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  • File : 1311114326.png-(7 KB, 294x394, bug colony.png)
    7 KB Bug Colony. Chapter 2 GM !!rfSQtaw22xn 07/19/11(Tue)18:25 No.15638547  
    Continued from >>15633864

    You are the collective mind of a Bug Colony.
    Your Mission: Survival and Proliferation of your Species. Using d20's and popular vote you will either make or break the Hive.
    >> Anonymous 07/19/11(Tue)18:29 No.15638598
         File1311114576.jpg-(90 KB, 600x481, bullet ant.jpg)
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    >iron shelled pill-bugs
    >invent/breed catapult/catapult bug
    >siege weapons are go
    >> Anonymous 07/19/11(Tue)18:29 No.15638599
    rolled 17 = 17

    So what about the iron?
    Can we hammer it?
    Or can we feed it to the queen to include into our warriors?
    >> GM !!rfSQtaw22xn 07/19/11(Tue)18:29 No.15638601
         File1311114594.png-(16 KB, 761x476, thecrevice.png)
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    New map area revealed
    'The Crevice'

    to answer a question from before...
    Yes the queen could probably consume the iron and make harder carapaces.
    >> Praetor Lillifag 07/19/11(Tue)18:31 No.15638617
    rolled 13 = 13

    So, let's get our priorities straight.

    Some of the ideas that seem to be floating around are:

    1. Redberry Farm
    2. Build reservoir
    3. Iron-shelled grubs
    4. Hibernation
    5. Use pit as fungus farm?
    6. Aquatic variants
    7. Acid on warriors
    Anything I forgot?
    >> GM !!rfSQtaw22xn 07/19/11(Tue)18:32 No.15638628
    The crevice it set as a fissure in the Quarry thick wall. The only entrances are the Tunnel and the open sky above. The crevice walls are at least 10 bug stories high
    >> Anonymous 07/19/11(Tue)18:33 No.15638649
    rolled 19 = 19

    Fuck yeah.
    We need to harvest that shroom and make ourselves a fungus-plant.

    Also: What do we do about the hardened carapaces?
    I would go research heavies and make some with iron hard armor and acid spitting.
    They would be like tanks.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)18:35 No.15638665
    The plan of attack on the beetles by the rock pile assuming they are still there. The Scouts are deploying Web traps in the tall grass while the Soldiers get into position.
    >> Anonymous 07/19/11(Tue)18:36 No.15638674
    what is the biggest thing that will fit in the crevice? can mice ? birds?
    >> Anonymous 07/19/11(Tue)18:36 No.15638676
    rolled 19 = 19

    We put the fungus into the pit for convenient farming.
    The redberries should be put into this soil deposit to have them more or less save from others.
    >> dice+1d20 Anonymous 07/19/11(Tue)18:36 No.15638677
    Start farming the fungus, but first of all, and attempt to find someway to give soldiers venom, maybe feed it to the queen? I dunno.
    >> Anonymous 07/19/11(Tue)18:37 No.15638687
    rolled 1 = 1

    fuck me
    >> Anonymous 07/19/11(Tue)18:37 No.15638689
    increased move speed/ reflexes
    increased bite/mandible strength
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)18:39 No.15638707
    rolled 17 = 17

    All of these ideas are good, let's grab that fungus first and put it in the Pit.

    Grub Tanks are good, we could use them for siege, both attack and defense.

    Let's have the Queen ingest the iron to develop an iron carapace sac (?) for future use. Dispatch 5 workers to get the fungus.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)18:39 No.15638711
    Soldier Bugs Report:
    The shrooms in the crevice wall count as a Fungus plant, you could transfer them inside for a bit of food and time (-1pts) but they growing just fine where they are. The soil deposits nearby are deep enough to Plant Redberry seeds. (you guys got a 20 on the Redberry farm idea and this is how it pays off)
    >> Anonymous 07/19/11(Tue)18:39 No.15638712
    yes do that we can also put some near the other gate because in the long term they will grow better there beaus there will be more space.
    >> Anonymous 07/19/11(Tue)18:40 No.15638721
    rolled 13 = 13

    While the soldiers are starting the fight with the beetles, the workers should move the queen somewhere more isolated, and web-trap the place.

    I think we should do that, then breed some more soldiers, dedicated to protecting the queen?
    >> Praetor Lillifag 07/19/11(Tue)18:40 No.15638724
    rolled 20 = 20

    If the crevice has surface access, cut it off with webs, which should be thing enough to let sufficient light through. Have the workers fortify this with wood, and dig out some of the soil for more plant space.

    Actually, why not harvest some tall grass? See what we can do with it.
    >> Praetor Lillifag 07/19/11(Tue)18:42 No.15638752
    rolled 6 = 6

    Also, http://www.youtube.com/watch?v=ozkBd2p2piU

    This is what we want the hive to look like.
    >> Anonymous 07/19/11(Tue)18:42 No.15638755
    rolled 10 = 10

    can we safely split the fungus so that if something happens to it we still have an alternate supply?
    >> Anonymous 07/19/11(Tue)18:45 No.15638797
    GM, could you give us a surface map?
    >> Anonymous 07/19/11(Tue)18:45 No.15638800
    rolled 18 = 18

    Good idea.
    >> Anonymous 07/19/11(Tue)18:46 No.15638810
    rolled 5 = 5

    >> GM !!rfSQtaw22xn 07/19/11(Tue)18:47 No.15638821
         File1311115655.png-(27 KB, 851x659, thehive.png)
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    A bird could and so could a mouse. Assuming they would be searching the plateau of barren rock and happened upon the Crevice.

    It will take 2 iron for the queen to develop and adaptation transferable to the other bugs that will increase there hide strength.

    +2minerals form harvesting. Mineral deposits are now depleted.

    6pts 3 wood 4 stone 6 Iron

    Map Update
    >> Anonymous 07/19/11(Tue)18:47 No.15638827
    rolled 12 = 12

    Use some stone to build a small wall at the not hidden entrance.
    >> Anonymous 07/19/11(Tue)18:48 No.15638834
    rolled 2 = 2

    >> Anonymous 07/19/11(Tue)18:49 No.15638844
    rolled 15 = 15

    Feed the queen two iron, suddenly the fight against the beetles will become a bit easier! Also, can we research any sort of offensive upgrade for the soldiers, also?
    >> Anonymous 07/19/11(Tue)18:50 No.15638854
    we gotta build more tunnels underground
    >> Praetor Lillifag 07/19/11(Tue)18:51 No.15638865
    rolled 6 = 6

    >Minerals Depleted

    This is bad. We have to fix that.

    Evolve some way of finding more, or alternate materials that do the same thing.

    Then, expand the repository, evolve grubs with iron shells, and perhaps an artillery-type weapon for them.
    >> Anonymous 07/19/11(Tue)18:51 No.15638870
    rolled 15 = 15

    Attempt to ramp down into the pit, and use it as a trash dump.
    >> Anonymous 07/19/11(Tue)18:51 No.15638873
    rolled 11 = 11

    >> Anonymous 07/19/11(Tue)18:52 No.15638875
    rolled 11 = 11

    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)18:52 No.15638885
    rolled 16 = 16

    We're out of minerals at that site.
    Let's get 5 workers expanding the Hive, as well as 5 mining the secondary site, 5 mining the fungus, and 5 webbing the Crevice.
    The scouts should be finished laying traps soon, let's find out if those beetles are still around.

    Even if we don't catch beetles, we can leave the traps up just for defense and possibly secondary source of food.

    How much is a soldiers' hatchery?
    Let's pop some more soldiers after we get one built.
    >> Will 07/19/11(Tue)18:53 No.15638889
    rolled 8 = 8

    Hell yeah, go nat 20's.

    On a more serious note, WE REQUIRE MORE MINERALS.

    Deploy workers to scout out more mineral deposits
    Deploy workers to create reservoir
    Deploy workers to harvest redberry, begin construction on redberry greenhouse
    Use wood to fortify Crevice entrance?
    Deploy workers to build new Repository
    Spawn more workers once population cap is raised
    >> GM !!rfSQtaw22xn 07/19/11(Tue)18:57 No.15638934
    Yes you can split the fungus, it will have to regrow in both locations which will slow production a little but it will survive. Note: fungus farms are a good source of income, but they have to be harvested only occasionally to avoid exhausting the plant before it can grow back.
    Where do you place the other fungus plant?

    Workers deployed, traveling to reasonable position in the fissure.

    Workers can be deployed to go harvest some tall grass. There is 1 soldier available.

    5 Flyers and 4 Soldiers are waiting near the Rock Pile with web traps in place. A scout has flown back to report no sign yet of the beetles.
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)18:57 No.15638935

    Yes, I just started watching a documentary on ants for reference for this thread. I suggest you all do the same.
    >> Anonymous 07/19/11(Tue)18:58 No.15638939
    rolled 19 = 19

    About this.

    The crevice could be closed with webbing and wood.
    To let light get to the plants, we could construct a mobile part to regulate the ammount of light and close when animals come near.
    >> Anonymous 07/19/11(Tue)18:58 No.15638941
    these >>15638689 would probably be good seeing as acid spit is not vary likely at this time
    >> Anonymous 07/19/11(Tue)19:00 No.15638963
    >> Anonymous 07/19/11(Tue)19:01 No.15638978
    rolled 18 = 18

    Two flyers should have a careful look at that fortress.
    Two more should look whether there can be a bug found and lured into the traps.
    >> Praetor Lillifag 07/19/11(Tue)19:03 No.15639002
    rolled 10 = 10

    New weapon ideas:

    Scouts should get:
    >Bring 'em down!: The scouts spit small, sharp spines designed to hit the target and stay in there. These spines will be attached to webs , allowing a large number of scouts to pull a larger foe around, or stop them from going much of anywhere, or even allow soldiers to climb up them. Could be useful against beetles, or larger foes when we get there.

    Soldiers could use:
    Large, crushing madibles/claws, Beetle shells converted to armor, general improvements.
    >Spines: The soldiers can fire spines like the Scout, though not on a web. These spine would be more focused on damaging the target instead of disabling them, though venom could also work.

    Grubs, once made, could use:
    >Artillery: some form of sticky, venomous sac launched from the Grub, and then pierced by a small spine from a Soldier, causing acid/vemon/whatever to splatter all over the foe, hurting like hell or melting them.
    Ironclad shells too.
    >> Anonymous 07/19/11(Tue)19:06 No.15639031
    rolled 8 = 8

    Get a scout to survey more of the land and look for more species of bugs and other animals.
    >> Anonymous 07/19/11(Tue)19:08 No.15639060
         File1311116905.jpg-(52 KB, 640x392, sherman flame.jpg)
    52 KB
    rolled 7 = 7

    Nope, light projectiles won't do any damage.
    To break through a carapace.
    We need what this bad boy has.
    Cook 'em alive!
    >> Anonymous 07/19/11(Tue)19:12 No.15639093
    rolled 6 = 6

    I like all of these the plan for the crevice is to make a hatch right so we can close i whenever we need to but leav it open most of the time for the farm right?
    As for splinting the fungus i think we should ether move it into the pit or build a new chamber between the repository and where we plan to put the well and then put the well there.
    The more i think about it the more i like the idea of using the pit as a bunker for the queen.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)19:13 No.15639098
    1 Queen
    5 Soldires
    5 Flyers (Scouts with Wings, Webbing and Camo)
    25 Workers (Webbing, Ingestion)
    1 Repository [3/4ths full]
    1 Hive Chamber
    1 Surface Tunnel
    1 Worker Hatchery
    1 Breeding Chambers
    1 Mineral Deposits @ 0%
    1 Iron Vein @ 0%
    1 Rock Cache @ 0%
    1 Pit [empty]
    1 Collapsed Surface Tunnel
    1 Queens Chambers

    6pts 3 wood 4 stone 6 Iron

    5 workers in the crevice sowing redberry seeds
    5 workers in the crevice webbing the top
    5 workers planting the fungus in the fungus farm chamber.
    5 workers expanding the hive in search of minerals.
    5 workers building a new repository

    2 scouts to fly recon over Rock Pile Fortress
    2 scouts to lure any bugs into the web traps
    1 scout and 4 soldiers to lay in wait for trap victims.

