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

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NotStickFigures
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by NotStickFigures » Fri Mar 11, 2016 12:12 pm

C3, C5, G2

Power: 4

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Quarg
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Quarg » Sun Mar 13, 2016 3:48 pm

F, G2, C3,

Need to Power 4
(I don't think health services knows what to do with a baby but I may be mistaken...)
Really...why are you reading this?

Eileen Ap'Fyretorr

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BadgeAddict
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Thu Mar 17, 2016 4:42 am

Voting closes at noon today. So if you haven't voted, get on it.

Voting is closed.

Should have an update for tuesday, and then back to our normal schedule.

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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Wed Mar 23, 2016 1:34 am

A vault dweller engineer, one leading the research in breast pump area tries a technical knock and kicks the computer to get it to refresh it's screen.
"Have we tried turning it off and on again?"
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Wed Mar 23, 2016 11:29 am

.[tabs: Food and Water]
Food:
2737 clean units - 85 units + 3 units = 2655 clean units
47 irradiated units + 8 irradiated units = 55 irradiated units

Water:
2768 clean units - 85 units = 2683 clean units
26 irradiated units + 10 units = 36 irradiated units
2 Nuka Cola

[tabs: Armory]
Ranged Weapons:
  • 10mm pistol (x3)
  • .308 rife (x3)
  • crude pistol (x1)


Melee Weapons:
  • baseball bat (x3)
  • rusty knife (x1)


Clothing/Armor:
  • "Vault 50" vault suit (374-12=362)
  • Armored vault suit (x7)
  • Rad-suit (x7)
  • Battered leather armor (x1)
[/list]

[tabs: Building Supplies]
Building Scrap:
77 units + 7 units = 84 units

Building Materials:
0 units = 0 units

Miscellaneous:
A bag with 14 bottle caps in it... worthless for building much of anything out of[/tabs]
2278 to 2278.25
The arrival of the warmth of spring finally broke through the cold winds that winter had blown over the vault and its dwellers and for the first time in a long time, the Computer calculated that the chances were decent that this whole experiment thing might actually work. With an entire year under the Computer's proverbial belt, things appeared to be looking up. As health services was still powered and in operation, it sent 20 dwellers there to continue healing and recuperating. To the library it sent 15 dwellers who would continue their research in the various areas that were started over the winter months. For the efforts of scavenging for food and water, the Computer assigned 5 dwellers. To the guard the vault entrance, patrol around their island home and protect the workers outside, 10 dwellers were placed on guard duty. Another 15 dwellers were assigned to continue and hopefully finish the work on the towers that had been started over the winter. With the last of the sick and hurt dwellers getting the treatment they need, the Computer made note to change the current powered system from Health Services to Research and Development Labs in the hopes of hurrying or improving the new items that were being researched and created.

The 20 dwellers who were sent to the Sick Bay recovered in terrific times, even the dweller who was hurt in the raider incident over the winter. Whatever frostbite remained on the limbs of these dwellers was completely healed except for one dweller who had to have his smallest toe on his left foot removed. This was an acceptable loss and the Computer was pleased to see that its workers were ready to take the wasteland on head first once more. The was however, some discouraging news. Two of the dwellers who were sent into the lower levels the year before and who were exposed to high radiation levels were not responding to treatment and still getting worse. The Computer wondered if perhaps their age had something to do with the disappointing results.

The 15 dwellers who were released into the library were delighted to have been picked for this task, as it meant the safety of the indoors. The only monsters that existed to be fought were in some of the old books, and they were slain time and again by knights who happily served their king. In fact, the dwellers found solace in the fact that their lives were quite similar to these knights. They too served a "king" who commanded in what ways they should serve, and they did so with happiness, even if it meant going into a bad situation. These books, soon after being located, mysteriously went missing from the library. Although the Computer didn't notice that they went missing, it did notice that the dwellers attitudes improved dramatically. Though it was unsure as to why they were happy, it attributed it to the fact that winter was over and never gave it a second thought, while in truth, the dwellers had created a religion in secret.

