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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll to Dodge : Destiny
CrazyMLC wrote: May we all cry a collective tear of mourning. I actually PM'd halo a while back asking for his action. Never got a response. If I do continue this, his colony is gonna go down regardless of his return.
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Sun Jan 12, 2014 4:02 pm |
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halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
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Re: Roll to Dodge : Destiny
caekdaemon wrote: CrazyMLC wrote: May we all cry a collective tear of mourning. I actually PM'd halo a while back asking for his action. Never got a response. If I do continue this, his colony is gonna go down regardless of his return. Sorry, I didn't know when we were continuing due to the lack of updates and whatnot. So i'm supposed to do my orders now? or wait?
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Mon Jan 13, 2014 3:18 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Roll to Dodge : Destiny
caekdaemon wrote: [A Quote, and Status Quo..] If I do continue this, [halo's] colony is gonna go down regardless of his return. A bit l8, m8
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Mon Jan 13, 2014 6:07 am |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll to Dodge : Destiny
You guys want your Christmas miracle? Here it is :p Work on this game will be continuing soon, in Caek-time. I've come up with a system that should streamline the national resources, which were the biggest bottleneck of this game, because in all honesty it took me longer to deal with the resources than it did to write the damn rolls. Using Keb's roll as an example, this is the current system. Quote: Colony Statistics Population & Consumable Resources 3996 colonists. Housing : Enough housing for 5000 colonists. Food : 12,000 - 4000 = 8,000 + 6000 = 14,000 Water : 49,000 - 8000 = 41,000 + 15,000 = 50,000 Full capacity - excess lost. Consumer goods : 5000 units of consumer goods. Consumption paused. Industrial Resources 800 units of metal. 93 multirole industrial machines. Power generation : 97 units of unused power per turn. 998 - 2 = 996 units of heavy metals. Military Assets Thirty crewmen. Five firehouses. 10 ATV-R vehicles Enough equipment to equip three hundred soldiers. 1950 units of ammunition. 300 A+ rated harsh environment suits. 25 specialist weapons. And this is the new system. Quote: Colony Statistics Population & Consumable Resources 3996 colonists. Housing : Sufficient for entire population. Food : Yes, with positive food production and storage for four turns. Water : Yes, with enough storage to maintain water supplies for five turns. Consumer/luxury goods : No production, but there are more than enough goods to go around. Industrial Resources 800 units of basic construction materials. 93 heavy machines. Electricity : Yes, with Excellent supply. Fissionable Materials : No production or enrichment facilities, but storage is at full capacity. Military Assets Thirty soldiers. Five firehouses. 10 ATV-R vehicles. Enough equipment to equip three hundred soldiers. 1950 units of military supplies. 25 heavy military equipment. It might not be obvious what some of the changes are, but simply put this vastly simplifies the cargo system. Several resources have been folded together on my sheets, especially in the military supply area, with spare parts, ammunition of all kinds (except very special stuff for later in the game, like nuclear warheads, etc) and fuel/energy cells now being one large resource. Aviation grade fuel is thus a part of military supplies. But for regular supplies, systems have been simplified as well; Water is assumed to always match needs so long as the infrastructure is sufficient, and can fill storage tanks just as before. Whenever your population gets high enough to start jeopardizing the supply of water, the display will go yellow to warn the player to start building more water supplies. And with the water tank system maintained, it is still possible to siege a player into submission. Likewise with food! Production will go into yellow if you're not producing enough and red if storage is critically low. Storage is now a number based on well, storage vs population. Don't worry about that :p Consumer/Luxury goods have been simplified and merged together : Still working on these, but they might be split again, with consumer goods necessary to maintain colony morale while luxury goods increase it. But you won't have to worry about them being consumed by the population - they just need to match or surpass the number. Electricity is again a yes/no variable, and the various systems I had planned for fissionables have been condensed - while no one is at the point for it yet, reactor grade and weapons grade isotopes have been merged together along with yellow cake, but remain separate from radioactive ores. Soldiers have been similarly merged together - everyone who serves in the military is now a soldier, regardless of whether they are infantry or vehicle crewmen. Combined with more self restraint on the roll sizes, this should be sufficient to get the game going again :p
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Thu Dec 25, 2014 6:24 pm |
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TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
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Re: Roll to Dodge : Destiny
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Thu Dec 25, 2014 6:40 pm |
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halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
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Re: Roll to Dodge : Destiny
*collective cheer*
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Thu Dec 25, 2014 6:43 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll to Dodge : Destiny
Oh yes, it's happening! And to celebrate the return of the thread, on the next roll everyone is guaranteed at least a four on all actions.Make the most of it, kiddos :p EDIT : Oh, and can you guys post your new actions beneath this post? It'll make keeping track of the actions a little easier
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Thu Dec 25, 2014 6:53 pm |
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TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
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Re: Roll to Dodge : Destiny
>"Proceed further toward the great work of ensuring housing for our entire population within the security of the mountain."