    Feed 2 iron to queen?

    Map update asap
    >> Anonymous 07/19/11(Tue)19:14 No.15639104
    rolled 5 = 5

    Feed two iron to queen.
    >> Praetor Lillifag 07/19/11(Tue)19:15 No.15639116
    rolled 12 = 12

    Iron food for the Queen.
    >> Will 07/19/11(Tue)19:17 No.15639130
    rolled 11 = 11

    Thirding the Iron feeding.
    >> Anonymous 07/19/11(Tue)19:24 No.15639188
    rolled 2 = 2

    forthing the Iron feeding.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)19:29 No.15639230
    The ravenous Queen uses enzymes to break down the raw Iron ore, in her stomach the ore decays secrete-ting a protein that hardens the shells of Bugs.
    Choose one
    A) All bugs benefit from 20% chitin strength boost
    B) Specific bug species benefits from 70% chitin strength boost
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)19:30 No.15639238
    For the fungus, I vote we take advantage of crop rotation: Split it into 3 parts, 3 locations, designate them A B C, and rotate cultivating and harvesting.
    >> Anonymous 07/19/11(Tue)19:31 No.15639245
    rolled 2 = 2

    i think option b for solders. You guys?
    >> Praetor Lillifag 07/19/11(Tue)19:33 No.15639261
    rolled 5 = 5

    Research Grubs or another defensive bug, giving them a 70% boost, making them rock-hard defenders.

    Possibly mix plants in the rotation, having it go Redberry A, Fungus A, Redberry B, Fungus B, Redberry A and so on.
    >> Anonymous 07/19/11(Tue)19:33 No.15639266
    rolled 11 = 11

    sounds like a plan
    >> Anonymous 07/19/11(Tue)19:33 No.15639271
    rolled 5 = 5

    Can we designate two?
    Then we could improve our fighting forces including our warriors now and "tanks" later.

    Sounds good.
    We will have make with less income for longer, but we will have profit inthe long run.
    >> Will 07/19/11(Tue)19:35 No.15639283
    rolled 19 = 19

    Soldiers 70% Ironhide is my vote. Grubs are already big tough motherfuckers.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)19:38 No.15639321
         File1311118709.png-(34 KB, 1046x659, thehive.png)
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    Redberry Seeds sown
    Crevice webbed (no hatch but enough webs to keep out all but determined predators)
    Fungus farm planted
    Hive expanded, Mineral deposit found
    Repository complete -4pts

    2pts 3 wood 4 stone 4 Iron
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)19:39 No.15639330
    Is there any way we could combine the iron and the webbing to form a stronger, cable-like substance? Less trap-y more infrastructure? We could give that to the workers, and let the scouts keep the stickier webbing.
    >> Anonymous 07/19/11(Tue)19:39 No.15639331
    rolled 15 = 15

    what kind of bugs can we make?
    sounds like a good idea. maybe solders are right but we should compare what else we can do instead.
    >> Anonymous 07/19/11(Tue)19:40 No.15639341
    rolled 13 = 13

    Ok, are we exploiting the ressources yet?
    >> Will 07/19/11(Tue)19:42 No.15639356
    rolled 7 = 7

    Not a very big deposit there, continue expansion while harvesting that, we'll need more.

    Build Reservoir to support our agricultural efforts.

    Any word from the Trapmaking detachment? What is the status of the beetles?
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)19:42 No.15639365
    Oh we should also come up with a use for the empty mine shafts. Convert into repository? New hatchery space?

    OP, how do we go about reproduction, just for future reference?
    >> Anonymous 07/19/11(Tue)19:43 No.15639377
    rolled 9 = 9

    This is a good idea if we do this could the workers use both kinds or would that cost extra?
    >> GM !!rfSQtaw22xn 07/19/11(Tue)19:49 No.15639431
    C) Two units benefit from 30% Chitin strength increase.

    You can take fungus from both locations and plant them in a third. The fungus farms wont produce for a time but then successful harvest rotation could be established.

    A Scout returns with a report:
    Beetle sighted southeast of Rock Pile, flew to cavern high up Quarry wall near South east end of Quarry. Map to be updated.
    Signs spotted of Aphid caravan moving south from north Tallgrasslands. Soldiers and scouts could lure them in to web traps or attempt contact.l

    (mind you this is bug 'contact' so communication between dissimilar species is reduced to actions and not gestures or noises like a primitive language)
    >> Anonymous 07/19/11(Tue)19:51 No.15639452
    rolled 5 = 5

    Make contact.
    >> Anonymous 07/19/11(Tue)19:54 No.15639478
    rolled 9 = 9

    Lure them into the traps.
    Harvest their bodily fluids!
    >> Praetor Lillifag 07/19/11(Tue)19:55 No.15639480
    rolled 13 = 13


    Contact the caravan; Send a scout to try and find their hive.

    If friendly, let them pass, perhaps take a toll.

    If enemies, lure them into the webs and KILL KILL KILL.

    Send a scout to check out the beetle(s) in the Rock Fortress.
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)19:58 No.15639507
    rolled 20 = 20


    Hmmm. Well I say we investigate the fortress more closely. Those beetles were there for some reason.

    As for the aphids, if we can 'communicate' with them that we'll take care of predators if they give us honeydew (they secrete it as they eat plants), then they're welcome to our tall grass. Mind the webs, though. Everyone wins.

    Let's split the fungus up into just two parts. We can rotate with the berries as previously indicated. We're running a bit low on resources atm, which will only get worse if the aphids join us.

    We need more minerals, let's devote more workers to digging.
    >> Will 07/19/11(Tue)19:59 No.15639521
    rolled 3 = 3

    Blood, Death, and Vengeance! Let no Aphids survive, feast upon their fluids! Then have a worker follow their scent back to whatever it was they left behind.
    >> Will 07/19/11(Tue)20:01 No.15639546
    rolled 18 = 18

    As for the fungus, long term production is more important than short term, so yes, establish a crop rotation, and substitute grass into our resource pool until crops can be harvested.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)20:01 No.15639548
    You guys still have to choose what to do with the Iron protein the queen already has. Otherwise it goes to the Soldiers as Will suggested.
    Another 2 Iron units would make Cable like webbing for all workers that could be used to build suspension bridges or domes or what have you. It would loose its sticky-ness. The workers would be able to use both kinds.

    Whatever kind you can think of, and then justify with the materials at hand.
    >> Will 07/19/11(Tue)20:03 No.15639561
    rolled 16 = 16

    I change my vote to the cables. That opens up crazy architectural possibilities.
    >> Anonymous 07/19/11(Tue)20:05 No.15639575
    rolled 19 = 19

    cable now well look into armor later after talking over our other options.
    >> Praetor Lillifag 07/19/11(Tue)20:06 No.15639583
    rolled 20 = 20

    Make Cables for now.

    Next, evolve digging claws for Scouts to let them make pitfalls, and the spines from >>15639002 to pull things in.

    Later, do general improvements for the Soldier.

    After that, evolve Grubs and make them Ironclad.
    >> Will 07/19/11(Tue)20:06 No.15639589
    rolled 9 = 9

    If we slaughtered the Aphids, and brought them back to the BioLab, could we add their biological and technological distinctiveness to our own, Borg style?

    thus opening up a new strain of aphid-like bug we can use to produce..Honeydew was it?
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)20:08 No.15639615
    rolled 17 = 17

    Nat 20s!

    This bodes well for our Aphid enterprises.

    I'm glad everyone liked my cable idea. We can use the scouts as sort of general engineer class, and the workers for infrastructure.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)20:14 No.15639673
    5 Workers gathering grass Seeds
    5 Workers digging Resivoir (Requires 2 stone in order to be effective against absorption into the soil)
    10 Workers expanding Hive
    5 Workers digging mineral deposit.
    2Scouts to contact Aphids
    2Scouts to Recon Rock Pile
    1Scout 4Soldiers awaiting orders

    The Aphids scatter as your Scouts attempt to contact them. Simple creatures (like cattle) they eventually come out to inspect the bug that has landed in there presence. When your Scout moves they scurry away in the opposite direction of his beating wings. the Aphids are too stupid to form an alliance and can only be scared or herded in a chosen direction. What do you do?
    >> Anonymous 07/19/11(Tue)20:15 No.15639684
    rolled 11 = 11

    How about we introduce a antlion-style class to do the digging?
    Scouts would be far too fragile to handle struggling enemies in a pit.
    >> Anonymous 07/19/11(Tue)20:15 No.15639685
    rolled 17 = 17

    give the soldiers their iron carapace, we can feed the queen more iron later when we researched scrubs.
    spawn more soldiers with improved chitin, and try to make contact with the aphids, and by contact I mean take them and trap them in a farm. They are now our pets, and produce honeydew for us.

    Also, they will attract ladybugs, so we should get some soldiers to be shepardbugs, that way we get additional protein from the little red buggers.
    >> Anonymous 07/19/11(Tue)20:17 No.15639699
    rolled 13 = 13

    herd the fuckers, we want taht sweet honeydew and they survive on plants, so they dont use up our resources.

    also, delicious ladybugs will come
    >> Praetor Lillifag 07/19/11(Tue)20:17 No.15639709
    rolled 5 = 5


    Divert workers to building an enclosure for the aphids, and then harvest them for honeydew made from anything we can't eat. Web them until then.

    After we pit the enemy, we could move in Soldiers to finish them.
    >> Anonymous 07/19/11(Tue)20:18 No.15639717
    rolled 20 = 20

    yes Im the same guy, I just wanted to respond to the most recent post
    >> Anonymous 07/19/11(Tue)20:19 No.15639728
    rolled 5 = 5

    so what kind of varieties are we thinking of developing i here things that were calling grubs that have an armored shell and spit acid i here a kind of heavy digger and at least one kind of aquatic bug using web bubbles probably ether the workers learn to weave bubbles or maybe we add that to the heavy worker? or even the scout??
    >> Anonymous 07/19/11(Tue)20:21 No.15639741
    now i have to find a modern ant/bug sim god damn it /tg/
    >> Anonymous 07/19/11(Tue)20:22 No.15639752
    rolled 11 = 11

    we should evolve a kind of strain that allows our workers to cooperate with the soldiers in hunting, as in digging a hole, and then building a door above said hole, while positioning the soldiers inside. as soon as prey walks by, charge out of the hole and take it by surprise.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)20:23 No.15639761
         File1311121398.png-(16 KB, 761x476, thecrevice.png)
    16 KB
    >>Bring 'em down!: The scouts spit small, sharp spines designed to hit the target and stay in there. These spines will be attached to webs , allowing a large number of scouts to pull a larger foe around, or stop them from going much of anywhere, or even allow soldiers to climb up them. Could be useful against beetles, or larger foes when we get there.
    Cost: 3pts for metamorphosis into fishhook spine-shootin-camofluged-flyin death machine

    Cables are yours. Workers may now shoot sticky or stable webs.

