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Messages - Evil Lincoln

Pages: 1 ... 32 33 [34] 35 36 ... 46
496
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 08, 2012, 12:12:15 am »
I stiched some of the frames together to see how well they all joined up and i think it's all working out well.

Spoiler (click to show/hide)

Ignore the red lines around the south west area, those are just working lines i use to cut out overlapping stuff. The quality isn't that great since i just took a screenshot.

497
Forum Games and Roleplaying / Turn 35 - 36
« on: January 07, 2012, 11:41:23 pm »
Turn 35 - 36
Colony: 
Spoiler (click to show/hide)
1st turn:
You sent 2 workers 1 combat and 1 basic clone to bed and made some torches with the remaining clones. You also began to research a clone with 4 arms and a more efficient digestive tract as well as better motor control so they will be able to effictively use those extra arms.

2nd turn:
You send the basic clones to set up the torches and get the workers to go and gather wood for fence sections. You also finish researching the 4 armed clone and begin to grow one. It costs 7 protein and 5 nutrients to grow and will take 13 turns (including the added time for the worker training). You also find the time to insert those genetic samples into the cloning and agriculture module.

Oh my goodness lots of results:
Spoiler (click to show/hide)

You also read that pamphlet:

So you'd like to start a mine.

Some people assume that mining is an easy task that even a child could do. Luckily thanks to the wonders of modern science it is! But even with today's advanced technology there are still a few basic facts you need to know:

Ore:
Ores are the base materials from which all metals are derived. By smelting ore on it's own you can create generic metals such as Arodine, Borine and Colline. There are several additives which can be added to ore during the smelting process to create superior metals.

Crystals:
Crystals are the most common kind of additive found. By adding a crystal to the smelting process you can change the properties of the metal created. For example by adding Red Crystals to a ore you increase the ore's strength by a factor of 1.5 Below is a list of the coloured crystals and the amounts they increase strength and value by.

Red:        1.2
Orange:   1.4
Yellow:    1.6
Green:     1.8
Blue:       2
Violet:     2.4
White:     3

Crystals do not have any effect on the colour of the metal unless specific methods are used. Crystals are also used in the production of laser weapons...



It goes on about different additives as well as their uses for quite a while. The information gained from this pamphlet will allow you to identify almost everything you dig up.

After giving the pamphlet a look over you give kilo-nile a call and inquire about their maps. They say they can give you a vegetation or altitude map of your local area for 70 yollars or a human activity map of your local area for 120 yollars. They can also give the same maps for larger areas. The local area maps are 10x the size of the one you currently own.

You currently have 55 yollars

Day will come in 9 turns.

Power: 4.7 (-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Buildings:
Spoiler (click to show/hide)

ADS:


Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.

new
Omicorp now has an expanded catalouge featuring mineral scanners as well as weapon and vehicle blueprints including light shuttles and cargo vehicles.
Agricorp Colony Beta is now selling food. (genetic samples are still welcome)
Garnet is looking for long term trade partners. Currently manufacturing focused.

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


Author Notes:
Spoiler (click to show/hide)

498
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 07, 2012, 08:11:48 am »
Wonder what management training does for clones

Also, I think it would be good, Evil Lincoln, if you put a list of the colony buildings in each turn (if that's not too much trouble).
Managment training allows the clones manage other clones without things going a bit haywire. So you could get a clone with managment training to take some workers into the hills and do some mining and they'd go about in a reasonable manner instead of mindlessly digging and failing to notice important things like untapped mineral veins or the rapidly falling food supplies.

Do you mean colony buildings that you own?

I'd do an update but it's 11pm where I am and i'm going to go to bed instead. hopefully i'll be able to speed up updates in the next few days, it's been at one update per day for a bit to long for my liking.

499
Forum Games and Roleplaying / Turn 34
« on: January 07, 2012, 02:12:09 am »
Turn 34
Colony: 
Spoiler (click to show/hide)
You arrive back at the colony to find the clones eating cabbages and the mining module in place. One of the worker clones tells you that the 'guys' who delivered everything installed the education module and the software upgrades. They also left behind a pamplet titled 'Mining for begginers'.

You notice that there is enough material in the cloning module to make three clones and that more has been added to it's status screen. You can also geneticaly modify your clones now. You haven't done it in a while but you still remember the basics and a few tricks. You can currently add limbs, increase the mass of a body part, duplicate organs, change the skin type(fur, scales, ect...) and do a little bit of pigment alteration. To figure out something new you'll have to research by trial and error unless you gain a research and development module.