One of the dwellers was tasked with researching methods to upgrade the Sick Bay (Health Services). Though the computer wondered if perhaps having only 1 dweller at a task would cause it to fail, the Computer was happily surprised when the dwellers was decently successful by herself.
Another single dweller was told to research material hauling by herself and proved that while sometimes working by yourself was good, sometimes it was bad and while some process was made, it wasn't overly impressive.
Two dwellers were tasked with continuing to research Construction methods and spent most of their time reading the books that had been collected in the winter months. This was slow going, especially when after one of the dwellers nearly cut his index finger off on a page, the tip was dangling off, blood was shooting everywhere, all but ruining the book. While the wound was bad, the infection that followed was worse. It wasn't noticed immediately, but as they continued researching, the unwounded dweller noticed a greenness about the wounded dwellers hand. They hurried to health services to get it checked out and they determined that the dwellers hand needed to be removed. With health services shutting down, the Computer noted that something should be developed to help dwellers after health services was powered down.(Dweller took 9 Damage)
Three dwellers were tasked with continuing to research organization methods and they were able to find several additional books on organizing, however progress moved slowly on this research effort.
For the most important project, 8 dwellers were tasked with water removal research. Going off of the "manual pump" idea that was discovered over the winter, the dwellers tasked with research spent much of their time building a small scale prototype of the manual pump. This was quite successful and by the end of spring the researchers were sure that a full scale model could be built from their design and some dwellers tasked to it could begin the effort of pumping the radioactive water from the lower levels. The self imposed leader of the research team became impatient with the slowness of the progress and kicked the shell of an old computer breaking his foot. (5 damage)
(Task Completeness: Water Removal 145/200, Construction Methods 1/100, Scrap Organization 35/100, Material Transport 28/100, Upgrade Health Services 10/100)

The 5 dwellers being sent out to scavenge for Food/Water felt almost like it was something normal to do. Having been sent out to rummage for scraps of food and drops of water for a year. It was however a gravely important task, as they were still finding less food and water than what was consumed each year. They had improved the process that the scavengers used allowing them to know how to look better as well as being better prepared for the unknown. While last year, they might have gotten surprised by packs of wild animals or rotting humans, now they approached each potential search as if their lives were on the line. It also helped that the guards and patrols had some experience with the guns that they wore across their backs and at their hips. With the end of the winter months, effort was put into scavenging further into the ruins of Millersport as well making sure to loot what remained of buildings that had already been discovered. The dwellers found that while their lack of carrying space hindered them, their real problem was in finding food or water. The thought occurred to some of them whether or not plants could be planted in the wasteland soil. The Spring months were spent looting already discovered buildings along the road leading into Millersport. One such journey almost ended in a massacre when the dwellers nearly ran into a sizable raiding party. If it wasn't for their improved scavenging process they might have been seen. The raiders looked well armed and appeared to be leading a group of prisoners or slaves somewhere south towards town. In total they found: 8 irradiated units of food, 10 irradiated units of water and 3 clean units of food.

Guard duty was one of the thankless jobs of the vault, but the 10 dwellers who had been assigned to it accepted their role in being unsung heroes. The ones who were assigned to guard duty had a certain love for their jobs, as when they weren't shooting at wildlife, they whiled away the hours playing cards or rolling dice. They were happy with the new towers that the construction crew was putting up and could barely contain their excitement in expectation of sitting atop them, waiting the hours away. Their excitement quickly turned to sadness as they noticed that the construction crew wasn't actually doing anything. Jealous of their inactivity, the guards and patrols still continued to do their jobs, regardless of their neighbors' laziness. Otherwise these months were fairly slow, the local wildlife, what was left of it, had learned to keep their distance from the ever growing cleared area which marked the home of the vault dwellers. The guards did have a brief stint with luck when they found a horribly disfigured two headed cow which had somehow found its way to their entrance. Before realizing that it was something like a cow, one of the guards shot it in the legs, damaging it for 3 HP, on the plus side, it could no longer run away.