    It would be less effective than real ahpids

    Crevice map update
    >> Anonymous 07/19/11(Tue)20:23 No.15639763
    rolled 3 = 3

    i like the idea of making an ant lion cast to help our ambushes should we make that the heavy worker? an upgrade to the solderer or a new strain?
    >> Anonymous 07/19/11(Tue)20:24 No.15639772
    rolled 3 = 3

    combat engineer bug? sound good
    >> Praetor Lillifag 07/19/11(Tue)20:26 No.15639787
    rolled 17 = 17


    Perhaps we could give it acidic secretions to wear down stone and cable to do heavy work, as well as large digging claws to break down stone, and would work as weapons in a pinch.
    >> Anonymous 07/19/11(Tue)20:27 No.15639796
    Is it possible to make a very large worker ant with rotating mandibles that acts as a tunnel-boring machine?
    >> Anonymous 07/19/11(Tue)20:27 No.15639798
    rolled 5 = 5

    i think we all like the heavy worker idea to build field fortifications with the solders and cart back spoils. should that be a mutation on the normal worker or a new strain?
    >> Anonymous 07/19/11(Tue)20:32 No.15639825
    rolled 17 = 17

    the acid is a great idea i dont see how you wold make rotating mouth parts but if you did they sound effective basically they wouldn't be as nimble as regular workers but wold be way stronger and still able to cray stuff.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)20:32 No.15639827
    The Scouts begin to shoo the Aphids towards the Hive.

    Workers could dig a farm-pen inside for 1pts or one outside for 1pts and 2 wood. The choice is yours. Ladybugs would only come if Dead Aphids were left outside to rot.Then the ladybugs would try to devour all living aphids.
    +2pts from minerals

    4pts 3 wood 4 stone 4 Iron

    Hive is expanded map to be updated.
    >> Anonymous 07/19/11(Tue)20:33 No.15639836
    rolled 17 = 17

    Would make more sense to modify the soldiers with less mobility and the carapace concentrated to the front.
    With some stronger mandibles it could dig holes and grab/kill victims.
    >> Praetor Lillifag 07/19/11(Tue)20:34 No.15639841
    rolled 16 = 16

    New strain.

    Here's my idea for it:

    >Heavy Worker: Larger and stronger than a Worker, the Heavy has the ability to produce Cable for fortifying and building, and a tentacle-like appendage with a drill-like head designed to pierce into stone, emit an acidic substance from it to break down stone, and then use smaller digging or lifting claws to make a usable tunnel. Shell shaped to carry a large load than the Worker.
    >> Anonymous 07/19/11(Tue)20:34 No.15639842
    rolled 7 = 7

    Dig a farm-pen inside.
    >> Will 07/19/11(Tue)20:34 No.15639844
    rolled 18 = 18

    But does he solve practical problems?

    Jesting aside, before we move on to different combat bugs, we need Infrastructure bugs to support them. We are low as hell on minerals, and our plant supply won't be up and running for an unknown amount of time. Not to mention if we use aphids as livestock, we're only increasing the immediate need for food.

    I propose cultivating another batch of scouts, and sending them out to find more immediate food sources.

    Further, we need some serious tunneling happening for more minerals. Get some workers on that.

    Once we have resources to spare, I fully support lean mean flying death machines.
    >> Anonymous 07/19/11(Tue)20:35 No.15639848
    rolled 13 = 13

    I think we should dig and fill that well.
    We could ether herd the aphids home and try to raise them there or set them up on the far redbery bush and start a "ranch" out there until our plants a good and strong.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)20:35 No.15639850
         File1311122109.png-(36 KB, 1046x659, thehive.png)
    36 KB
    map update
    >> Anonymous 07/19/11(Tue)20:35 No.15639859
    rolled 15 = 15

    if we built the aphid farm inside, and then prepare a open space with our combat engineer bugs in their secure holes, could we lure ladybugs there that have no real chance of eating all our aphids but have a high chance of getting eaten themselves? if yes, I would say we go for this tactic of using dead aphids as bait for ladybugs, and maybe ladybugs as bait for mantises or shit later on
    >> Anonymous 07/19/11(Tue)20:37 No.15639867
    rolled 7 = 7

    aphids are herbivores, and we can drink their honeydwe for food. Its like honey mixed with mountain dew!

    or something like that
    >> Anonymous 07/19/11(Tue)20:37 No.15639872
    rolled 16 = 16

    Sounds like a plan, but how do we feed the pets?
    >> Anonymous 07/19/11(Tue)20:39 No.15639886
    rolled 15 = 15

    we should regulate the growth of the aphids, if we let them expand too much, they could destroy useful plants like the redberry bush, for now let them feast on grass and other unworthy plants

    on that note, do we need a shepardbug or two?
    >> Praetor Lillifag 07/19/11(Tue)20:39 No.15639888
    rolled 14 = 14

    We could harvest the tall grass in small amounts and feed them that.

    Possibly, >>15639841 could have some way to detect minerals or other unusual stuff.
    >> Anonymous 07/19/11(Tue)20:39 No.15639889
    rolled 2 = 2

    I say we dig an indoor pen and if would work we could use the dead livestock to fee the indoor fungus farm
    otherwise we need a midden

    >DNA ncesswe yes captcha we need to evolve
    >> Anonymous 07/19/11(Tue)20:41 No.15639898
    rolled 1 = 1

    aphids live on fluids they extract from plants. Even plants that have no value for us. we could either produce 5 more workers that cut grass for them, or use shepardbugs to bring them out in the morning, so they can eat, and then herd them back inside where they can be milked
    >> Anonymous 07/19/11(Tue)20:41 No.15639901
    rolled 1 = 1

    We will need workers to collect plant material. If they could eat fungus, that'd be easier.
    >> Anonymous 07/19/11(Tue)20:42 No.15639908
    rolled 4 = 4

    Or we leave them to feast on the grass where it is and just carry the honeydew home.
    >> Anonymous 07/19/11(Tue)20:43 No.15639916
    rolled 5 = 5

    we totally need some kind of prospector asap so we can bet more cool stuff i think it should be an upgrade to teh scout or worker or combat engineer or maby a whole new line?
    >> Anonymous 07/19/11(Tue)20:46 No.15639936
    rolled 13 = 13

    ok, Im voting for indoor stock.
    we either could use shepardbugs, or, if we use cut down grass to feed them, we would be able to get first grade compost for our little redberry and fungus farm.

    also, im for the heavy workers, but rather than developing a completly new bugtype, can we make them an variable upgrade to usual workers, as in

    + on digging capacity
    + on carrying capacity
    - on speed
    - on time they take to mature

    essentially, make them slower, more powerful bugs that can make the heavy works, while the usual worker still will be needed
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)20:52 No.15639972
    rolled 9 = 9

    Alright, I think we should set up the aphid pen outside, adjacent to the grass. A few workers can tend to them during the day, feeding and harvesting them. We can get a few soldiers to guard.

    As for the workers, I think it's time to split up duties. We need diggers, haulers, and aphidherders. Diggers us big claws to (you guessed it!) dig and tunnel their way to find minerals and such.

    Haulers are much like the current workers, except with faster legs. They take the materials to the respective repositories, as well as tend to the fungal farms. They're the main working class.

    Aphidherders should be modified with webbing and slightly bigger mandibles, rather like a soldier's, but with a smaller frame. Self-explanatory name.

    Engineers are based loosely on the current scouts, but aren't for combat. They have the two webbing types and build stuff.
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)21:00 No.15640051
    Erm hello?
    >> Will 07/19/11(Tue)21:01 No.15640054
    rolled 9 = 9

    Our workers already can use both types of webbing, so all we really need is the HeavyBug.
    +Load capacity
    +Tunneling power

    +maturity time

    Sound good gents?
    >> GM !!rfSQtaw22xn 07/19/11(Tue)21:01 No.15640055
    Indoor Pen it is.
    Worker bugs Dig a shallow pit too deep for Aphids to get out of but not too deep for workers to take them in and out of.
    Aphid Farm Pen -1pts
    3pts 3 wood 4 stone 4 Iron 1 Redberry seeds (no place to plant them in the crevice) 2 Tall grassseeds.

    The Scouts have successfully herded the Aphids to the cavern and Worker bugs stop what there doing to heard them into the pen. For now you must harvest Tallgrass to feed them until you either start growing it closer or inside (requires sunlight) or until the Aphids starve and Die.
    If properly up-kept (1 unit of Tallgrass carried by 2 Worker bugs) they will produce Honeydew proportionate to the amount of Tallgrass they are fed. Honeydew counts as points and can be used as normal.

    +2 pts from honeydew and minerals.
    Mineral deposit is down to 5%

    5pts 3 wood 4 stone 4 Iron 1 Redberry seeds, 2 Tall grassseeds, 2 Tallgrass blades.
    >> Will 07/19/11(Tue)21:03 No.15640087
    rolled 6 = 6

    I thought you said the soil deposits were capable of supporting redberry growth?
    Right here, in fact. >>15638711
    >> Anonymous 07/19/11(Tue)21:05 No.15640096
    rolled 7 = 7

    i see where your going with this i like it and then we can put prospecting on the engineers and maybe diggers so that they can do recon work with the scouts and find coo minerals. The diggers could eventually get the dinging acid. and we would have some good base for water workers later
    >> Praetor Lillifag 07/19/11(Tue)21:05 No.15640098
    rolled 4 = 4

    We're thinking or waiting.

    Many separate castes would be troublesome and expensive; one 'heavy' toolbox worker would work out better.

    Possibly add the tunneling system in >>15639841 and some form of prospecting and we have a miner that can support its tunnels with cable as it goes or haul crap.

    Build a Grass Greenhouse from thin webs and wood just outside the tunnel.
    >> Anonymous 07/19/11(Tue)21:10 No.15640153
    rolled 12 = 12

    can we plant the redberry seeds right outside teh main gate? that would eventually give us somewhere to graze aphids and allow more redberry rotation.
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)21:10 No.15640159
    That's true.

    Perhaps we could fashion a sort of sled or cart out of grass and webbing to haul materials on?

    Whats the status on our scouts investigating the rock fortress?
    >> Anonymous 07/19/11(Tue)21:14 No.15640200
    rolled 8 = 8

    we have seeds, we have soil, lets start planting redberries and tall grass. for now, feed the aphids 2 units of grass per (day?) time unit, so they do not tend to go hungry but arent overwhelming us.

    that will take 4 workers (or possibly 2 heavy workers)

    on that note, how much points will it cost to get the heavy workers?
    >> Anonymous 07/19/11(Tue)21:14 No.15640202
    rolled 17 = 17

    yah the more i think about it the more it seems that all purpose workers a best then we wont run into any crippling specializations. So that means at most two kinds of worker for now and maby one more if we flat out make a water one as opposed to just buying that as an upgrade.
    >> Praetor Lillifag 07/19/11(Tue)21:16 No.15640215
    rolled 2 = 2

    Yeah, I wonder about the scouts too.

    Building greenhouses out of cable/wood and webs seems like a plan, especially if we make a fortifies area outside of the main tunnel.
    >> Will 07/19/11(Tue)21:20 No.15640254
    rolled 6 = 6

    Whatever happened to the freaking beetles and the redberry farm?

