Fallout: Settlers (Year: 2277) - Open to Most

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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby BadgeAddict » Mon Oct 17, 2016 8:02 am

Much like in Fallout 4 (the game), there are trees that have survived till now. We just haven't made them available as a resource, but under the new category of "Fuel" (As long as Spider is okay with that) they could exist. This would also potentially include old wooden dilapidated houses.

And yes, while the dwellers are simpletons...they take instruction very well, that's why there was this blank space involved with "what to build" because we are kind of waiting for you guys, the players, to start trying to create something..

the "investigation" side of that is, once you come up with an idea that you can all agree on..or just an idea at all, you can run it past us and we can come up with a "cost" of sorts so that you know what you're getting into before you start.

So, on this turn, if you would like to do a "what shall we build and where, investigation and discovery" I can "come up with" some areas where different types of power generators and what types and may be built and how much they might cost in terms of resources.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Mon Oct 17, 2016 8:43 am

BadgeAddict wrote:So, on this turn, if you would like to do a "what shall we build and where, investigation and discovery" I can "come up with" some areas where different types of power generators and what types and may be built and how much they might cost in terms of resources.



I'd like that.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby The_Colonel » Mon Oct 17, 2016 8:58 am

BadgeAddict wrote:gases, natural, methane, otherwise, could also be a method of fuel. but you would need a large source of crap, manure or dead bodies to pull that off.
Oh yes... a biogas plant. Didn't think of that. Wonder where the Vault's waste disposal is routed at the moment... and as we accumulate dead slavers, ghouls and anything else that doesn't look nummy we can toss them in the pot as well... and those pigs we got (assuming that they are still alive somewhere). We could run the place off their droppings and set up Barter Town. Wonder how many BMs it takes to build a Thunderdome...
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Mon Oct 17, 2016 9:33 am

This remdinds me on my first Civ, where these two captured dwarves tried to explode our camp using their own shit...^^°
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby twistedstraka » Mon Oct 17, 2016 10:14 pm

I mean it might be super long term but even if our ancestors didn't figure out solar maybe we should put some research into it even just to see what costs get associated with it. Another thing we could do is if we find some access to the mains power we can set up an external wind farm somewhere connect it to the grid and power our base(and the fire base) through mains and get that attention elsewhere
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby GathersIngredients » Tue Oct 18, 2016 12:10 am

I'm all for building a water mill. If nothing else, we can use the water that is flowing through it to build some irrigation for our farm/orchard. :thumbsup:
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Patdragon » Wed Oct 19, 2016 6:42 am

Deadline for votes and actions?
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Patdragon » Wed Oct 19, 2016 6:44 am

The_Colonel wrote:
BadgeAddict wrote:gases, natural, methane, otherwise, could also be a method of fuel. but you would need a large source of crap, manure or dead bodies to pull that off.
Oh yes... a biogas plant. Didn't think of that. Wonder where the Vault's waste disposal is routed at the moment... and as we accumulate dead slavers, ghouls and anything else that doesn't look nummy we can toss them in the pot as well... and those pigs we got (assuming that they are still alive somewhere). We could run the place off their droppings and set up Barter Town. Wonder how many BMs it takes to build a Thunderdome...


When on earth did we get pigs? We had the Brahmin and that was it for livestock wasn't it?
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby The_Colonel » Wed Oct 19, 2016 7:50 am

Patdragon wrote:When on earth did we get pigs? We had the Brahmin and that was it for livestock wasn't it?


