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Messages - Evil Lincoln

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511
Forum Games and Roleplaying / Turn 30
« on: December 31, 2011, 06:59:43 pm »
Turn 30
Colony: 
Spoiler (click to show/hide)
The shuttle lands and it's workers load up the cargo. You trade away 5 plumpet wood sheets for 100 yollars, Lobsterwolf DNA for 300 yollars and 15 cabbages for 75 yollars. You also pay 50 yollars shipping.

You hold out on trading the smoked alien native meat and the sprout DNA because if you can prove they are edible you will recieve more payment.

You order a basic clone to eat some of the smoked meat and another basic clone to eat some of a sprout sprout. Then you tell the idle worker clone to organise the basic clones into putting vines into the cloning module.

After using your crafty science skills(basic laser) to open the box you discover that it contains a smaller box of microchips, some batteries and a large amount of paper work that you briefly read over. From what you read you would say that the paperwork is a report detailing the effectivness of some product, most of the tables detail how well the 'subject' managed to remove substances off of different surfaces. How Boring. You guess the owners might want it back so you put an advertisment up for 50 yollars. You don't detail anything about the fang on the lid so that you can ask anyone who tries to claim it if it has any distinguishing features, clearly the best plan you have ever had.

And finaly you head off to the river to gather samples of those plants and animals that your clones spotted to (hopefully) sell to the highest bidder.


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.

*New*
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.

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

Night will come in 5 turns.

Power: 4.4 (+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)

512
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 28, 2011, 11:34:16 pm »
Also see if we can avoid the shipping costs, move it onto the buyers.
Greg's teeth and claws as well as Agricorp colony beta agree to pay for shipping but Havensafe refuses to pay all of the shipping as it would add to much to the cost for it to be profitable for them.

how quickly can we cut them down and turn them into sheets?
At the moment you are producing one sheet per turn.

513
Forum Games and Roleplaying / Turn 29
« on: December 28, 2011, 08:41:32 pm »
Turn 29
Colony: 
Spoiler (click to show/hide)
You trade away the four plumpet wood sheets to the colony ship for a total of 80 yollars. You will be paid once the shuttle arrives and collects the goods next turn.

You contact greg's teeth and claws and tell them that you have a DNA sample from a lobsterwolf. After you explain the physical characteristics of the animal to them they offer 300 yollars for the sample.

You also contact agricorp colony beta and discuss plant samples. They say that they already have samples for vines, plumpets and cabbages but are interested in the sprout DNA. Since no one has ever eaten one before their offer is only 100 yollars.

Finaly you contact Havensafe and offer them 15 cabbages and 10 chunks of smoked alien meat. They offer 5 yollars for each cabbage but since no one has every eaten the alien meat they only offer 8 yollars for each chunk.

The combat clones return from exploring.

They traveled west through some clear area.
Spoiler (click to show/hide)
Then they reached the river where they encountered a small herd of bantha cows as well as some new alien fauna and flora. There was also the pink box which they brought back with them since they thought you may want to see it.
Spoiler (click to show/hide)
The box is pink and has a gold coloured lock. It also has a fang painted on the lid.


You currently have 30 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)
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)


There are also advertisments from several other colonies:

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.
Omnicorp weapons and industrial is offering to sell it's unique weapons and light vehicles as well as the blueprints required to produce them.

*New*
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.


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

Night will come in 6 turns.

Power: 3.7 (+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)

514
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 28, 2011, 05:34:02 pm »
I just added a table with all the software upgrade prices to the last update. I also reduced the price of the Educater attachment since it seemed a bit much.

515
Forum Games and Roleplaying / Turn 28
« on: December 28, 2011, 08:13:57 am »
Turn 28
Colony: 
Spoiler (click to show/hide)
Although you have never smoked any kind of meat before you do understand the principal and decide to give it a go.

The Colony ship has come into communications range and you have received a message!

Electronic message broadcast from the Vessel C.C.S Hans at 2TD 3/4/140nm

Attention all Colonies on the planet Epsilon III.

