establishing only the one colony, my proposed actions are focused on gathering resources for our colony from the other bodies in the system.

69
Great ideas Pufferfish.

We should be careful when it comes to the aquatic planet, it was bombarded, with what we don't know.  There could be all kinds of still deadly biological and chemical warfare agents present.  I'm not saying we shouldn't go, we need the water and aquaculture, but we need to be careful, we don't want to bring back something that could harm us. 

  • See what that ship has for salvage, if it has anything that we can use to ensure our safety on a scouting mission to the aquatic planet, then we should scout the planet, otherwise we should wait till we're ready.
  • The scooping drone should scoop fuel from the gas giant.
  • The scooping drone should scoop atmospheric water from the aquatic planet, as it is less likely to be contaminated, and is probably all it can scoop anyways.
  • Stefan should begin work designing and building a system for purifying water recovered from the aquatic planet.
  • Have other engineers begin upgrading our APC and mining vehicles to make them better suited to our environment.
  • Begin mining and processing copper and recycling any otherwise unusable scrap from the salvaged ship.
  • Continue fortifying our position
After that I think we just need to start naming the bodies in this system for easier reference.  I again propose Sable for the desert moon we have settled on.  How do we feel about Lympha for the aquatic planet, Rimboe for its moon, Saeta for the planet we orbit, and Brandstof for the gas giant with harvestable fuel?

70
I think we seriously need to consider building/moving critical infrastructure underground.  We have the equipment to do so and not many reasons not to.  Of course we will need to keep some things outside, like the solar plant, but hopefully we will be able to move all other facilities underground.  By having our critical infrastructure underground we can better avoid damage done by rogue asteroids, sandstorms, and potential hostile action.  We will also probably have better access to water underground.  Building underground will also provide a stable environment during the terraforming that we are eventually going to do.

As for the terraforming itself we certainly need to get more water.  To do that we might want to use the ship or the drone to capture comets and crash them into the opposite side of our desert moon in order to add their water (and minerals) to our moon.  Then we Need to develop life on the surface, working our way up in size and complexity.

Work for the coming weeks should be setting up for terraforming, searching for and harvesting/refining minerals that we can use, and moving habitation and hydroponics underground.

71
Looks like you guys could use an engineer or two, and maybe a doctor.  I figure I'll make an engineer character.

Name: Stefan Fennec
Age: 26
Profession: Process Engineer
Bio: The core worlds have long ago solved most of their conundrums that would call for a process engineer.  As such, Stefan decided to go where his skills would prove most useful; a new colony that would have to rely heavily upon itself.

> Begin evaluating/designing processes for extracting/capturing water from the ground/air.
> Design process to cause cementation in the sand (using local materials) in order to shore up access tunnels to bedrock.


I propose we name the planet Sable.
We should also get the hydroponics set up with some plants that will mature at 2-4 months and others which will mature at around 6 months.  Probably with a 30/70 mix of short/long maturation periods.
We should also consider that we will want most of our colony underground in order to keep it out of the way of abrasive sandstorms and to better keep closed loop systems closed.

72
The ads are probably laid out that way because it generates better revenue.  The design has a small banner ad unintrusively inserted at the top and vertical ads under the comic on the left hand side.  Those ads are placed in such a way that your eyes will wander over them while viewing the site.  They aren't placed in such a way as to repel you or intrude on the site's content.  That's why you don't see vertical ads to the sides of the comic.  Instead you have an ad at the top, near the title and some buttons which take you to other parts of the site you may be interested in.  As you view these buttons you will also inadvertently see the ad; your brain may pick up on something about that ad that makes you pay attention to it, maybe even click on it, and potentially buy something from the advertiser.  There is a similar strategy at play with the vertical ads by the chapter links.  Overall it is a fairly clean design that is both pleasing to the eye (of the end-user, you an I) and to advertisers.  With this design Tom is able to make a small profit from his comic at practically no cost to you. (Except if you buy a shirt from snorg tees or something)

All said and done, having and viewing an offline archive of your own will be depriving Tom of some income, and if that makes you feel bad you may wish to consider donating directly to Tom or buying some hardcopies instead.  Just don't distribute your script or archive because that is almost definitely illegal.

73
Forum Games and Roleplaying / Re: You Must Survive
« on: November 18, 2012, 05:15:44 pm »
Awww, dang.  Maybe some other time.

74
Forum Games and Roleplaying / Re: You Must Survive
« on: November 13, 2012, 03:48:37 pm »
Kick it?  Headbutt if we can.  We have a helmet.

75
Forum Games and Roleplaying / Re: You Must Survive
« on: November 11, 2012, 01:13:31 pm »
Swap out our armor with the Medium Winter Combat Suit and Pants.  Also take the Riot Helmet.  Swap out our KR-14 with the XAD-Q4.  If we have room we should also take the MARX.  Reload our WASP's magazines.  See if we can hide the battery for the Light Stalker Armor.

Check the third door.

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