    >> GM !!rfSQtaw22xn 07/19/11(Tue)21:31 No.15640341
         File1311125470.png-(8 KB, 294x394, themines.png)
    8 KB
    There are no more spaces in the Crevice dirt plot.

    Requires 1pts, 1 wood, 2 units Tallgrass Blades.
    Subject to the elements but effective (Redberries require little to no tending)

    Write up and agree upon the "Genetic makeup" of the bug. Tell me what its based on if anything and what its abilities are. I will tell you the cost.

    New Map Area Discovered!
    4 Workers Gathering Tall Grass (Aphid Food)
    2 Workers harvesting Honeydew +1 pts
    4 Workers Hauling Minerals to Repositories
    10 Workers digging in Mineral Deposits
    5 Workers at the ready

    Scouts report:
    Rock Pile, found entrance near top, Beetle Carapace, broken beetle wings, Spider Web. Thought better to report back than to explore further. Bird Spotted soaring over south east end of Quarry.
    >> Will 07/19/11(Tue)21:38 No.15640379
    rolled 1 = 1

    what on earth did we use the crevice soil patch for?

    HeavyBug genetic makeup is here, base creature is a worker.

    Order soldiers to retrieve carapace to use for HeavyBug genetic fuel.

    Construct Redberry greenhouse.

    Order scouts to look for more food sources. A tree would be nice.

    Spawn another batch of Workers and Scouts.
    >> Praetor Lillifag 07/19/11(Tue)21:38 No.15640383
    rolled 11 = 11

    >New mines

    Possibly substitute Cable for wood for the Grass and Redberry greenhouses.

    Set up a fortification around the main tunnel. Use Cable and Stone where needed.

    Haul the beetle shell back, see if we can upgrade our soldiers with that.

    Spawn more soldiers.

    Give scouts the fish-hook things, spawn more scouts.

    Dig pitfalls. Mine. Make web-pitfall defense grid.

    For the heavy workers, >>15639841 with prospecting ability and perhaps Beetleshell armor is my vote. Spawn these first of all, so the mining and digging is more easily done.
    >> Anonymous 07/19/11(Tue)21:48 No.15640412
    rolled 13 = 13

    Heavy workers have a heavy shell prospecting and high strength digging and lifting cant do much fine work but can carry things fine. If solders are slower than workers they are the same speed as solders otherwise they are slightly slower than workers. also have prospecting ability
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)21:50 No.15640421
    >soil patch
    Red berry plant, bro.

    Agreed on the Heavy worker caste.

    Maybe the queen should ingest the beetle shell?

    Im hesitant about challenging the spider that is likely in there, we've done a lot of theoretical improvements to our soldiers, but we haven't actually improved or popped any soldiers.

    Should fortify the front entrance, and have the scout keep an eye on the fortress from a safe distance.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)21:51 No.15640439
         File1311126705.png-(30 KB, 636x696, thequarry.png)
    30 KB
    A Redberry farm

    The Fungus Plants have nearly reached harvesting recovery growth

    +5 pts from Mineral harvest
    +2 From Honeydew harvest

    Supplies as it stands:
    7pts 3 wood 4 stone 4 Iron 1 Redberry seeds, 2 Tall grassseeds, 2 Tallgrass blades.

    Quarry Map Update
    >> Anonymous 07/19/11(Tue)21:53 No.15640451
    wait a second, isn't there a whole red-berry bush on the far side of the quarry? doesn't our species live underground? why don't we build a long, cable-supported tunnel to the original red-berry, herd the aphids there to feed, and harvest them both?
    >> Praetor Lillifag 07/19/11(Tue)21:57 No.15640491
    rolled 19 = 19

    Feed any beetle shells we can find to the Queen.

    Evolve the Heavy Worker, and the scout and soldier weapons from >>15639002 to prepare for real combat.

    Then, spawn more workers, then Heavies, then Scouts and Soldiers.
    >> Anonymous 07/19/11(Tue)21:58 No.15640495
    It's a day's journey to the far side of the quarry. While this could be shortened by certain ingenious systems- like a bug-powered subway, it still seems inefficient to place two primary resources so far away from the hive.
    >> Will 07/19/11(Tue)22:01 No.15640523
    rolled 8 = 8

    Proposed Mutations List

    Scouts: Bring 'Em Down, Tracking Senses(would be useful to follow prey back to a nest we can raid)

    Soldiers: Venom or Acid, Armor Hide

    Workers: None

    New Bug Strains

    HeavyBug: Prospecting ability, improved tunneling and load capacity, increased maturity time (2x base worker maturity)

    Spawning Orders:

    2 batches soldier
    1 batch of scouts
    1 batch of workers
    2 batch HeavyBug

    If you agree with any of these propositions, speak up people.
    >> Praetor Lillifag 07/19/11(Tue)22:02 No.15640544
    rolled 11 = 11

    Throw on Spines as a way to deliver venom at range and you've got my support.
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)22:03 No.15640551
    Sounds good. Can we make this a queue of some kind? So it goes on without our micromanaging it?

    Can we start getting minerals from the Mines?
    >> Anonymous 07/19/11(Tue)22:05 No.15640571
    Long-range weapons are somewhat rare in the insect world. Therefore, I suggest that we develop a soldier type that attacks primarily from a distance, so we can have "archers" to back up our "swordsmen."

    Not only would this reduce expected losses in combat, it would also allow us to take down larger and more mobile lifeforms without resorting to swarming. It would also allow us to attack animals we can't easily reach, like birds.
    >> Anonymous 07/19/11(Tue)22:09 No.15640608
    spiders move faster on their webs, i'm sure the time it takes to move in the tunnel would be notably shorter than on the surface.
    >> Anonymous 07/19/11(Tue)22:11 No.15640634
    Even if it only took a matter of hours, it would be a significant issue. Not to mention that damage to the tunnel would completely cut the hive off from the resource base. I just don't think it's a good idea unless we're going for straight-up mass transit.
    >> Anonymous 07/19/11(Tue)22:13 No.15640648
         File1311127992.jpg-(43 KB, 436x600, 436px-Pheropsophus_verticalis_(...).jpg)
    43 KB
    rolled 1 = 1

    did you just claim that these fuckers cant shoot in a 360° radius a liquid that is acidic AND 270°C hot?

    on that note, we should get that when we finally research grubs
    >> GM !!rfSQtaw22xn 07/19/11(Tue)22:14 No.15640660
    A soldier bug will have to haul the shell bits from the Rock Pile to the Hive it will take some time.

    In the Meantime the Queen will ingest
    -1pts for Heavy Worker Shell and Structure
    -1pts for Heavy Worker Tunneling capability
    -1pts for Heavy Worker Strength and Endurance
    0 pts for Worker Batch (5)
    -2pts for 'Bring em Down' Barbed grappels [Scout]
    -2pts for 'Spines' [Soldier]

    +5 pts from mining
    +2pts from Honeydew
    +1pts from (1)fungus farm

    8pts, 3 wood 4 stone 4 Iron 1 Redberry seeds, 2 Tall grassseeds, 2 Tallgrass blades.

    Next turn construction of the Greenhouse/Redberry pen.
    >> Anonymous 07/19/11(Tue)22:15 No.15640673
    What's their maximum range? Could they form an effective anti-air defense?
    >> Anonymous 07/19/11(Tue)22:15 No.15640680
    dice +1d20

    I would vote for 2 batchs of heavy workers. 1 of soldiers, and one of workers. Plant grass out side our cavern entry to help hide it. The Bush is nice to have but should be gathered at rare intervals on mass to increase the worth of the trip time.
    >> Anonymous 07/19/11(Tue)22:16 No.15640682
    rolled 12 = 12

    we already improved the carapace of our soldiers with the iron, right?

    then I say we spawn more soldiers. we got a spider at the door, one capable of killing beetles, and a whole fortress full of tasty beetles not even a days travel from us.

    get our soldiers up and running, we need an army.

    also, built that greenhouse, we want our aphids well fed and our redberries juicy
    >> Praetor Lillifag 07/19/11(Tue)22:16 No.15640684
    rolled 12 = 12

    He only said they were rare.

    On the subject of Grubs, we should get Ironclad Grub production up sometime, with some form of 'artillery'.

    Start digging an extra fungus farm, and make a small test batch of them for mining out the minerals.
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)22:18 No.15640700
    We could make these puppies burrowers and essentially have turrets.
    >> Anonymous 07/19/11(Tue)22:20 No.15640715
    rolled 11 = 11

    just wiki'd it

    >it shoots about 70 times very rapidly. The damage caused can be fatal to attacking insects and small creatures

    that fucker can shoot up to 500 times per second if he as much as wants it.

    definetly want that for our grubs, that shit can kill birds damn it!
    >> Anonymous 07/19/11(Tue)22:20 No.15640717
    We could engineer them to package their acid in bubble-like projectiles and have grenade launchers/artillery/bombs.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)22:20 No.15640720
    Returning in 1 hour or less. I must feed the queen who lives in my stomach.
    >> Anonymous 07/19/11(Tue)22:20 No.15640722
    rolled 13 = 13

    We still need that well we might want to start mining the stone pile right near the main hive. If we start a mager enterprise near the natural redbery bush i think we should build that as a second hive with a queen and everything and connect both with a tunnel.
    >> Anonymous 07/19/11(Tue)22:21 No.15640733
    That doesn't answer either of my questions.
    >> Anonymous 07/19/11(Tue)22:23 No.15640749
    rolled 3 = 3

    I say we use points for 10 more soldiers. we need a little army if we want to kill that spider before it eats too many of us. if we manage to kill it, we can steal its net and harvest the insects with our workers/soldiers! the workers already have webbing, so they should be able to use a spidersweb relativly safe.

    or, you know, we could always try to tame the spider.
    >> Praetor Lillifag 07/19/11(Tue)22:26 No.15640781
    rolled 2 = 2

    Possibly have the bubbles covered in natural adhesive, and have them detonated by Soldier spines or Scout grapples for safer detonation or blast mining.

    Better yet, eat the spider and use the genetic info we get from it for stronger webs and venom.

    So make Soldiers to kill it and Scouts to pull it out of its lair and into our traps.
    >> Anonymous 07/19/11(Tue)22:26 No.15640783
    rolled 11 = 11

    sorry, there was nothing in the wiki, but I found more!

    The range they usually use is 325 to 1950 cm it seems.

    So, yes. they could take out a low flying bird with ease
    >> Anonymous 07/19/11(Tue)22:31 No.15640831
    rolled 1 = 1

    so they shoot boiling acid over several yards with a rapid fire mode that makes a gatling gun look slow?

    we definetly need to steal that shit
    >> Anonymous 07/19/11(Tue)22:33 No.15640850
    I'm all for tunneling to the Berry Patch. It would give our workers a safe travel zone and most likely find new veins of materials to harvest.
    >> Anonymous 07/19/11(Tue)22:34 No.15640855
    Do you have a link? 19.5 meters seems a bit much.
    >> Anonymous 07/19/11(Tue)22:35 No.15640860
    rolled 10 = 10

    >> Anonymous 07/19/11(Tue)22:38 No.15640897
    That's the spray's speed, not its maximum range. 325 to 1950 centimeters per second.
    >> Anonymous 07/19/11(Tue)22:49 No.15640992
    we have little to no defences set up to block any kind of counter attack or rival species. Let alone a spider. Making a grass and web wall at the cavern entry would limit paths into our colony and give us a suitably larger pen for the aphids. Worker population and heavy workers need to be spawned to insure food is brought in easier and more readily.
    >> Praetor Lillifag 07/19/11(Tue)22:55 No.15641049
    rolled 18 = 18

    >Grass wall

    Baaaaad idea, as the Aphids eat grass.

