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Messages - andy_t_roo

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196
"the lab where the nanofactory was designed" - it requires a quite high roll to succeed, but if when we succeed, we'll have everything we need to get that nano-factory going, even if it does need to be repaired. (unless we roll yet another almost-critical failure)

Databanks - the hard drives of the mini-mainframe were described as wiped, not destroyed, so we have data capabilities there.

Hang on -- new task for Tobias, ( /me editsprevious plans)

197
Ebbor, until you say that you are stoping running this, I will continue to try to rebuild civilization -- we are just getting to the interesting parts :)


It seems that we are in different time zones, so we only get 1 update every day or 2, even when we are both active, so 2-3 updates per week is all that seems to happen (i'm in Australia).


-- back to In-Game stuff:
5 scientists enjoyed a holiday last week ...

Shaking his head at our dis-organization,Varinius designates the newly found supply room as an emergency store. 300 food of the long life emergency ration and other prepared food will be stored in here, and not traded under any circumstances. (could you please not list this in our official stocks)? (any time we run out of food we will automatically use this though).

9 scientists and 5 soldiers butcher the gazelle, then take extra effort prepare a high quality roast meal to share.
Once they finish that butcher the last Leuk Corpse (or should we mount that as a trophy?)

Varinius connects the now empty gas bottle to the bellows to start charging (so that we can send some people a long way into the bunker). He then monitors the now charging bottle. If everything is going well, he goes to help tobias.

16 farmers farm, they don't have much to do this week ; if they have spare time they try to design either a sun-shelter.

Having finished smelting all the metal, the forge can finally stand down.
2 blacksmiths, 2 engineers, Tobias and 3 scientists do however try to build a power transmitter for the nanofactory

5 scientists trace power lines looking for the primary fusion power plant.
3 groups of 5 scientists search the lab looking for the lab where the nanofactory was designed.
2 groups of 5 builders search the lab looking for store rooms associated with the nanofactory (either advanced parts for, or random high-tech "parts" items output from)
Tobias searches the lab for the vault off-line data archives (tape based backups of the system -- I imagine that the computer would start a backup run when the "emergency evacuate" button was hit, so that the information in there should be complete, unless the tapes have been physically destroyed (manually loading and reading them could take a while though). plugs the modulated output of the radio into a data input of the computer, and writes a program to continually scan the spectrum for any signals (note, the radio is still plugged into the high-gain antenna - the idea here is we'll notice any brief signals). When any signal is detected, the computer alerts Tobias <HenceForth known as our Chief Radio Operator (bonus to any radio related roll?)> and saves the relevant spectrum to the HD.  (basically a Software-defined_radio ) - reception only, although general transmission with extra parts to do the digital to analogue transformation.

15 soldiers (5 swords, 10 rifles) make a trip to the bunker, searching for more electronics and advanced electronics parts.

7 engineers, 2 builders use the box of electronic parts to build a battery for the buggy. If they succeed, the 2 builders test the buggies speed and maneuverability (using a Leuk as the baseline). The 2 Builders try to learn to be drivers.

If anyone has spare time, they should try and devise some type of better water supply (atmospheric condenser - takes power, creates water from air (possibly based on humidity?) ). Connect the guttering on our lab our water tank, so that if it rains we can collect the water. (First_flush_device, and cutoff valves, incase we don't actually want the water to run) (who knows, you might throw wierd acidic rain at us which we don't want getting into our water (but i shouldn't mention that, in a game where the world is what we make it)

198
The rabit slaughtering works excellent. The head is carefully identified, and the scientist remove several glands which could be producing the poison. The whole of the head is put away for further testing.[/size]

Sadly it seems most of what was on the harddrives have been wiped, including the stocks and the registers on what was inside the building. (Really, what is inside the building depends on what you look for)

Is there still interest in continuing this. It's quite complex to run and such.


I was actually hoping for a bonus to the searching, to quickly find the things listed.

I'm still interested, but it seems that there isn't too many other people posting. I'll continue on unless someone else makes the decision to stop.

199
computer crashes, or DF runs stupidly low fps? -- if it is the first, then that probably isn't directly DF related, otherwise, what are you doing when it crashes?