It will take you half a turn to figure out how to get each of the desired mutations and each change will slightly increase the chance of failure as well as the cost of the clone and the time it will take to produce it.

The clone who ate the Lobster Wolf meat says he is feeling a bit sick.

You currently have 55 yollars

Night will come in 1 turns.

Power: 5 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)


ADS:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.
new
Notice: The population of Epsilon III has just passed 50000.
The Federation of Southern Colonies is looking to hire mercenaries for defensive roles.
Kilo-nile mapping is now selling a variety of planetary maps.
Gregs Teeth and Claws is now selling attack animals.

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


Author Notes:
Spoiler (click to show/hide)

500
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 06, 2012, 11:56:53 pm »
I went away for a day so I diddn't have access to internet and couldn't update. I'm going to try to do an update now but i have to go out to dinner tonight so I might not get it done.

> does the analyser software let us send genomes wireleslly?
I can't see any problem with that so yes.

can we construct any structures without using modules?
You can make other buildings if you want. Of course you can't throw some planks and tubes together and get a manufactuing module without some research or blueprints but building things like warehouses or accomodation (that would require beds) is perfectly fine. I'll have to get some way of applying concrete so everything isn't just sitting on dirt.

501
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 04, 2012, 10:52:45 pm »
Turn 33
You walk back to the colony: 
Spoiler (click to show/hide)
Upon meeting the combat clone with the box you give him the basic laser you are carrying since he might need it. and then give him the following orders:
Trade the documents, wait 1 turn after the corp. representative departs, then retrieve the rest of the payment with the combat clone. Have the combat clone equip the normal laser rifle and laser-proof vest upon retrieval, and carry the basic laser rifle back to the colony.
More Walking:
Spoiler (click to show/hide)

You see some lobster wolves dragging portions of a purple bantha cow south while the make strange chittering bird noises.

You sell two plumpet wood sheets for 40 yollars and purchase blueprints for planks and barrels for 140 yollars.


You currently have 55 yollars

Night will come in 2 turns.

Power: 5 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Misc:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)


ADS:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.

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


Author Notes:
Spoiler (click to show/hide)

502
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 03, 2012, 09:20:44 pm »
Also, what is the purpose of crates and planks?
Barrels and crates would speed up loading times when you are dealing with lots of smaller things like cabbages. And you'd probabley need barrels to transport liquids at all. I put planks in since there wasn't any basic plank like object you could make and they might have uses for building and things.

503
Forum Games and Roleplaying / Turn 32
« on: January 03, 2012, 09:06:35 pm »
Turn 32
Your Location: 
Spoiler (click to show/hide)
After some intense negotiations where you manage to talk them into throwing in a normal laser rifle and a laser proof vest you tell Impex that the box is downstream of where you currently are and they transfer you the 2500 yollars. You figure downstream is a good location since it's pretty far away from the colony and you can see it from here so you can watch the transfer from safty if you want.
 
The Impex courier will land at the location you gave them in five turns and then they will take the contents of the box and leave the rifle and vest in the box for you. You suspect that if they don't find the documents they'll swear a terrible vengence.

You use your new money to make the following purchases:
  • 1 Basic Mining Module
  • 1 Education Attachment
  • 1 Genetic modifier update for our Cloning Module
  • 1 Lifeform analyser update for our Cloning Module
  • 1 Flora Analyser update for our Agriculture Module
for 2750 yollars.
Leaving you with 155 yollars

You send a combat clone back for the box and to tell the clone manning the cloning module to keep gathering more vines but not to activate the cloning process so you can make the most of that education attachment. You and the remaining clone gather samples from the water plants and the slug creatures.

The deadline has passed for physical purchases. But you can still buy blueprints and software upgrades and when the shuttle arrives you will have one more opportunity to sell.