    We could use the Cable-web to build supports and normal web to make coverings, and greenhouses.

    A large cable/stone wall and greenhouses behind that seem to be a good idea, better if we can get some aphids in a grass greenhouse.

    Speaking of aphids, they came from the unexplored north. Send a scout or two up there and see where they came from.
    >> Anonymous 07/19/11(Tue)23:01 No.15641109
    rolled 20 = 20

    maybe we could haul dirt from the quarry to the crevice to make the redberry farm bigger?
    >> Will 07/19/11(Tue)23:03 No.15641119
    rolled 7 = 7

    Sounds like it's time for some mANTifest Destiny up in this bitch!

    I say we produce two squads of upgraded scouts, and have them EXPLORE!

    By the way gents, what shall we call ourselves? We can't just keep referring to ourselves as "Those Bugs"
    >> Anonymous 07/19/11(Tue)23:05 No.15641137
    rolled 15 = 15

    we are the waspzergs

    all hail the waspzergs
    >> Anonymous 07/19/11(Tue)23:13 No.15641210
    aphids don't actually eat the grass just drain its fluids. Thus leaving the dead husk leaves there as barriers. Plus it would look kinda like a spiders lair. Which if made large enough looking would cause other insects to think twice about getting to close. Add to that the grass growing out side the entry and we have both disguise and camo for the colony. If the dead grass falls off replace with new. Just a storage area for the aphid food in the mean time, let the grass pull double duty. instead of using stone or other materials which have more important uses. Grass regrows, so lets make the most of it.
    >> Praetor Lillifag 07/19/11(Tue)23:15 No.15641221
    rolled 9 = 9

    Why not just have Workers spin bunches of Cable and then camouflage it with dead grass?
    >> GM !!rfSQtaw22xn 07/19/11(Tue)23:15 No.15641222
         File1311131734.png-(38 KB, 1046x659, thehive.png)
    38 KB
    To Clear up some discrepancies Iv'e noticed.
    1)You are already receiving funds from the mineralmines. +5 a turn actually

    2) It is 2 days journey on foot to the base of the Quarry wall, where high above sits the cavern of the Teal-Back Beetles. At the base of the wall is a field of scree and shaped block. It would take half a day to climb up to the Cavern and half a day to climb back down and then two days back again if your cutting across the plains.

    3)The Queen will consume 2 units of Iron for the Iron-shelled Soldiers. (You spent the first two on cables)

    4)I will Queue up the build order as follows and dedicate minerals where necessary.
    2 batches Soldier (-2pts)
    1 batch of Scouts(-1pts)
    2 batch HeavyBug(-2pts)

    5) The Soldier bug carrying the Beetle carapace is not yet back so it cant be ingested by the Queen to improve the Heavy bugs or Soldiers until its back at the hive.

    6) Scouts report no movement in the direction of the Teal-Back nest since the bird showed up.
    The weather is looking cloudy.
    The Water in the pool has grown in volume

    Your Workers have been able to dig and fill two Wells.Your workers have harvested minerals, fungus and honeydew for +8pts this turn.

    The Worker Larvae are now adults

    Your Max Unit Cap is 45 you are currently at 40/45. Build additional Repositories to expand your hive unit cap.

    The queen is laying (1) batch of (5) Scouts [as per que order]

    Hive Map Update
    >> Praetor Lillifag 07/19/11(Tue)23:19 No.15641251
    rolled 6 = 6

    Build some way to keep the hive from flooding, such as a Cable flood wall.

    Send the next batch of scouts North to find where the Aphids came from.

    Build another Repository and spawn Heavies.

    Fill the wells and finish the greenhouses to make Redberries and Grass.
    >> Anonymous 07/19/11(Tue)23:26 No.15641321
    rolled 4 = 4

    As much as I would like to wait for the soldiers that bring the beetle carapace, I have the feeling that we are going to draw attention of a bit bad something soon, so we should get that soldiers rather sooner than later.

    I mean, what if we get attacked by a mouse? a mere 4 soldiers could maybe fight it of, under heavy loses, but not defeat such an enemy that comes to feast upon our tasty innocent larvae
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)23:27 No.15641325
    rolled 10 = 10

    Supporting this.
    >> Anonymous 07/19/11(Tue)23:28 No.15641334
    i agree
    >> Anonymous 07/19/11(Tue)23:29 No.15641346
    rolled 2 = 2

    expand hive, we are planning to grow bigger, so we need more space for our soldiers.

    so, I vote we first build a soldiers hatchery, so we can mass produce the soldiers cheap and fast, and then expand the storage space for our waspzerglings
    >> Anonymous 07/19/11(Tue)23:31 No.15641356
    rolled 13 = 13

    personalty i like zAnts for a name for our bugs also is everyone up for building the tunnel and base #2 by the redberry bush?
    >> Anonymous 07/19/11(Tue)23:35 No.15641391
    rolled 6 = 6

    we arent even 50 bugs yet and the bush is two full days travel for our non-flyer bugs. building a second base at this point would mean dooming us all because spliting our not that big forces
    >> Anonymous 07/19/11(Tue)23:35 No.15641394
    a second base would work, plus all the minerals we could find in between
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)23:36 No.15641398
    rolled 16 = 16

    I think we should kill the spider before we consider expanding like that.
    >> Will 07/19/11(Tue)23:41 No.15641460
    rolled 9 = 9

    Throwing in my lot with Praetor on this one, We need anti-flooding devices. Is "The Pit" being used for anything? if not, we could use it as a drain for water that gets past our flood countermeasures.

    Order Scouts back to nest to await further instructions, we don't want them caught out in the rain.

    Add Spawn Soldiers to the queue.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)23:42 No.15641463
    Winds have picked up. Weather is cloudy

    +10pts income

    -1pts, -2stone, -2wood and 5 workers Redberry/Tallgrass, Greenhouse complete, seeds planted.

    -4pts and 5 workers for Repository construction.
    -2pts, -1wood, Cable and 5 workers for Cable-Wood Cavern blockade.
    -2pts for Heavy Worker clutches (2x5)
    -2pts for Soldier Clutches (2x5)

    8pts 2 Stone, 2 Iron, 2 Tallgrass blades
    10 workers mining, 4 workers harvesting aphid food. 2 feeding aphids, 4 hauling minerals to storage.
    >> Anonymous 07/19/11(Tue)23:43 No.15641474
    rolled 10 = 10

    alright then i think we should defiantly prioritize making our nest flood proof/resistant. as well as expanding our diggings.
    >> GM !!rfSQtaw22xn 07/19/11(Tue)23:45 No.15641487
    The que is complete
    1 scout
    2 soldiers
    1 worker

    would you like to add another batch of soilders to the list?
    >> Anonymous 07/19/11(Tue)23:47 No.15641498
    rolled 13 = 13

    how much dried grass do we have because if all the aphids are doing is sucking it dry we should still have that ans we might be able to use it. At least as fungi food.
    >> Rillius !TA0T5gpKEQ 07/19/11(Tue)23:47 No.15641500
    rolled 13 = 13

    I'm right in thinking that these are in multiples of 5, right?
    >> Anonymous 07/19/11(Tue)23:48 No.15641504
    rolled 4 = 4

    even though thats a medicrore roll, seconding that we need to be floodproof, the expanding of our diggings can wait until the heavy workers are ready, thats what we wanted them, afterall

    while the floodgates are installed, the queen shall start to develop grubs, I think its time we get the basic grub plans and then start to modify our artillery bugs
    >> Praetor Lillifag 07/19/11(Tue)23:48 No.15641509
    rolled 19 = 19

    Built cable-stone floodwalls and hatches to keep the rain out.

    Get the Heavies working ASAP.

    Ready the soldiers for a march as soon as the weather is clear.

    Waterproof the passages.

    Reinforce existing repositories.
    >> Anonymous 07/19/11(Tue)23:49 No.15641514
    rolled 11 = 11

    yes we should also research prospecting on something.
    >> Anonymous 07/19/11(Tue)23:50 No.15641526
    rolled 18 = 18

    we should build a soldier hatchery, so our soldiers mature faster.

    and yes, another batch of soldiers, please.

    after that, tell our queen to start develop grubs. Maybe she can use the incoming beetle shell when it arrives to add some last changes (in size or stuff)
    >> Will 07/19/11(Tue)23:51 No.15641531
         File1311133898.jpg-(42 KB, 550x303, GLORIOUS.jpg)
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    rolled 9 = 9

    Haaaaa...After the rains..that's when the bugs all surface to avoid saturated ground.. WE SHALL FEAST WELL THIS NIGHT!

    Make ready more soldiers, we have 3 squads now, correct? have them and the scouts make ready for heavy hunting when the weather clears.

    Meanwhile, have the Heavies and Workers get to work on drainage tunnels and floodgates, and other such weatherproofing.
    >> Anonymous 07/20/11(Wed)00:01 No.15641600
    upgraded workers would make everything run better, >>15641526
    producing soldiers faster = a good thing
    >> GM !!rfSQtaw22xn 07/20/11(Wed)00:11 No.15641678
    dedicate more workers to gather Tallgrass for rainy weather storage?

    +8 points income
    5 workers to build soldiers hatchery (-2pts)
    5 workers to build another Repository (-4pts) to raise unit cap to 75 [total units after gestation 70]
    10 workers to mineralmine
    5 to waterproof the hive
    5 to nurse Eggs.

    The Queen should rest for a time as laying so many eggs has put a strain on her. She can die if overworked.

    The Solider has returned with the Beetle Carapace reports more shell found around the Rock Pile.

    Scouts have returned as ordered 4 solider bugs are still out by Webtraps in the tall grass.

    12points, 2 Iron, 2units Tallgrass
    >> Anonymous 07/20/11(Wed)00:15 No.15641700
    rolled 5 = 5

    Let's pick up that 8pt upgrade for the queen, the one that cuts out the LARVA STAGE.
    >> Anonymous 07/20/11(Wed)00:16 No.15641708
    rolled 10 = 10

    yes we need more grass.
    also we should recall the solders by the net because it seems the rains are coming.
    Also we should evolve a weather sense on the scouts so we have clearer idea what the weather is going to be like and can cut our work closer to the rain fall safely.
    Also dose reassure strain the queen?
    >> Anonymous 07/20/11(Wed)00:17 No.15641709
    call back soldiers from the tall grass
    it cant be too hard for the soldiers to bring some back with them
    >> Anonymous 07/20/11(Wed)00:17 No.15641712
    Could we possibly use that iron to produce a sort of Royal Guard? Sorta like Giant Mantises but with IRON FUCKING SCYTHECLAWS?
    >> Praetor Lillifag 07/20/11(Wed)00:17 No.15641714
    rolled 9 = 9

    Once the Heavies are done, have them mine and fortify.

    Also, research hibernation for soldiers and scouts so that we can rest them instead of working them.