200
we need food ...
lets slaughter 2 rabbits and cook them (5 scientists) (a whole week to prep + cook 1 rabbit). The scientists should be careful with the head to remove any glands they identify for further testing. If no glands can be identified, leave the whole head, and we'll call some scientists to do a full dissection later. The remaining scientists prep food as it comes in, and work out how to stretch the food until the next harvest comes in

If we're having our scientists fixing the computer, then we - the hero Varinius - should be helping them. We would know the passwords.
I agree - Varinius does what he can to get access to the computers. Specifically : where the main power generator is, where any store rooms are, where the main labs are, and if there is an armory. Secondary objectives: map of surrounds, including any other supply bunkers, security codes for the recon sat, generic inventory of stocks (pre-looting).

16 farmers farm. If any have spare time (only 1 lot to harvest this week), they head out with the food party.
5 soldiers with swords go for a roam through the survananh, seeking snake nests (roast snake, and random semi-toxic biologicals, good for arrows for the cross-bows). They aim to kill any snakes they find, and bring them home for the scientists to prep.
5 scientists see if we can build some type of shade over the crops - netting, cloth, ... to try to keep the sun off them. If we already know that reducing the sun will mean the crops don't grow well, then they go and help with food (either prep, or gathering, as needed).

6 (rifle) armed soldiers do a double water run.
(30+9people bonus+6equipment bonus) people : 9 (rifle) armed soldiers, 9 scientists (3 axes) 8 builders (3 axes), 4 farmers go foraging in the forest - the focus is to gather enough food to last us until the harvest comes through: berries, and the trees with good bark. If we're still a bit short, bring a few random plants home and have 1 person try a small amount of them (yes, o know i'm risking putting 5 or more  people in my non-existent hospital, ...)

7 engineers, 4 builders turn on the generator (using the last of the gas), engage the electric fence, then head out to supply depot alpha (scratch that, no weapons left, not risking people without a guard) -- they help out with the computer, and explore the lab (supply rooms first)

5 engineers, 5 blacksmiths, and tobias run the forge - they smelt the remaining copper, then as much iron as they get through. Tobias snags some of it for a power transmitter to help repair the nanofactory, if he has spare time he also builds a second coil of wire, for a 2nd radio. The iron doesn't have any specific use this week.

And i believe that's everyone.

201

Perhaps some way to get a longer lasting fuel source, or more efficient use of fuel? Perhaps found via alchemy? Basically, something to help bridge the gap between the early stages of wood/coal burning until you can get to magma, and also make alchemy more important earlier (so we can have more irradiation accidents!)

To balance it out, it could be more dangerous to obtain (SCIENCE) than wood or coal, but more reliable (ie: you could get an economy going on maps with little coal or trees). Yes, I know you can trade for wood or coal, but it's never sufficient for the needs of a fortress since beds can only be made from wood.

Alternatively (or in addition) perhaps harvesting a tree would give you multiple units of wood based on woodcutting skill and/or tree type, and wood items would use different amounts. Perhaps a bed would use more than bolts, for instance.


I like this idea.  Unfortunately, most of the reaction raws (i.e. construct bed) are not public, and the number of logs from each tree is hard coded (to my knowledge), but I am not opposed to "alternate" fuel sources involving alchemy.



It should be possible to make trees drop a specific type of wood - ie, a "log", which can then be cut into 5 "planks" (masterwork has rough, fine, scrap wood, if you are after examples of how that could work)

202
mini-poll - what to do with our "crate of spares":
fix the computer
build a battery for the buggy (or should we further canabalize our main cap-bank for this?)
build a sniper rifle, or some other weapon
try to repair the nanofactory?
something else?


and, erm, we should turn on the generator -- we are going to need more power ....


i think we should split this week lab/forest, with only a minimal amount of smelting (build up our resource stockpile, finish searching the lab)


question:
is the supply depot close enough to get to by foot?


i seem to have muffed food somewhere - so i think we should butcher 2 of the rabbits, to get some food (also some random biologicals, for "testing" purposes (the glands that create/store the compound that gives the rabbits their "interesting" bite.




203
5 blacksmiths, 5 engineers run the forge, smelting iron. They produce 1 coil of copper wire, 5 swords, and the rest axes. It's a quiet week around the forge this week, without that mad rush to get the trade goods ready.