The colony ship C.C.S Hans will be in orbit and open for trading until 7TD on the day of this communication. Both the purchasing and selling of goods will be available in this time. The ship will also act as a proxy for intercolony trading for a small fee of 100 yollars per transaction which is split between the two colonies involved unless otherwise stated. Attached is the full catalouge of goods that can be purchased.

Best wishes from Colonytech: Creating new beginings since year 11

You currently have 30 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 modifier300
Spoiler (click to show/hide)
Cloning Module Xeno Cloning300
Spoiler (click to show/hide)
Manufacture Module Blueprint creater450
Spoiler (click to show/hide)
Manufacture Module Blueprint modifier450
Spoiler (click to show/hide)
Agiculture Module Flora Analyser500
Spoiler (click to show/hide)
If an upgrade is not featured in the above list it's price can be calculated using the formula: (Price of basic module / 2) / number of upgrades = price of upgrade.

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)


There are also advertisments from several other colonies:

Hyportech Mining is advertising for 200 units of red metal at 30 yollars each.
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.
Omnicorp weapons and industrial is offering to sell it's unique weapons and light vehicles as well as the blueprints required to produce them.
Joe's guns and mercs is offering protective services.

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

Night will come in 7 turns.

Power: 3 (+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)

516
Forum Games and Roleplaying / Turn 19 - 27
« on: December 27, 2011, 07:46:26 pm »
Turn 19 - 27
Colony: 
Spoiler (click to show/hide)
When you wake you are greeted by a basic clone who informs you on what happened while you slept.

Two crops of cabbages were harvested, Two sheets of plumpet wood were made and the combat clones left to explore the river to the west.

There was some animal movement during the night. Two groups of Bantha Cows passed by heading west, the first group numbered at eight while the second consisted of six individuals. A Lobster wolf was also spotted skulking in the trees but it retreated when approached.

The clones also ate three cabbages to sait their hunger.

The Colony ship will come back into communications range in 1 turns.

Night will come in 8 turns.

Power: 2.1 (+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)

517
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 27, 2011, 07:06:52 am »
Because a lot of things will happen in this next update ii'm going to try and make sure everyone is happy with how it goes.

The revised list is:

  • Finish off fence.
  • Gather cabbages.
  • Teach basic clone how to shoot.
  • When the workers wake up create some hard sheets from wood. (Those will probabley be worth something in trading since its processed material)
  • When daybreak comes send combat clones on a scavenging mission to the river to the west.(leaving the basic clone with the laser rifle to wake you up if anything goes wrong.)

A while ago exploring the river was discussed so I thought i'd bundle it in with scavanging (Which i swear was suggested but can't seem to find....)

Since most of the other ideas involve faking deaths, bringing down the system and murder which would probabley take place after you wake up I diddn't include them.

518
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 26, 2011, 07:12:39 pm »
Turn 18
Colony: 
Spoiler (click to show/hide)
You decide to go to sleep with the 2 other worker clones. You leave the following orders for the clones:
  • Pick the cabbages.
  • Work on the fence.
  • Teach one of the basic clones how to shoot.
  • Make more torches.
  • When those worker clones wake up make more fence.
You regret that the clones you made were only basic ones because they won't be able to operate the machinery required to make more fences but at least when those other workers wake up they will be able to.

You also set the agriculture module to make more cabbages since no one else will be able to for another 4 turns.

The Colony ship will come back into communications range in 9 turns.

Day will come in 6 turns.

Power: 2.8 (-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)

519
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 26, 2011, 07:29:53 am »
Turn 17
Colony: 
Spoiler (click to show/hide)
You knock up some more torches to place around the perimeter but only manage to create two without disrupting your fence building. Plumpet wood stocks are running low and the cabbages in the agriculture module have grown to full size.

The Colony ship will come back into communications range in 10 turns.

Day will come in 7 turns.