    Get the soldiers by the webtraps back to base.
    >> Anonymous 07/20/11(Wed)00:18 No.15641724
    rolled 4 = 4

    can teh solders pick up more of those beetle shells on there way back or is that a big detour?
    >> GM !!rfSQtaw22xn 07/20/11(Wed)00:22 No.15641749
    Advanced Metamorphosis it is.
    -Soldiers have hatched into adults
    -Heavy Workers have hatched into adults
    -Scouts have hatched into adults

    1 Queen
    20 Soldiers [Spine-shooters, Ironhides]
    10 Flyers [Wings, Webbing, Camo, Webspikes)
    30 Workers (Webbing, Ingestion, Ironwebbing Cables)
    Units: 70/75

    20 Aphids
    4points, 2 iron, 2 units tall grass
    >> Anonymous 07/20/11(Wed)00:24 No.15641763
    Is it possible to make more queens? That way, we could increase our productivity, as well as put less strain on our existing queen.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)00:24 No.15641765
    forgot to add
    10 Heavy Workers [Large carrying capacity, Re-enforced shell, Burrowing claws]
    >> GM !!rfSQtaw22xn 07/20/11(Wed)00:25 No.15641775
    Yes, creating a new queen is 6 points, and there gestation period is long.
    >> Anonymous 07/20/11(Wed)00:26 No.15641784
    rolled 3 = 3

    whoops, forgot to roll,
    >> Anonymous 07/20/11(Wed)00:41 No.15641871
    rolled 9 = 9

    I think a queen and some grubs are is in order when teh queen is rested.
    >> Anonymous 07/20/11(Wed)00:41 No.15641873
    rolled 12 = 12

    Alright, as soon as we have enough points we should prioritize hatching a new queen, then maybe focus on expanding and fortifying on what we already have, in order to put less strain on the queen for the time being.
    >> Praetor Lillifag 07/20/11(Wed)01:02 No.15642022
    rolled 1 = 1

    I suggest building a rest chamber for the queen[s].

    Get the Heavies on mining, and the workforce on more repositories, hibernation for soldiers to save food, and the other workers on fortifying and waterproofing.
    >> Anonymous 07/20/11(Wed)01:48 No.15642350
    Here is a list of the mutations we have talked about adding and don’t have yet any other cool ideas/ things we need also I added a stink gland as a choice to ward of predators.
    Proposed Mutations List

    General: Hibernation, The ability to mark areas with chemicals to indicate a variety of things, stronger armor, Stench so we can warn/scare of larger animals, wings for all

    Scouts: Tracking Senses (would be useful to follow prey back to a nest we can raid), Poison sting, Weather detection (allows us closer timing for rain fall so we can safely work closer to rain fall anticipate its end.

    Soldiers: Venom or Acid, Armor Hide, Poison sting, Stronger Jaws

    Workers: Prospecting ability/ Mineral detect, Water breathing

    Heavy Bug: Prospecting ability/ Mineral detect, Acid digging, ? Water breathing?

    New Bug Strains
    Mantis guards: specialized fast sprint warrior with reach can get flight and iron claws

    Grubs, once made, could use:
    >Artillery: some form of sticky, venomous sac launched from the Grub, and then pierced by a small spine from a Soldier, causing acid/venom/whatever to splatter all over the foe, hurting like hell or melting them. Or spiting toxin like a bombardier beetle. Ironclad shells too.
    >> Anonymous 07/20/11(Wed)02:34 No.15642627
    >> Anonymous 07/20/11(Wed)02:56 No.15642761
    someone relay should sadly i do not know how.
    >> Anonymous 07/20/11(Wed)03:14 No.15642879
    It would be wise to rest the queen in her chamber for now.
    Get the heavies to dig a barracks for the soldiers (this means they have a place to rest away from the more busy parts of the hive when we give them hibernation)
    >> Anonymous 07/20/11(Wed)03:15 No.15642886
    rolled 20 = 20

    Whoops! Forgot to roll!
    >> Anonymous 07/20/11(Wed)04:11 No.15643171
    >> Anonymous 07/20/11(Wed)04:12 No.15643174
    >> Anonymous 07/20/11(Wed)04:15 No.15643186
    the archive ate the last map sketch.
    >> Anonymous 07/20/11(Wed)04:17 No.15643196
    Hey, did GM say anything about an end of this?
    >> Anonymous 07/20/11(Wed)04:34 No.15643269
    no but theirs been no response for a long time and no explanation so i figured better safe than sorry.
    >> Anonymous 07/20/11(Wed)06:16 No.15643684
    Bump, the GM is probably asleep or something.
    >> Anonymous 07/20/11(Wed)07:04 No.15643898
    Still we could make plans as to what to do in the near future.
    Once we have a plan to follow, we could proceed much faster.
    >> The Ballon Bug Guy 07/20/11(Wed)07:26 No.15643972
    I suggest something for the water bug idea: They could serve as mobile resupply units bundled with long range communication, since they could, in combination with some honeydew, serve as barrels of HP-replenishing fun juice.

    What I also mean to say is, when we put them into the base after filling them up with water, we could let them absorb some additional honeydew or nutritients to make an instant and already pre-digested form of food for our troops. This could give us more food efficiency, because in tandem to the digesterbugs we could shrink or completely remove the digestive tracts in our troopes so that they are smaller and lighter but just as strong as before.

    So basically, outsourcing the intestines and stomachs of our soldiers and workers into our storage devices. If a troop of soldiers or workes carries along one of these digesterbugs, they coud move faster and work harder because they can leave the digesting and processing of food and nutritients to a small stomach that they can carry around on their outside and leave behind if things get hairy and they need to scuttle. They can get a new one in the main base.

    >> Anonymous 07/20/11(Wed)07:38 No.15644013
    >> Anonymous 07/20/11(Wed)10:08 No.15644790
    rolled 2 = 2

    bumping this until the GM is back up
    >> Anonymous 07/20/11(Wed)10:17 No.15644840
    rolled 14 = 14

    actually, I think what you want to say is

    >we should become more beelike and develope an organ that allows us to produce gelee royale from our fallen enemies so we have our claws free to kill even more enemies
    >> Anonymous 07/20/11(Wed)10:29 No.15644920
         File1311172169.jpg-(19 KB, 332x375, 3CYN.jpg)
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    This would make our troops rather immobile and vulnerable as those big swollen guys with all the nutrients inside would be an easy and paying target.

    I would advocate to produce us a mantis guard.
    They would be rather big and strong, yet not heavily armored but instead camouflaged and armed with lightning fast claws of iron. They would lurk for days on end with minimum movement and no activity to minimize consumption.
    They could be used with the net traps and for ambushes. Give them advanced senses (like the weather monitoring and advanced smelling)and they could serve as surveillance teams as well.

    As for the progress of the hive:
    We must exploit all minerals and iron veins on the lower levels ASAP, while the heavy workers dig away separating walls between the chambers to optimize our space-comcept. The ceiling can be supported with iron-webbing columns.
    Also the soldiers must return from the traps to further explore the lower level.
    Grass seeds must be sown in front of our hive to grant concealment and secure our farming efforts.
    The scouts must scatter to grant us information of unexplored land.

    Also the population must grow. We need more repositories with webbing storage systems to grant optimum use of space and ressources.

    Refuse and depleted grass should be used to fill the pit and turn it into a source of fertilizer.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)10:41 No.15645008
    I return to lead our Hive to glory!
    Also to wait patiently for OP to return.
    >> Anonymous 07/20/11(Wed)10:56 No.15645130
    you couldnt even lead a duckling to a pond, on half the way it would have been turned into a goosling with miniguns
    >> Anonymous 07/20/11(Wed)11:03 No.15645186
    hey guys i have an idea, you know how when we send our scouts out foraging they can only carry so much? what if we made a cargo bug? it can't pick things up but is big and has a scoop shaped shell or something so other bugs can load it up. how much would something like that cost?
    >> Anonymous 07/20/11(Wed)11:28 No.15645363
    we already made heavy workes, 10 of them, they are bigger, can carry a lot more, are a bit slower but fast diggers.
    >> Anonymous 07/20/11(Wed)12:24 No.15645711
    i'm talking about a dedicated cargo hauler. as we send our scouts farther and farther a field it will take longer and longer to make use of what they find. this would let us optimize returns for long trips. I think its worth looking into.
    >> Anonymous 07/20/11(Wed)12:34 No.15645781
    It might become necessary in the future, but right now we don't need it.
    The distances are not that big, yet.
    >> Anonymous 07/20/11(Wed)12:41 No.15645816
    damnit OP, it has been over 12 hours since your last post, you can only sleep so long, and even if we count food the only resonable excuse is that you got eaten by our bug colony. And if thats the case, I want to know how many resource points you are worth
    >> Anonymous 07/20/11(Wed)13:32 No.15646274
    guys it is possible he tried to type something the wordfilter disagreed with, or he got banned in another thread. im sure if he cant return soon he will as soon as he can and explain the reason he disappeared.
    >> Praetor Lillifag 07/20/11(Wed)13:46 No.15646434
    rolled 8 = 8

    Hey, this thread is still here.

    How would we even kill something that big? We don't even have venom or grubs yet!
    >> Anonymous 07/20/11(Wed)14:07 No.15646642
    is there a ruleset for this and if so where is it??
    >> Anonymous 07/20/11(Wed)14:09 No.15646665
    I hope there is a ruleset, I would love to play this with some people.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)14:41 No.15647076
    There is no ruleset at this time. The rules at this time are really
    1)Players need to agree or reach a compromise about where to spend resources and post a list
    2)Players Decided where Bugs should go and do
    3)GM has a loose plotline that players can change. GM makes opposed rolls for anything the players attempt that has a chance of failure (Constitution, digging, and laying bug eggs in soft dry soil has no negative modifiers which is why players have had no problems yet with any of
    4) Players can evolve what ever kind of bug they like but its cost will be proportionate to its abilities.

    Apologies to all my players. Having not looked at the time I didn't realize that I'd been awake for almost 26 hours and I did in fact fall asleep. We will resume the game on my next post (where I summarize the hive and read everything you guys have written so far.)
    >> Praetor Lillifag 07/20/11(Wed)15:15 No.15647426
         File1311189340.jpg-(118 KB, 346x368, 1309465309178.jpg)
    118 KB
    rolled 18 = 18

    >> GM !!rfSQtaw22xn 07/20/11(Wed)15:17 No.15647445
         File1311189450.png-(42 KB, 1046x659, thehive.png)
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    Order List
    2nd Queen(6pts)
    Grub(4pts): Large heavy carapace defensive bugs (weak-ish until upgraded later)


    1 Hive Chamber
    1 Surface Tunnel
    1 Hidden Surface Tunnel [Crevice]
    1 Queens Chambers
    1 Worker Hatchery
    1 Soldier Hatchery
    1 Breeding Chambers
    1 Aphid Farm
    1 Pit
    1 Iron Vein
    2 Fungus Farms [1 in Crevice]
    2 Redberry Plants [1 outside of Cavern]
    2 Small Water Resevoirs [Full]
    5 Mineral Deposits
    5 Repositories

    1 Queen
    20 Soldiers [Spine-shooters, Ironhides]
    10 Flyers [Wings, Webbing, Camo, Webspikes)
    10 Heavy Workers [Large carrying capacity, Re-enforced shell, Burrowing claws]
    30 Workers (Webbing, Ingestion, Ironwebbing Cables)
    Units: 70/75

    20 Aphids

    4points, 2 iron, 2 units tall grass

    Gather Tallgrass for rainy weather?
    10 workers are mining
    5 are hauling minerals to storage
    5 are tending to the outdoor fields
    10 are awaiting orders
    >> Praetor Lillifag 07/20/11(Wed)15:21 No.15647485
    rolled 9 = 9

    Gather grass; Expand Queen's chamber so that she can more easily rest.