5 scientists take a box of spare electronics and try to repair the computer enough for it to run properly. (1 box might not be enough to replace all the components, but in a "modern" mult-core system, missing a few cpu's still boots fine). If they start it up they a) see what command capabilities it has (it was running the emergency evac system, so must have connections throughout the lab), see if there is any type of base schematics stored (a backup copy of the internal webpage would have this), and a list of research topics for which backup data exists.

Varinius and 5 scientists see if the advanced electronics can repair the nanofactory.

5 scientist, 5 engineers use a box of electric components to fit-out the buggy (capacitor, motor control). 2 engineers take the 4 motors which we didn't trade and fit them to the buggy.

16 farmers farm. we don't replace 1 of the grain with more beets, as we may need spare food, as apples are a poor "food" source (probably good for cider, or making high quality food though). (apples, vegies, grain, grain, beets).

12 builders start construction of the bio-refinery/brewery, stopping work to do more carpentry when they run out of logs.

2 farmers cook some grain.

Everyone else
15 soldiers (10 guns),4 scientists (3 axes), 4 farmers ( 3 axes) go to the Forrest to collect wood. They take the carts with them for a single water run also. (that way the people running the carts are not separated from the main group of people.)

Tobais: a) connects the radio receiver to our new sensitive antennae and scans for any signals. b) If the computers manage to be started up, he tries to determine the detection capabilities of the Southamerica's recon satellite, then download an image from it. (note: no re-tasking, so basically no chance of other people noticing (that assuming other people are actually aware of it)).


Anyone with some spare time should search our lab for the primary fusion generator, tracing the high power connections from the forge to somewhere deeper in the lab. (fusion rather than an exotic fuel, as hydrogen is easy to come by, but we may need a large power surge to start it up)

204
cool, 2nd gas tank - now we can do exploration safely : we should run the 1st gas tank empty, and then re-charge it with air - i would guess that the amount of gas which runs the generator  would be enough for several people to breath.
This means we should be able to charge the gas tank, and venture further in; for now we'll just open that first blast door, then see where we go:

ToDO above ground : basic fix on the computer; work out what to do with the advanced parts - nanofactory partial repair, or something more immdiate.

we'll need more water, wood resources soon.
What should we replant with? biofuel, rubber, apples?

edits:
a) erm, we should have had a whole weeks food left we had a total of 965 food + grain, of which all but 95 was traded (870)... ah, 870-120 is how much we should have traded ...

To Ebbor:
Any chance we can instead send the traders off with a total of 790 food? - that's  120 to fed them +  670 for trade (split 570/100)?

Re: "Send more people to the abandoned lab(the one we just discovered)." -- do we need a vehicle to go there?

Trade: (since noone else posted any priorities)
Before they left we came to the conclusion that we would need (in order of priority) (advanced)Electronics, AT/AA weapons, scuba gear, ammo, non-(copper,iron) base resources (rubber, cloth, glass).





205
ok:
forge duties (smelt 1/2 copper, 1/2 iron), and the motors.
5 blacksmiths, 10 engineers, 5 builders  (blacksmiths should have bonus to forging, while engineers have a bonus to the motors?), aim to produce 13 (for a total of 28, leaving 2 copper for wire for future ideas) motors. Any spare capacity would go towards smelting Iron.

Varinius, and 5 scientists will sit down with the merchant leader and 3 drivers, and discuss the buggy design, and a)how to improve it b) sources for materials for it c) how to improve/streamline the production of the electric motors. (offer them a discount vehicle purchase for any good help).

edit:
and 5 soldiers are on guard - i had that noted here, but forgot to add that to the list of tasks :)

5 scientists a) manage the air-hose, b) examine the lift shaft for an internal maintenance stair case, and if possible, go down to the next floor, the other side of the blast-door, and attempt to open it from the inside. (we may not have enough hose to provide ventilation to do so)

5 soldiers work on wood carpentry (note, i'm just doing this because i feel i should, ebbor's plans only call for generic wood), for materials for the brewery and 2nd windmill.

6 builders work on fixing the towers

5 scientists design armor plate for the watch tower, and people. (we built armor plates for the cars, a static building should be easy, and given we can shape metal into arbitrary shapes, either chainmail (lots of wire loops), or a basic breastplate + helmet should be posible. Not sure what either would do against guns though ...
design a propellant factory (non sulfurous based propellant) (nitrogen based; cordite or some other smokeless powder (wiki has lots of info) ). If this is impossible, just and ammonia, or nitric acid factory. (from this we can then have an ammo factory as the next stage). I don't think we can do anything more sophisticated than this, with our resource supply.