You currently have 155 yollars


Software upgrades:
Name:Cost:Description:
Cloning Module Genetic modifier250
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Cloning Module Lifeform Analyser400
Spoiler (click to show/hide)
Manufacture Module Blueprint creater200
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier300
Spoiler (click to show/hide)
Agiculture Module Flora Analyser400
Spoiler (click to show/hide)


Colonytech Blueprints Brochure:
Name:Price:Required Materials:Description:
Barrel100Two of any solid waterproof material.
Spoiler (click to show/hide)
Crate80Two of any solid material.
Spoiler (click to show/hide)
Plank40One of any solid material.
Spoiler (click to show/hide)
Micro Chips100One unit of silicon and one unit of metal.
Spoiler (click to show/hide)
Wires100One unit of metal.
Spoiler (click to show/hide)
Batteries70One unit of metal and one unit of non-conductive material.
Spoiler (click to show/hide)
Basic Electric Engine200Ten units of metal.
Spoiler (click to show/hide)
Basic Laser Pistol150One unit of metal and one red crystal
Spoiler (click to show/hide)


ADS:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Havensafe is looking to purchase food.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Donnie's tool foundry is offering cut price communications equipment as well as hand held mining and logging tools.
Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.

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

Night will come in 3 turns.

Power: 5 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Base components:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Author Notes:
Spoiler (click to show/hide)

504
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 02, 2012, 10:58:56 pm »
Yes. Sell the documents.

Does the Omnicorp Basic Smelter+5 Donnies diggers= 1 BMM?

Including shipment the Omnicorp basic smelter and the donnies diggers would cost 850 all up.

So it would be 50 cheaper then buying a basic mining module but the mining module can smelt one more ore per turn then the Omnicorp version.

505
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 02, 2012, 10:49:00 pm »
Can we make a copy of the documents?

Well I can't see anyway that you could unless you were to scrawl them in the dirt or something. And even then that would take a long time.

506
Forum Games and Roleplaying / Turn 31.5
« on: January 02, 2012, 10:43:32 pm »
Turn 31.5
Colony: 
Spoiler (click to show/hide)
NOTE: This does not count as a turn.

What's this? Someone is replying to your advertisment.

The reply has come from a company called Impex Weapons they say that they are willing to pay you 2500 yollars for the return of their research papers. Since they don't want the documents to go through the colony ship they will send you the money as soon as you send them the location of the box.

You tell them that you'll consider it if they promise not to reveal your colony's location to anyone and they agree.

Now you'll just have to decide if you will actualy tell them.

Night will come in 4 turns.

Power: 5.1 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Base components:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Author Notes:
Spoiler (click to show/hide)

507
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 01, 2012, 09:30:08 am »
the digger only dig out dirt it seems. :/

Oops. I guess dirt isn't the best word. What i meant is that they can dig out 4 units of any mineral(?) per turn.

Edit: It probabley won't be that constant though, i don't think it really makes sense to dig out solid rock as fast as loose dirt.

508
Forum Games and Roleplaying / Turn 31
« on: January 01, 2012, 06:31:46 am »
Turn 31
Colony: 
Spoiler (click to show/hide)

You and the two combat clones head towards the river leaving one laser behind just in case things there get hairy. You spot some Bantha cows, these ones have developed a more blueish skin, most likely to blend into the vines and grass.


You contact Omnicorp and Donnie's while you walk to view their prices. And as according to the message you recived when you woke next turn will be the last turn you will be able to trade unless you can find another way to transport your goods.

Omnicorp Module Catalouge:

Name:Cost:Description:
Omnicorp Capacitor450
Spoiler (click to show/hide)
Omnicorp Basic Smelter500
Spoiler (click to show/hide)
Omnicorp Normal Smelter900
Spoiler (click to show/hide)
Omnicorp Basic Planter Module900
Spoiler (click to show/hide)
Omnicorp Normal planter Module1400
Spoiler (click to show/hide)
Omnicorp Anti-Tank Plasma Turrent.2000
Spoiler (click to show/hide)
Omnicorp Basic Accelerated Growth Cloning Module2000 1200
Spoiler (click to show/hide)

Donnie's tool foundry available goods:
Name:Cost:Description:
Donnie's Digger60
Spoiler (click to show/hide)
Donnie's Logger40
Spoiler (click to show/hide)
Handheld Communicator60
Spoiler (click to show/hide)