    What are the Heavies doing? Have them mine, have the regular workers begin to fortify the outside of the tunnel with dried grass hiding iron-cable walls.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)15:28 No.15647584
    Gathering Tallgrass for rainy weather
    10 Heavy-workers are expanding the Queens chambers and then mining.
    5 are hauling minerals to storage
    5 are tending to the outdoor fields
    10 are reinforcing the Cavern with Ironweb walls

    +5pts from minerals
    +2pts from Aphid farm
    +1 from fungus farm (with these two farms you can get +1 a turn without worry of exhausting the farms

    12points, 2 iron, 2 units tall grass
    >> Anonymous 07/20/11(Wed)15:31 No.15647602
    Have the ten currently un-used workers Search for more minerals/ores to utilize. Specify looking for red rock (Rusted looking).

    We should develop some kind of chameleon like-camouflage for our soldiers and overground workers.
    >> Praetor Lillifag 07/20/11(Wed)15:33 No.15647622
    rolled 1 = 1

    Begin Hibernation research and continue to build defenses. Construct more greenhouses.

    Send a scout squad up north.

    Prepare the soldiers to move out when the rain stops.

    Scouts already have camo; we could use that.
    >> Anonymous 07/20/11(Wed)15:33 No.15647627
    rolled 10 = 10

    We have the capabilities to get more resources, so let's give our soliders some camo.
    >> Anonymous 07/20/11(Wed)15:41 No.15647702
    awesome i just woke up to.
    Plus i just had had a supper cool idea for the mantis guard they could have relay good hearing and sight like real mantissas so they can basically see through other bugs camo.
    They could even stand on the hub of a "web" built solely for detecting approaching things like a trap door spider just no trap door.
    I also have a question what do our scouts look like?
    is there camo any good in midair or just in plants and such. Because if they are visible on the wing we could add motion camouflage to there flight to make them better scout/combatants.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)15:52 No.15647829
    Sending a scout north now
    The weather is getting more cloudy the winds have died down.

    Hibernation will cost 4pts: Resting Bugs will not require upkeep and will regenerate health.

    Queens chambers expanded
    We require more wood and or stone for more greenhouses

    10 workers expanding tunnels, probing for minerals
    10 Heavy-workers are mining.
    5 are hauling minerals to storage
    5 are tending to the outdoor fields
    10 are reinforcing the Cavern with Ironweb walls
    >> GM !!rfSQtaw22xn 07/20/11(Wed)15:56 No.15647892
    There camouflage is only good when they are against an earth tones backdrop. If seen from the ground in flight they would appear normally. If seen form the ground while on the ground they would be hidden, if seen from above while in flight or on the ground they would be hidden.
    >> Praetor Lillifag 07/20/11(Wed)15:57 No.15647902
    rolled 14 = 14

    I suggest using iron-cable in place of wood or stone for greenhouses.

    Give the scout up north some backup.

    Get hibernation and build a chamber for hibernating bugs.

    Construct another Repository.
    >> Anonymous 07/20/11(Wed)16:07 No.15648009
    How about instead of Iron-Cable, we create an adaption that allows our workers to 'eat' dirt and 'spit' carapace strength stuff which hardens into whatever we need, while being clear?
    >> dice+1d20 Anonymous 07/20/11(Wed)16:07 No.15648015
    then we should put hibernation high on the que of things to get.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)16:07 No.15648016
    +8 income
    20points, 2 iron, 6 units tall grass

    Dispatching second scout.
    -4pts and 5 workers for repository
    -2pts and 5 workers for ironweb green house
    2 Heavy workers to Dig Hibernation Chamber

    Agree to Soldier Camo proposal?

    Price-Quoting fast hunter mantis bug now...
    14 points, 2 iron, 6 units tall grass
    >> Praetor Lillifag 07/20/11(Wed)16:11 No.15648051
    rolled 8 = 8

    Build more waterproofing and tunnel concealment.

    Plant grass in the new greenhouse.

    Get Hibernation, put soldiers to sleep until the weather clears.

    Give Soldiers camo, sure.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)16:13 No.15648064
    Price-Quoting 'Mudthatcher' ability now...

    Base Bug: Scout
    Abilities: Camo, Great Eyesight, IronClaws.
    Creation Cost: 3pts, 2 units Iron
    Cost per Unit: 2pts per group of (5)

    14 points, 4 iron, 6 units tall grass
    >> Anonymous 07/20/11(Wed)16:15 No.15648095
    rolled 14 = 14

    Yes to solder camo and hibernation do you guys think we can take out the spider in our mine yet? The mine is whats downstairs of the main map right?
    >> Anonymous 07/20/11(Wed)16:20 No.15648141
    rolled 17 = 17

    so guys should we buy the mantis now or the grub?
    also i think buyinr the mineral detection will be usefull
    oh and instead of buying solderer camo lets buy universal camo we all know we want it some day why not now.
    >> Praetor Lillifag 07/20/11(Wed)16:21 No.15648153
    rolled 14 = 14

    The spider is in the Rockpile, I think.

    Iron claws, eh...

    They could be our 'finisher' bugs after Scouts drag the thing down.

    So, do we want the Mantis or the Grub?

    The mantis can kill easily, but the Grub, if we give them iron shells, would make them great for defense.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)16:27 No.15648237
    Hive [||||]
    Cavern [|||||]

    Cavern [|||]
    Crevice entrance[|||]

    'Mud-thatcher' Ability
    Worker Bugs eat dirt and process it into hardened brown bug concrete, regurgitating it in semi-fluid form to be shaped into structure. Cost:6pts

    10Heavy-workers mining
    5 workers feeding aphids
    5workers gathering grass seeds
    10expanding hive, probing for minerals
    5 hauling minerals
    5 tending fields

    Hibernation -4pts
    Soldier Camo -2pts
    8 points, 4 iron, 6 units tall grass
    >> Praetor Lillifag 07/20/11(Wed)16:34 No.15648327
    rolled 3 = 3

    Hibernate the Soldiers, and spawn ten more, then put those in hibernation too.

    Expand the fields, build another greenhouse for redberries and another fungus chamber.
    >> Anonymous 07/20/11(Wed)16:41 No.15648404
    Doesn't our queen need rest? or Am I misreading things?
    Spawn a Queen if our queen is not overworked.
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)16:44 No.15648432
    rolled 16 = 16

    >> Anonymous 07/20/11(Wed)16:45 No.15648445
    rolled 19 = 19

    if the queen still needs rest that is priority one otherwise we need a new queen then all the other stuff.
    >> The Baloon Bug Guy 07/20/11(Wed)16:53 No.15648543
         File1311195235.jpg-(175 KB, 1694x460, Hose Bug.jpg)
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    Aight, my idea generator/from-various-sources-blatantly-copier is in overdrive. I need to get rid of a bunch of material, and fast.

    BEWARE: ideas might be freely clipping into each other and be messed up or improperly spelled out. If you like anything, feel free to rip it out of context.

    Well, the first thing that I thought of/ripped off is a big ol' acid/napalm hose bug (as seen in Starship Troopers and C&C3). The thing is huge in comparison to the others and might just have to be bred outside due to not fitting ito the tunnels at all. Massive liquid tank on the outside somewhere, ominously sloshing with death juice. The thing is, this is the guy to be used as fuck-everything-that-is-even-remotely-conspicious. Meaning, when we suspect [s]velociraptors[/s] hostiles in the long grass, in between rocks or in tunnels, get the big guy to score a multikill. Obviously shouldn't be used in close combat due to the Shadow-Of-The-Collosus effect, meaning that enemies could climb on him and hack away at his weakpoints without him being able to reach over and swat them off because he's a BIG FAT BASTARD (like three or more bug stories high). More on this and prevention of it in the next unit.
    >> The Baloon Bug Guy 07/20/11(Wed)16:55 No.15648556
    The juice he would spray I have an idea about too, it could be some sort of digestive acid or secretion that breaks up the targets' body slowly (in case of insects weakening the carapace for easier cracking by soldiers, in case of mammals causing extreme pain and possibly blood poisoning, in both cases providing blinding and slowing effects along with medium damage. The big advantage of it is the aforementioned hose effect; if you want to, hose down a patch of grass, and the workers will, due to the digestive liquid, probably be able to carry it off in a quarter of the time. Same goes for finishing off enemies together with soldiers; this dude is heavy support, but not the heavy hitter. We are still a zerg rush army, are we not? In the spam lies our strength. It would also be some sort of self-sacrificing unit in the face of really big threats, because when a bird tries to eat this guy, he has about three minutes before he drops dead.

    RANDOM IDEA THROWIN: can we make a genetic upgrae that makes our general units poisonous/really disgusting to larger animals? Something like small acid glands somewhere inside the body.
    >> The Baloon Bug Guy 07/20/11(Wed)16:56 No.15648581
         File1311195412.jpg-(132 KB, 1694x547, Killer Aphids.jpg)
    132 KB
    The second unit I thought of is based off the aphids we have penned in somewhere in the base. After absorbing some of their genetic material into the queen, we could make some sort of micro-bug, pariculary to annoy/terrorize/kill the very big threats, like birds and mice. I thought of those ripper swarms the Tyranids get in WH40k, the little swarming buggers that ripntear into the weak spots of your armor, making use of the aforementioned SOTC-effect to become colmpletely unreachable to big clunky units due to being all over where they cannot reach, meaning everywhere ecept the face on bugs, and hidden on the back or in between the fur/feathers of mammals. These guys would then burrow into their target and begin either eating or just plain shredding it from the inside. You could add somethinglike acid or digestive fluds spraying all over for extra nastiness.
    >> The Baloon Bug Guy 07/20/11(Wed)16:58 No.15648600
    RANDOM IDEA THROWIN: if the Killer Aphids were to carry a single queen egg per swarm, could they possibly use a bird to hitchhike to a different place and after finishing it off from the inside use its carcass as a starting point for a second base?
    RANDOM IDEA THROWIN: could those microbugs (with additional evolvements, natch) possibly take over the nervous system of the bird and use it as some sort of half-braindead, half-controlled transport/kamikaze vehicle?
    RANDOM IDEA THROWIN: in combination with the first, they could also get themselves swallowed whole and then dig their way directly into something important, starting out from the lung, the stomach or the esophagus.

    These little suckers would then go on to cut the thing into easily transportable little pieces, pre-processing it for the workers to come and easing the harvesting process. Their size, btw, is about 1/8 of one of our workers at max, usually smaller. They could be used in combination with the hose bug to provide all-over point defense, meaning a living coat of shredding weapons for the bigbug, but that is where it gets into overkill territory.

    My brain is rage. Please tell me that this wasnt all trash that I thought up.
    >> Praetor Lillifag 07/20/11(Wed)17:00 No.15648635
    rolled 14 = 14

    We seem to be making Grubs into acid-spitting mini-tanks.

    We could possibly use huge 'Colony Bugs' as transports and close combat smashers, and have our own guys swarm out to prevent the other guys from going Shadow of the Colossus on it.

    Possibly have them spray out micro-bugs instead of acid for maximal damage.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)17:00 No.15648640
    They are correct the Queen needs to rest but can squeeze out a Queen egg first at -6pts

    You are also at 70/75 max unit cap,
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)17:03 No.15648665

    You are officially our new Bio-Designer.

    Also it's good to see you back, OP.

    Remember if we want to buff the Grubs, we need to keep at least 2 or 3 iron, and the beetle shell to feed the Queen. Maybe we should make the Grubs and then the Princess?
    >> Praetor Lillifag 07/20/11(Wed)17:04 No.15648673
    rolled 17 = 17

    Let the queen rest in her improved chambers, and spawn another Queen.