spiderwrangler wrote:The 5 dwellers who were placed on guard duty did such an amazing job this season that not one dweller was hurt by any outside influences other than their own incompetence. They did so well in fact that they were able to capture a mother and litter of a creature new to the dwellers. Some of the recent additions to the community identified her as a 'squealer' sow, the name immediately making sense in light of how they captured them. Capture is perhaps too nice of a way to put it as in actuality they ran into a man and woman they thought to be slavers. The couple were cursing and pulling on a rope, and the guards heard a what sounded like a scream of distress. After shooting down the two human 'slavers', they discovered they were attempting to lead the sow by a rope attached to a ring in her nose. The sow and her litter have rather low slung bodies with study legs and a stout neck. Their noses are rather flat on the end, with large nostrils, and the female has a pair of tusks arching up from both her upper and lower jaw, the upper set spitting into a series of tines. From the bodies of the 'slavers' they collected: flannel shirt and jeans (x2), crude pistol, 23 bottlecaps.
...perhaps "pigs" was overstating it, but I saw them come in and didn't see them go out, so presumably they're still around somewhere...
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby BadgeAddict » Wed Oct 19, 2016 8:02 am

hah...I had forgotten about those...

I suppose I shouldn't admit that.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Wed Oct 19, 2016 10:35 pm

I absolutely remembered them... *cough*

It seems, we currently still have a power-discussion going on... Any ideas how we cann bring that to an end ? We can't run in 5 different direction atst.^^
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby GathersIngredients » Wed Oct 19, 2016 11:54 pm

I would like to know the building cost/time and potential 'output' (e.g. can it power one system, more than one - if so how many - or just be used for specific purposes) for each before we decide. Those are important factors.
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Colonists Of The New World: Bjorn Cloudhammer - PC info sheet
The Island: Protects Her Kin - Obsidian portal page
GAL: Walks With The Wind
Lair of the Mountain King: Finds The Truth
Hunters of Letrua: Loki "Boarstrangler" - Obsidian portal page
Potential (group two): "Bobby" B.J.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby The_Colonel » Thu Oct 20, 2016 3:40 am

Couldn't our research goal specifically be a project to study the most practicable ways to power the vault? This could include both a summary of what would be required to revive the primary reactor and interim/supplementary power sources...
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Fri Oct 21, 2016 10:48 pm

I believe, that we basically already did that.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby The_Colonel » Mon Oct 31, 2016 9:04 am

Since this doesn't seem to be moving, let's pick a hole and go to it: let's say putting some bird choppers on our existing (guard) towers - getting that scoped would be a good start. That or scoping a biogas system.
Not having voted for any research this turn I'm not deeply committed to any of them, but we might as well get the turn moving...
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby The_Colonel » Mon Oct 31, 2016 9:05 am

BadgeAddict wrote:hah...I had forgotten about those...

I suppose I shouldn't admit that.
I would assume that chap the farmer was able to give the necessary guidance and they are settled in (relatively) quietly somewhere awaiting further orders...
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Wed Nov 02, 2016 5:45 am

I reedited my votes to focus on biomass...

I am done here. Yes, we could discuss this for even longer, but I suggest who wants to do something, puts it into his/her votes and we move on. Don't want to wait another week until we move on. That might kill the game in the long term.^^
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Wed Nov 02, 2016 5:53 am

Badge and I have been talking, think that some builds may take more research (solar, nuclear) to build from scratch, but turbine based stuff is good to go. If the group is still undecided on what you want to build, could allow your work to be towards the turbine/electricity generating part, which can be plugged later? I'll be looking to close votes and make rolls on Friday.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Sun Nov 06, 2016 5:14 am

Why not. :)

I am still for Biomass, though.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby twistedstraka » Sun Nov 06, 2016 10:04 pm

we just need a way to breed super mutants and then use their biomass for fuel, nothing at all could go wrong with this idea
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Mon Nov 07, 2016 10:53 am

Ok, votes as I understand them currently are reflected below. Let me know if anything looks off, and I'll consider votes closed. Wanted to get this up last week so I could make rolls, but ran out of time.