The Construction crew was well staffed with 15 dwellers being assigned to the task. However, it would seem that due to an accounting error, most likely because of the lack of organization, the Computer failed to notice that there was no building materials with which to build structures with. The lack of building materials quickly sent the workers into a nosedive as they originally believed that they would be helpful, now they realized that they were the complete opposite of helpful. For the majority of the 3 months of spring, the construction crew sat around waiting for building materials to appear. While they weren't waiting, they were clearing back more brush and trees until the vault entrance was cleared back about 200 feet. When they cleared as far as some of the ruined buildings that surrounded the statue that was their home, they began to clear down these as well, resulting in a gain of 7 scrap.

With Spring coming to an end, the Computer powered Health Services down and turned the power for the old holo-computers that cluttered the library, the five of them that could be powered on could now be used by those sent to do research and would improve their research capabilities. All was well

Voting Options: (You have 3 votes for this Section)
  1. Task a group of dwellers to build a Manual Pump
  2. Manually reclaim and recycle building scrap into building materials
  3. Research:
    1. Upgrade Health Services(Decrease time to heal, Increase amount of heal)
    2. Construction Methods(Decrease construction time, Increase success rate)
    3. Scrap Organization(Increase success amount produced)
    4. Building Material Hauling(Increase amount collected per person)
    5. Water removal from lower levels.
  4. Send a group of dwellers outside to scavenge for building materials
  5. Send a group of dwellers outside to scavenge for Food/Water
  6. Assign a group of dwellers to guard duty.
  7. Send a group of dwellers out of the Vault to build above ground structures
    1. Construct Houses
    2. Construct Defensive Structures
    3. Construct a wall

Voting Options: (You have 1 vote for this Section, A New system needs 2 or more votes to be powered)
Power a different System (currently Research Labs)
  1. Health Services - (Decreases chance for Dwellers to die due to critical failures)
  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 Labs - (Increases effect of success and Crit Successes and decreases effect of crit fails)
  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: (You have 1 vote for this Section)
The Brahmin that was found is wounded.
1. Heal it?
2. Kill it?

Voting will close in 1 week at noon est. March 30th.

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GathersIngredients
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by GathersIngredients » Wed Mar 23, 2016 11:57 am

Vote: B, D, F
Power: 1
Brahmin: 1
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Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Arch Lich Burns » Wed Mar 23, 2016 12:44 pm

A, c, d

Brahman: 1

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NotStickFigures
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by NotStickFigures » Wed Mar 23, 2016 2:05 pm

Vote: A, B, D We need building materials stockpiled before we order people to build!

Power: 4 At this point we can only power one system at a time, correct? How can we possibly get that up to 2 or more again??

Brahman: 1

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BadgeAddict
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Wed Mar 23, 2016 3:00 pm

There is currently only enough power to turn one system on. To turn an additional system on, you will need to find a way to create more power, or perhaps repair one of the generators that was broken. The generators in question are currently underwater and most likely damaged to some unknown extent.

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

Post by Runsaround » Wed Mar 23, 2016 4:55 pm

Vote: A, B, E

Power: 4

Brahmin: 1
I have no idea what I'm doing, and IT IS GLORIOUS!

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Feytala
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Feytala » Thu Mar 24, 2016 3:32 am

A, B, C3

Power : 8

Brahmin : 1

And hello, people ! Nice to see you again.^^

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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Thu Mar 24, 2016 5:30 am

So let's see. It looks like powering a new system triggers at end of the three month.OK was hoping the other way but I guess that means more research votes should happen now while it is powered.

So my votes: C1, C4, and most important C5
Keep power on 4 for research
Brahmin: 2

Hopefully characters soon too :)

Also which C do you want to research Arch?
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Thu Mar 24, 2016 5:40 am

Spider will be handling the character announcement. Otherwise, Quarg is up for getting one this turn, but he has been radio silent. The majority of you will be for getting one next turn. You can use your character the turn after you get it.

Gathers
This turn 5/5 votes
Burns
This turn 5/5
Runs
This turn 5/5
Thinks
2/5
Theis
3/5
Pat
This turn 5/5
Quarg
4/4
Synch
This turn 5/5, but currently 4/5
NotStick
This turn 5/5
Asks
1/5
Feytala
This turn 1/5

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

Post by Arch Lich Burns » Thu Mar 24, 2016 6:32 am

Patdragon wrote:So let's see. It looks like powering a new system triggers at end of the three month.OK was hoping the other way but I guess that means more research votes should happen now while it is powered.