20 farmers farm; they've a big harvest this week - and they should see if they can estimate how much food the now full-grown apple trees would produce.

the 3 civilians 3 drivers, and 3 soldiers work at cooking grain as it is harvested over this week

5 scientists work out how to produce rope, rather than hose from the Leuk's (and start doing so)

15 soldiers (10 guns, 5 axes), 2 scientists, 3 engineers head out to investigate the Mysterious Hill. If an entry is located, or people observed, attempt to make contact, peacefully (ie soldiers back off). If peaceful contact is made, 1 of the scientists should stay the week to learn about them (and return next week). If there is noone around, the scientists and engineers should attempt to look for how the door should be opened.

(5 armed soldiers cover from the cars while others explore)

at home:
2 scientists pay attention to the rabbits
1 builder fixes that damaged cart, and mounts brackets on it so it can bolted/clamped/... to the buggy.
4 engineers, 12 soldiers help out wherever is needed (a bad roll would mean that they are helping with motors again) (motors, then building, then food, then Leuk processing)

At the end of the week the merchants pack up to leave; 4 weeks journey (60 food, 60 grain) 24 motors (3.6 theirs, not sure how this works ...), and 870 food (130 theirs)
We charge their vehicles with another 50 power to replace the energy we spent driving out to Mystery Hill.

(this should leave us with 35 food, 60 grain for next week, then the following week another harvest arrives, discussions over trade priorities should happen soon)


Well, once again, no exploration of the lab is done ...
Can anyone see anything there i could skip -- less motors for trade, would mean less chance we get the electronics and stuff we need, A smaller group of soldiers could be ambushed (we've lost 5 people with no sign of what happened 2 months ago), and if we run into a leuk we'll need 10-15 soldiers to take 1 down without substantial casualties.

ToDo, but not enough man-power: design chemical processes, try to power up computer, design ammo manufactory

206

Quick question:
How's the ventilation by the blast doors?

anyway, off to work, post again thisafternoon.

Thanks for the quick update :)

this weeks jobs:
Varinius, and 5 scientists will sit down with the (6) drivers, and discuss the buggy design, and a)how to improve it b) sources for materials for it c) how to improve/streamline the production of the electric motors

soldiers take another trip to the "mysterious hill" (which isn't currently on our surroundings list, unless that is the "settlement to the south", but i feel that is too close)

we work on motors at home

we should go and find something big in the lab -- after all, we've spent almost 200 person-weeks searching it, and have only 1/2 explored it ;)

we should make some rope, go down the lift shaft, and try to open the blast door from the other side (seems to be a bit of a design weakness in a bunker to have the lift shaft go around the blast doors though, i suspect we'll find that the shaft is sealed also. (although i probably should meta-game and not mention this to the GM) ).

scientists should see what would be needed to repair the robotics attached to the forge -- at the moment we are spending 10 people loading 10 resources into it, then having up to 20 people processing the output of it, some robotics would free people up for less menial tasks.

continue processing wood, and once that's done build the new windmill, and the brewery. (the 2 windmills should be linked, and generating power off project P ).

spare soldiers should go and collect water/wood from the forrest.

anyway, i'll work the numbers for this out when i get home. (farmers are going to be buisy this week :)

207
whenever i have to calculate something i just save it as a new section (eg, the pipevolume - if 1 armor plate is x, how much pipe could we get out of the same volume of metal :)

The last tab, light-speed, is for somewhere else, where it calculates mass gain at relativistic velocity, with acceleration at the bottom (i believe the version i have lined shows the 6500g is needed to get to 14km/s in 1.5 km (was interested in a mag-accel sat launch)

edit:
feel free to use/edit/whatever that spreadsheet.

208
20 people: 5 scientists, 10 engineers, 5 builders (scientists again attempt to become more skilled)
run Forge Operation, focusing on Motors (using the previous design, again, i'm probably being overly generous with my copper allocation, in 1 motor i'm using enough copper to build 1/2 an armor plate ...)

20 farmers farm the 5 plots, there isn't much for them to do this week though. If anyone gets bored, they should think up ways to automate things.