You currently have 405 yollars

Colonytech Module brochure:
Name:Cost:Description:
Basic Power Plant1000
Spoiler (click to show/hide)
Normal Power Plant2000
Spoiler (click to show/hide)
Enhanced Power Plant3000
Spoiler (click to show/hide)
Basic Mining Module900
Spoiler (click to show/hide)
Normal Mining Module2000
Spoiler (click to show/hide)
Enhanced Mining Module2900
Spoiler (click to show/hide)
Basic Agriculture Module1000
Spoiler (click to show/hide)
Normal Agriculture Module2000
Spoiler (click to show/hide)
Basic Cloning Module1200 600
Spoiler (click to show/hide)
Normal Cloning Module6000 3400
Spoiler (click to show/hide)
Enhanced Cloning Module12000 6600
Spoiler (click to show/hide)
Education Attachment800
Spoiler (click to show/hide)
Research and Development Module4000
Spoiler (click to show/hide)
Basic Manufacturing Module1800
Spoiler (click to show/hide)
Normal Manufacturing Module3000
Spoiler (click to show/hide)
Basic Accomodation Module800
Spoiler (click to show/hide)
Normal Accomodation Module1400
Spoiler (click to show/hide)
Enhanced Accomodation Module2000
Spoiler (click to show/hide)

Sofware upgrades:
Name:Cost:Description:
Cloning Module Genetic modifier250
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Cloning Module Lifeform Analyser400
Spoiler (click to show/hide)
Manufacture Module Blueprint creater200
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier300
Spoiler (click to show/hide)
Agiculture Module Flora Analyser400
Spoiler (click to show/hide)

Colonytech Clone Brochure:
Name:Cost:Description:
Basic Clone200 150
Spoiler (click to show/hide)
Worker Clone250 180
Spoiler (click to show/hide)
Technician Clone400 320
Spoiler (click to show/hide)
Basic Combat Clone400 300
Spoiler (click to show/hide)
Normal Combat Clone600 400
Spoiler (click to show/hide)
Clone Uniforms100 70
Spoiler (click to show/hide)

Colonytech Arms Brochure:
Name:Cost:Damage:Description:
Basic Laser2502
Spoiler (click to show/hide)
Normal Laser5204
Spoiler (click to show/hide)
Enhanced Laser8006
Spoiler (click to show/hide)
Machete2502
Spoiler (click to show/hide)

Colonytech Tools/misc Brochure:
Name:Price:Description:
Tool Kit200
Spoiler (click to show/hide)
Barrel70
Spoiler (click to show/hide)
Crate50
Spoiler (click to show/hide)
Grey Metal15
Spoiler (click to show/hide)

Colonytech Blueprints Brochure:
Name:Price:Required Materials:Description:
Barrel100Two of any solid waterproof material.
Spoiler (click to show/hide)
Crate80Two of any solid material.
Spoiler (click to show/hide)
Plank40One of any solid material.
Spoiler (click to show/hide)
Micro Chips100One unit of silicon and one unit of metal.
Spoiler (click to show/hide)
Wires100One unit of metal.
Spoiler (click to show/hide)
Batteries70One unit of metal and one unit of non-conductive material.
Spoiler (click to show/hide)
Basic Electric Engine200Ten units of metal.
Spoiler (click to show/hide)


ADS:

Agricorp Colony Beta is looking to purchase genetic samples from plants that can act as a food source.
Havensafe is looking to purchase food.
Gregs Teeth and Claws is looking to purchase genetic material belonging to animals.
Donnie's tool foundry is offering cut price communications equipment as well as hand held mining and logging tools.
Marko Clono is offering cheap worker clones for as low as 150 yollars.
Erudition has found a pink box and is looking for the owner.
Omicorp is now selling it's patented modules with free shipping! Contact for full catalouge.

*new*
Want to engage in buisness after the colony ship has passed? Epsilon Express is ready to transport your packages for a 150 yollar handling fee.

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

Night will come in 4 turns.

Power: 5.1 (+1/-0.3)

Inventory:
Spoiler (click to show/hide)

Cloning Module Status:
Spoiler (click to show/hide)

Manufactory Blueprints:

Base components:
Spoiler (click to show/hide)

Population:
Spoiler (click to show/hide)

Author Notes:
Spoiler (click to show/hide)

509
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 01, 2012, 02:16:13 am »
Does the stuff Donnie's tool foundry selling include a mining module.

No, just the mining tools themselves.

What is the module actually for? What does it do?

The mining module can actualy process the ore into metal and it also comes with some equipment.

510
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 31, 2011, 11:42:01 pm »
Does the stuff Donnie's tool foundry selling include a mining module.

No, just the mining tools themselves.

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