Power: 3.1 (-0.4)

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)

520
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 25, 2011, 09:40:58 pm »
Turn 16
Colony: 
Spoiler (click to show/hide)
The first clone is created and is imidielty put to work on building the fence. One of the clones that were building the fence goes to operate the manufacture module and create more fence.

The Colony ship will come back into communications range in 11 turns.

Day will come in 8 turns.

Power: 3.5 (-0.4)

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)

521
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 24, 2011, 06:32:06 pm »
Posting to watch.
I loved your previous game in this fashion Evil Lincoln.
If you mind telling me what do you use/ what is the process to acheiving this art style?
Thanks.

I use Flash CS3 to do these, I don't think I could get anything anywhere near as good without flash's smoothing. As how I draw them I usualy do the basic shapes and then bend the lines to get to the shapes I want. Almost everything is on seperate layer and I store all the components (if no one noticed most of the modules are just different configurations of the same components).

For example to draw the brown aliens I drew a blob and then bent it into a more headish shape, then I drew a body on a seperate layer then the legs on their own layers as well. After i've drawn those I use flash's handy outline tool to add the outlines. I do the colouring by just drawing lines accross the shape roughly where the light should fall and then just shift the brightness of the colour in the sections up or down. After I am happy with how it looks I get all the body parts and make them objects in the libary so it will be easier to do different poses and things. I keep the colours toned down as it makes things look easier on the eyes then brighter ones and gives it a nice atmosphere and on top of that it means that the bright colours look even brighter so stuff like the cloning module looks more special.

I hope that gives you at least a rough idea of how i do this.

I'm not planning to update today since I want to use some of my christmas loot.

522
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 23, 2011, 06:55:27 pm »
Turn 15
Colony: 
Spoiler (click to show/hide)

Work on the fence continues and it comes to your attention that a clone will be ready next turn. You also hear faint bird like noises from the north.

The Colony ship will come back into communications range in 12 turns.

Day will come in 9 turns.

Power: 3.9 (-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)

523
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 22, 2011, 11:58:17 pm »
Feels really peaceful, your art there. Everyone looks happy and the grey and brown aliens are busy in the hills below us.

We really need more suggestions for this colony  :D .
Thanks for the compliments on the art. I'm no artist and this is the only way i can make things look reasonable, but it does have a nice look to it that people seem to enjoy. And i do feel pretty bad about reuseing so much stuff. I don't know if anyone noticed but the forest panel a few updates back was just copy and pasted trees although i don't really notice it much since i used a few tricks like copying different clumps of trees each time so it would have a bit more variation and moving some here and there to break up the pattern.

All that said though i think it all looks nice and I'm probabley harping on about the bad things to much. I get told i'm to modest sometimes.

About more suggestions i don't know if there was just more interest in my last adventure due to it's content but it feels like replies are a lot slower for this one. Although it did speed up a bit when Armok brought up eating the clones so maybe people just can't think of anything to post and are just watching. It is also the holiday season so maybe people are off on holidays so they aren't on the forums or something. That seems likely to me because it explains how this doesn't fall off the front page all the time since that would cause everything to slow down. Or i could just be imagining things and it is going at a regular speed.

524
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 22, 2011, 11:02:50 pm »
Turn 14
Colony: 
Spoiler (click to show/hide)

The darkness of night falls on the colony.

Two of the workers go to sleep while the other two and you stay awake to continue fencing.

You create three torches with some plumpet wood and lay them around in the perimeter.

The Colony ship will come back into communications range in 13 turns.

Day will come in 10 turns.

Power: 4.2 (-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)

525
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: December 22, 2011, 03:46:42 am »
Turn 13
Colony: 
Spoiler (click to show/hide)

A strange blue twilight falls over the colony and the first stars begin to appear.

Work continues on the fence and the clone maning the manufacture module also begins to cook the grey alien's corpse. The creature's carapace like skin cracks open as it's insides expand.

You also examine the clone who consumed some of the alien cabbage before and all oh it's vital signs are normal.

Night will fall next turn.


Power: 4.5 (+1/-0.4)

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)

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