Summer Voting Options
Voting Options for Summer:

Charton: look for ways to reduce power usage
Cecil & Molly: work on walls
Jaimie: research fist aid



CP = Character Player
NCP = Non-Character Player
      

(Non-Character Players have 3 votes for this Section, Super NCPs have 4 votes for this section)       

Miscellaneous Assignments (cannot share work)
M.1. Assign 2 - 4 dwellers to the manual pump in order to remove water from the lower levels             
M.2. Assign sick, damaged, or irradiated dwellers to recuperation in Health Services    (Twisted)
M.3. Assign a group of dwellers to guard duty       (Twisted)

Labor Assignments
L.1. Manually reclaim and recycle building scrap into building materials   (Colonel, Twisted)
L.3. Clear more land on the island for crops and building    
L.4. Construct housing  
L.5. Construct towers  
L.6. Construct wall  
L.7. Outfit firehouse as forward base  (Colonel, Twisted)
L.8. Plant/Tend Crops (Colonel, Feytala)
L.9. Build biomass-generator (Feytala)

Scavenging Assignments
S.1. Send a group of dwellers outside to scavenge for building materials       
S.2. Send a group of dwellers outside to scavenge for Food/Water  
S.3. Send a group of dwellers outside to scavenge for potential trade items

Exploration Assignments
E.1 Explore the 4th Level (Feytala)

Research Assignments      
R.1. Upgrade Health Services to Lvl 3
R.2. Construction Methods(Decrease construction time, Increase success rate)  (Feytala)
R.3. Scrap Organization(Increase success amount produced)          
R.4. Distance Talkers (Allows guards to "come to the rescue")   
R.5. Searching during times of strife   
R.6. First Aid (allow for some healing independent of HS) 
R.7. Vaults 




Voting Options: (NCPs have 1 vote for this Section (CPs have 0), A New system needs at least 2 more votes than the currently powered system in order to be powered)      
Power a different System for Spring(currently Health Services)       
1. Do not change       (Colonel, Twisted)
2. Vault defenses - (Increased ability to successfully defend vault against enemies     
3. Bar & Lounge - (Allows dwellers to relieve some stress), (increased chance of baby making)        
4. Research  
5. Barracks/Armory - (Allows for the creation of new or customized weapons using scavenged resources) 6. School - (Gives a +1 INT increase to the stats of Children who attend at least 6 years)        
7. Material Reclamation and Recycling (Turn collected scrap into base materials)        
8. Workshop - (Decreases time needed to combine base materials into parts)        
9. Kitchen - (Remove radiation from food/water(1 unit of Food/Water per month))       
10. Water Filtration - (Needs to be repaired first)        
11. Hydroponic Farms - (Needs to be repaired first)        
12. Antenna Array - (Needs to be discovered/repaired first)



Voting Options for Pregnant Dwellers: (Both CP and NCP have 1 vote in this section.)
1. Assign them jobs as normal
2. Assign them to less strenuous jobs (Colonel, Twisted, Jaime, Feytala)
3. Kill, dissect and cremate them
4. Bed rest
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Tue Nov 08, 2016 7:06 am

I didn't realize, someone else had also decided to tend to the plants... I think, one is enough - I'd rather scavenge for building material. Edited again to reflect.

Other than that, all is fine with me.
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Patdragon » Fri Nov 11, 2016 10:05 pm

Just a small plug for similar idea to keep the fallout interest up to a maximum high as this one has slowed a little due the business of real life.

I've just started a recruitment thread for a slightly different voting fallout story to do with Puppet man from vault 77.
No constant commitment will be needed just pop in and vote like this one when you can.
Currently away from forums from Nov 2017
Forges for food (3gp)- The Goblin Adventuring league
Pushes Buttons The Island
Rudolph Sundered Way


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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby Feytala » Wed Nov 16, 2016 9:34 am

*pokes* Anything new ?^^ I am eager to go on. ;)
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Re: Fallout: Settlers (Year: 2277) - Open to Most

Postby spiderwrangler » Wed Nov 16, 2016 9:54 am

Both of us are getting slammed at work the past couple weeks. I need to get through tomorrow, and then I should be able to get some work done on the update.
games I gm
Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

The Sundered Way, my 5e forum campaign.


games I play
Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

Splits Focus in Thinkslogically's Lair of the Mountain King

Korga in Dlover's Hunters of Letrua.

Laughs Creepily in "Goblin Adventurer's League".

Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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spiderwrangler
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