>"Burrowed drip-irrigation lines are to be laid within an area ten klicks square by the mouth of the fortress (here designated Ensk-CGPD), directing our water excess into the creation of a bloc of moist arable land. Researchers from our Agricultural Committee will oversee and direct this work, selecting prime rice cultivars from our gene bank and any other crops which may be suitable."
>"I give you authorization to create a cell of well-armed internal investigators with orders to probe this illicit zone of the ship. Give them isolation suits and maintain constant communication via a guarded wire towed by a designated man - if things go poorly, as I suspect they might, any division of the party will mean murder. If the tunnel contacts are our own, however, do not let our men be the first to open fire! We need answers, not an immediate bloodbath."
Last edited by TheKebbit on Fri Jan 23, 2015 2:10 am, edited 2 times in total.
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Thu Dec 25, 2014 7:52 pm |
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halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
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Re: Roll to Dodge : Destiny
>set up medical stations in case of more attacks and increase defenses of the colony. >study as many of the "things" as possible to know more about them. >get the colony up to full production asap
If the post looks weird, that's because I'm not anywhere close to anything with a keyboard and am doing it on my phone. And looking at my older posts, I just... I actually want to smack myself for my own stupidity Ps: happy holidays!
Last edited by halo117 on Thu Dec 25, 2014 9:33 pm, edited 1 time in total.
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Thu Dec 25, 2014 8:38 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll to Dodge : Destiny
halo117 wrote: >set up medical stations in case of more attacks and increase defenses of the colony. >study as many of the "things" as possible to know more about them. >get the colony up to full production asap >get another company of soldiers trained
If the post looks weird, that's because I'm not anywhere close to anything with a keyboard and am doing it on my phone. And looking at my older posts, I just... I actually want to smack myself for my own stupidity Ps: happy holidays! Nah, it's fine The only problem is, what do you mean by "Get the colony up to full production"? I need you to be specific :p And remember ,you've got three actions, not four.
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Thu Dec 25, 2014 9:06 pm |
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halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
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Re: Roll to Dodge : Destiny
caekdaemon wrote: halo117 wrote: >set up medical stations in case of more attacks and increase defenses of the colony. >study as many of the "things" as possible to know more about them. >get the colony up to full production asap >get another company of soldiers trained
If the post looks weird, that's because I'm not anywhere close to anything with a keyboard and am doing it on my phone. And looking at my older posts, I just... I actually want to smack myself for my own stupidity Ps: happy holidays! Nah, it's fine The only problem is, what do you mean by "Get the colony up to full production"? I need you to be specific :p And remember ,you've got three actions, not four. Full production: get it finished and have to people doing their jobs or helping and I got rid of the 4th one,
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Thu Dec 25, 2014 9:33 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll to Dodge : Destiny
halo117 wrote: Full production: get it finished and have to people doing their jobs or helping :s The problem is, that doesn't really work as an action. You can't just say " Go to full production", it's just too wide an action, with over a dozen ways for me to interpret it. Here's some valid actions, for example, though all of Keb's are certainly fine Send out surveying teams to find natural resources, like water and ore.Setup quarries and mining equipment.Construct ore foundries inside the range of the colony ship's defense grid.Use the industrial machines to till the land and tap into underground water supplies to create irrigation for crops.See? Easy!
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Fri Dec 26, 2014 6:18 pm |
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halo117
Joined: Tue Feb 19, 2013 2:50 am Posts: 111 Location: the midwest
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Re: Roll to Dodge : Destiny
caekdaemon wrote: halo117 wrote: Full production: get it finished and have to people doing their jobs or helping :s The problem is, that doesn't really work as an action. You can't just say " Go to full production", it's just too wide an action, with over a dozen ways for me to interpret it. Here's some valid actions, for example, though all of Keb's are certainly fine Send out surveying teams to find natural resources, like water and ore.Setup quarries and mining equipment.Construct ore foundries inside the range of the colony ship's defense grid.* Use the industrial machines to till the land and tap into underground water supplies to create irrigation for crops.See? Easy! *smacks self multiple times cause of stupidity* Just ignore that order please and replace it with ">establish farms"
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Fri Dec 26, 2014 7:08 pm |
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caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll to Dodge : Destiny
...wait a second... Where is everybody?!? I can't restart this RtD with only two players! I know about Unwoundpath (Gotta finish their roll first), but that's no excuse, Tomaster/Foa!
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Sun Dec 28, 2014 7:16 am |
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TheKebbit
Joined: Sat Jul 04, 2009 10:24 pm Posts: 3939 Location: NORTH
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Re: Roll to Dodge : Destiny
I pestered Foa and MLC, but I don't have Tomaster added on Steam.
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Sun Dec 28, 2014 9:58 pm |
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