So my votes: C1, C4, and most important C5
Keep power on 4 for research
Brahmin: 2

Hopefully characters soon too :)

Also which C do you want to research Arch?
Er sorry c5

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

Post by spiderwrangler » Thu Mar 24, 2016 8:43 am

BadgeAddict wrote:Spider will be handling the character announcement. Otherwise, Quarg is up for getting one this turn, but he has been radio silent. The majority of you will be for getting one next turn. You can use your character the turn after you get it.

**IF you want one, that is. You are welcome to remain a member of the faceless voting pool as well, no one is forcing you to take on a character.
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Quarg » Fri Mar 25, 2016 6:22 am

I've been radio silent more out of consequence than desire...

Voting: F, D
Power: 8

The creature -2 kill it...
Really...why are you reading this?

Eileen Ap'Fyretorr

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

Post by spiderwrangler » Fri Mar 25, 2016 8:17 am

I realize that I should have provided this information prior to your voting on whether to encourage or discourage reproduction so you had a better sense of what the age structure of the vault is...


Image

...there are currently 8 pregnancies in the vault, so provided those all go well, you would be seeing an increase in the 0-5 age bracket.

In future seasons where there is a procreation vote, I'll include age structure histograms. If you aren't sure how to interpret such a figure, essentially if it is heavily weighted to the right, that would be an indication that you have a declining population (ours has a slight tendency in this direction, but again, with up to 8 pregnancies in the pipeline...). If it is weighted to the left (lots of young dwellers), your population would be expected to be growing (potentially an issue if they outgrow resources), and if it is even it would be a fairly stable population structure (reproduction to replacement).
Last edited by spiderwrangler on Fri Mar 25, 2016 10:05 am, edited 2 times in total.
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GathersIngredients
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by GathersIngredients » Fri Mar 25, 2016 9:48 am

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Spider, alas I can't see ANY graphic there at all, just the word "image". And it's not a link, either.
Krulle wrote:My bad memory allows me to enjoy positive news far more often!
Excited for the Dungeon Eyes, Ricki and Lara kissing!
► Show Spoiler

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spiderwrangler
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Fri Mar 25, 2016 10:00 am

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Patdragon
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Patdragon » Fri Mar 25, 2016 11:16 pm

yep works now.

Also I hope we get some building materials before we try too do A as I guess we need building material for the pump too.
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by spiderwrangler » Mon Mar 28, 2016 1:48 pm

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

Post by spiderwrangler » Wed Mar 30, 2016 9:23 am

Hey all, voting is now closed. Next update, Quarg will be assuming a character, rather than voting as he has been, and the following players are also eligble to switch to a character if they wish.

Gathers
Burns
Runs
Pat

Please PM me to confirm whether you'd like to take on a character or not. Either way, you'd be voting as you have been for the next update so we don't delay things further as I communicate behind the scenes with the people taking on characters. For those of you that want one, what I want from you is a PM with the three priority criteria you'd like the dweller list to be sorted by, then I'll sort and trim the list down and send you a screenshot to chose from. Should two of you pick the same dweller, I'll roll to see who gets them, so wouldn't hurt to have a couple options in mind if it comes to that.

Sortable criteria:
Sex
Age
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck

For example, if you told me you wanted 1)male, 2)old, 3)intelligent, I'd sort the list such that you had your pick of all the smart old men. Putting them in prioritized order makes it easier for me to sort.
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by Quarg » Wed Mar 30, 2016 1:36 pm

Wait...voting ended today?
I had enough time to act my character... >:(
Really...why are you reading this?

Eileen Ap'Fyretorr

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

Post by spiderwrangler » Wed Mar 30, 2016 1:47 pm

Quarg wrote:Wait...voting ended today?
I had enough time to act my character... >:(
You already voted, your character comes fully on line with the next update.
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Re: Fallout: Settlers (Year: 2277) - Open to All

Post by BadgeAddict » Wed Apr 06, 2016 4:49 am

Will be trying to get the update up today. Both me and the math wizard have had a busy week.

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