5 armed soldiers are on guard duty
5 armed soldiers will do a sweep around the compound, looking for any sign of human or animal activity.

15 soldiers (5 axes, 10 guns) will take the radio receiver and investigate the beep.
3 drivers go with them, to guide them, explain things they may run accross, and generally act as guides.

10 soldiers help with motor assembly, if more man-power could get more completed, (we have 11 metal resources, so we might not need to just used fresh-forged materials).

5 scientists run the air hose, while 1 (or 2 if they thing there is sufficient air available) of them further investigate the blast door, looking to see how to electrically power it. If there is a way, they (using a spare torch they have with them), connect up the torch to the door to open it. (expected result, 10 or so energy spent, door opened)

9 scientists and 5 engineers use the metal scrap to design/build a prototype buggy frame - 2 passengers, designed for speed, specifically designed to have a speed burst faster than the Leukrokottas charge, while having a full cart attached to the back(back-pack style, not as a trailer). It is electrically powered, and would have 4 wheel-motors fitted.

6 builders use their carpentry tools to shape the wood logs into boards, poles, and other construction materials - for a) the brewery, b) another windmill.

3 civilians, and 3 drivers work to cook the grain

EDIT: Rabbits
2 male, 3 female rabbits should be moved into the run (if the males fight, only put 1 in).
The remaining people (10 scientists, 2 engineers, 1 builder) help with anything above that is needed; if everything above is being done well they search the science lab, going to examine the labs where the research was taking place to work out what they were researching, and if there is any high tech items, computers, or equipment able to be returned to a serviceable condition (i'd prefer broken,but fixable equipment to nothing). Specifically i'd be interested in finding how that nanofactory was created.

--
The leaders:
Tobias builds a second radio, this time aiming to make a more complex one compatible with the satellite transceiver, and transmitting at power, if power is supplied. (if this was implied by the previous descriptions, he builds another of the previous radio).

We design an antenna, for sensitive radio reception, and attach it to the side of the lab.

The merchant leader does whatever he wants.

edit:
added link to https://docs.google.com/open?id=0B84ffYKLW6CPb25VdWhfUFpQSm8 , the current version of the spreadsheet i've been keeping notes in for this.

209
the beep, sure, we only discovered that signal 2 weeks ago, and it is constant, there isn't any reason to think it would end soon.

Also, we havn't had any spare manpower, and we also have no way of triangulating that signal to find out where it is actually coming from. This week, spare manpower is going to be on making trade goods, then after the merchants leave, we can see about it.

Actually, on the "no way of triangulating", we could just use a directional antenna ...

Ok, i'll add that to the things to do this week - tobias will build a portable directional antenna, a second radio, and try to establish an uplink to that recon sat. (and be promoted to chief radio operator, bonus to all radio related rolls?)

medium term plans include building a car, sending a trade envoy under our own power to the mining community, and finishing exploring our own lab.

<will post more detailed actions this afternoon, must go to work now>

210
Bah, forum 502 ate my post :(


basically:
Bunker:
a) destructive entry - Bad idea, as that door may be the only thing protecting us in the future, if we move back into the bunker.
b) non-destructive entry - electrical assisted, good idea, as the door can be easly re-sealed
c) stairs - i recently had a fire evacuation drill from lvl 32 (about 125 m up), i'm not that fit, and it wasn't that hard, especially if we send supplies down so that the people in the bunker only occasionally need to head to the surface once per week/turn
d) lift shaft. It would be quite easy to have a winch system setup, this would allow quick trips up and down, possibly even electrically assisted - also lift shafts are easy to ventilate.
e) power the lifts -- would take too much power


Trading:
a) leave now with 460 food
b) leave end of next week with 430 food and 10-15 motors
c) leave end of week after, with 870 food and 20 motors + some other stuff
d) 3 weeks 840 food 20 motors + 2x stuff

a and d are out, but i think the traders would be happy with C), they wait 1 week more and double the amount of stuff they are trading for us

we have copper for 32 motors (assuming we have no other need for wire), so i wouldn't trade more than 20-25 (specifically i'd like 2 units of copper for a few hundred M of wire to the bunker, and 8 or 12 motors for us) - we need some buggies, motorized water runs would make life better, and we can start doing things like fixing our robotics for the forge to make some more complicated things without blowing all this man-power on it.

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