    Put the soldiers into hibernation, still. They'll get to work when the weather clears.
    >> Anonymous 07/20/11(Wed)17:04 No.15648679

    You mean things that are blatant rip-off's of natures own flamethrower, the fucking BOMBARDIER BEETLE?
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)17:07 No.15648703
    We can easily elevate the Grubs to a Colony Bug/Colossus status, but I like the idea of keeping the Ripper Swarms separate from them so we can use them separately from them if necessary.

    I think we need to consider new forms of communication as well. Now that we're getting larger as a Hive, we risk bug-bureaucracy and red-tape.
    >> Anonymous 07/20/11(Wed)17:09 No.15648718
    rolled 20 = 20


    Doctor Bug Guy! You have arrived! You are need in the breeding chambers!
    >> Praetor Lillifag 07/20/11(Wed)17:12 No.15648745
    rolled 1 = 1

    From the ripper-launchers, I mean a chamber that Rippers are loaded into and spat out from. They would still be separately spawned.

    Possibly give Colony Bugs their own Queens for maximal spawning ability.

    For communication, couldn't we have messages sent by means of special webbing and receptors on our bugs?
    >> GM !!rfSQtaw22xn 07/20/11(Wed)17:14 No.15648767
    -6pts for queens egg.
    10 points, 4 iron, 6 units tall grass
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)17:17 No.15648797
    We could use long strands of webbing as communication lines, via tactile stimulation. Tapping.

    Could use pheromones and a special 'messenger' bug that ferries chemicals back and forth between colonies and groups.

    Combination of the two?
    >> Anonymous 07/20/11(Wed)17:19 No.15648809
    rolled 8 = 8

    Morse code before we upgrade to Psionic communication?
    >> The Baloon Bug Guy 07/20/11(Wed)17:20 No.15648826
    Telepathy is bullshit, we don't need that. (at least not until we learned how to take over the brains of different animals) When we are going to build big slow units that resemble tanks at all, then you should also equip them with some sort of radio. Again, not telepathy. Keep things remotely real.

    You could try some sort of chamaeleon-like chitinous plate sticking out on their backs (think shark fin), as additional armor as well as some sort of visual morse-code like device that can convey messages on long distance. You could use the well-sighted Mantis as some sort of reader/interpreter officer.
    >> Praetor Lillifag 07/20/11(Wed)17:21 No.15648834
    rolled 20 = 20

    Possibly a web 'telephone line' to ferry messages underground. Insect Telegraph.

    Now, would Colony Bugs be there just to transport and smash, or would they be small colonies on their own?

    Where would we get the supplies to feed them?
    >> Anonymous 07/20/11(Wed)17:25 No.15648868
    rolled 9 = 9

    Well, if we make a telepathic bug, we can try and give them mind-control.
    >> Anonymous 07/20/11(Wed)17:34 No.15648950
    rolled 11 = 11

    If we are serious about Morse code why not use bio-luminescence like fireflys put it on the scouts bam mobile signal relays and if we need light in say a tunnel the just bring a scout.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)17:39 No.15649001
    I like the idea.

    Colony Bugs transport Ripper Swarms, possibly a squad of workers (5) and a Princess. Soldiers and Scouts would be too big for it.

    Design for Ripper Swarm:
    Base: ???
    Very Tiny- +15 per squad
    Wings- Flying
    Rippers- Small shredding teeth

    Design for Colony Bug:
    Base: Grub (already includes hardened chitin)
    Colossus- 1 per squad
    Improved Transport Space
    Acid Spitter
    >> Praetor Lillifag 07/20/11(Wed)17:41 No.15649012
    rolled 20 = 20

    Colony Bugs deserve to be Ironclad at the least. We don't want the things dying.

    Rippers need to be a new strain.

    Colony bugs should be colored to disguise themselves as rocks when they hibernate. Possibly include a food storage in the thing.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)17:46 No.15649067
    I included that as part of the Grub Base.
    All Grubs will have Ironclad as soon as we feed it to the Queen.

    I think the storage space upgrade leaves room for food, ie. we can take a group of rippers, a princess, and some food; we can take a group of workers, a princess, and some food; we can take 2 groups of rippers and some workers, etc.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)17:53 No.15649129
    When you have all come to a conclusion as to what you want post a list, in the mean time Heavy workers will mine, workers will tend to the fields and aphids until the rain comes and forces them inside and the remaining workers will expand the hive probing for minerals.
    The 'Princess' Queen Egg is developing in the Queens chamber.

    Scouts have returned with reports.
    Updating Quarry map...
    >> Praetor Lillifag 07/20/11(Wed)18:06 No.15649260
    rolled 3 = 3

    We'll need to make Grubs first, but we'll go for Grubs and perhaps Colony Bugs.

    For a weapon for the Colony Bug, how about tentacle/needles designed to inject Rippers into the enemy?
    >> Anonymous 07/20/11(Wed)18:19 No.15649371
    we don't really need the colony bug yet.
    let's focus on the grubs and the beetles now
    >> Anonymous 07/20/11(Wed)18:21 No.15649388
    rolled 8 = 8

    I dont think we can sustain colony bugs yet lets hold off on that so do we want mantas guards or grubs first i think we should do grubs and give then iron armor and ranged attack i think aside or directly copying the bombardier beetle is best. As for communication i dont know if we need it yet but i think firefly Morse code is best. Plus we need to evolve mineral detection.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)18:22 No.15649398
    Alright so let's research Grubs with Ironclad and Beetle Chitin (Have a worker feed the queen 3 iron and the beetle shell), and can we get the >>15649001 list priced, OP?

    I really like the idea of needles/tentacles, but it might be a tad expensive. They'll have the acid.

    I like that the Heavy Workers will clear space for the Workers to build shit in. It's good for efficiency. Our infrastructure is doing well, methinks.

    We should effectively design genestealers at some point. They'd be ridiculously expensive, but invaluable for advanced evolution.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)18:30 No.15649460
         File1311201026.png-(42 KB, 636x1011, thequarry.png)
    42 KB
    The Soldier bugs have returned from the web traps.
    Soldier Report: Teal-Back air-force of 20 beetles flew to Rock-Pile. 15 went in, 5 stayed outside to guard.
    an hour later, 2 came out and took off quickly with the other 5. No other Teal-Back activity around the Rock-Pile has been seen.

    Scouts from the North: New area of the Northern quarry explored. Silver Cliffs described as great blank wall of silver-grey stone. Found a sandbank. Found another outcropping in Southwest corner of the barrenlands.
    Rain is coming.

    18 points, 6 iron, 8 units tall grass
    >> Anonymous 07/20/11(Wed)18:36 No.15649515
    rolled 20 = 20

    The beetles are getting ready for war.
    So we should as well.
    Build grubs and keep a camoflaged scout watching them and the traps.
    >CAPTCHA:accusubl buffers
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)18:39 No.15649549
    rolled 10 = 10

    Supporting this.

    Have workers feed the queen 3 iron and the beetle shell, improve the Grubs defense.

    How much for acid spray, OP?
    >> Praetor Lillifag 07/20/11(Wed)18:41 No.15649570
    rolled 16 = 16

    Research Grubs with Beetle and Iron armor and get a price tag on Colony Bugs. Give soldiers Beetle armor if they don't have it.

    Set up pitfalls and web traps around the enemy and spawn more soldiers when the queen is rested, and put them into hibernation until we need them.

    Double-check the flood walls and check out the silver cliffs.
    >> Anonymous 07/20/11(Wed)18:43 No.15649586
    rolled 2 = 2

    also we should look for some copper most insect stingers in nature are made of it. Plus if we re crazy enough to develop electric bs and radio bugs we will need it.
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)18:46 No.15649590
    rolled 14 = 14

    No, let the queen rest, she is overstressed and anything else may kill her.

    We will have to make due for now.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)18:48 No.15649625
    -Price Quotes-

    Design for Ripper Swarm:
    Base: New Strain (-2pt for new gland)
    Very Tiny- +15 per squad (1pt per squad of 15)
    Wings- Flying (-2pts)
    Rippers- Small shredding teeth (-3pts for teeth capable of tearing away at even hardened carapace)
    Development cost total: 7pts
    Unit cost: 1pt and 1pt unit-capacity for (1) Squad [15 in a squad].

    Design for Colony Bug:
    Base: Grub (already includes hardened chitin) [Purchase Grub fist at -4pts]
    Colossus- 1 per squad
    Flying: -2pts
    Improved Transport Space: definition required*
    Acid Spitter: -3pts for basic hit point reducing acid -4pts for specialized stomach acid
    >> Praetor Lillifag 07/20/11(Wed)18:57 No.15649708
    rolled 8 = 8

    Rippers seem cheap after we develop them.

    Develop Rippers and Grubs after the Queen has rested sufficiently.

    How is the secondary queen coming along?

    In addition, dig another Repository.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)19:19 No.15649876
    rolled 16 = 16

    Improved transport space:
    The Carrier has 4 slots. Each slot can be filled with either 1 squad or 1 resource.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)19:20 No.15649886
    +8 Income
    +2 units iron
    +2 units tallgrass

    28 points, 6 iron, 8 units tall grass
    Workers have discovered a new rock resource [mine map updated]

    >>Build Repository
    -4 pts and 5 workers

    they take a long time as they have to grow with the same glands and the current queen. They are complex creatures.
    >> but... i wana play 07/20/11(Wed)19:22 No.15649897
    sorry, not know about the rules but I would like to try ... where I can find??
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)19:26 No.15649941
    rolled 11 = 11

    scroll up.
    When the Queen has rested, then begin spawning.

    Lets have Rippers researched, and since we have the points for it, the colony bug.
    >> Praetor Lillifag 07/20/11(Wed)19:28 No.15649952
    rolled 13 = 13

    Develop Rippers.

    Develop Grubs.

    Dig out another fungus farm or two; we could use the income.

    Build web-traps and pitfalls around the base.
    >> Anonymous 07/20/11(Wed)19:31 No.15649973
    rolled 17 = 17

    I like this idea.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)19:35 No.15650000
         File1311204900.png-(9 KB, 294x394, themines.png)
    9 KB
    1 squad of 15 rippers correct?

    to summarize the Carrier could hold
    4 squads (of 15) rippers
    4 Workers
    2 Soilders/Scouts
    4 units or resource/iron/wood/stone

    included mines map i forgot before
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)19:37 No.15650011
    rolled 19 = 19


    Also for the Rippers when I said +15, I meant in addition to the standard 5, so 20 Rippers/squad. They're very small. Rather like gnats.

    Also QUADS GET!
    >> Praetor Lillifag 07/20/11(Wed)19:37 No.15650017
    rolled 5 = 5

    Send a Scout down the mines. Find out what's there.
    >> Anonymous 07/20/11(Wed)19:38 No.15650022
    rolled 14 = 14

    So here is the current list of upgrade ideas ill keep a running list if people want and post it ocasionaly? Green text is GM quote.

    General communication ideas scent trails, firefly morse code, web phone
    General: Hibernation, The ability to mark areas with chemicals to indicate a variety of things, stronger armor, Stench so we can warn/scare of larger animals, wings for all

    Scouts: Tracking Senses (would be useful to follow prey back to a nest we can raid), Poison sting, Weather detection (allows us closer timing for rain fall so we can safely work closer to rain fall anticipate its end.

    Soldiers: Venom or Acid, Armor Hide, Poison sting, Stronger Jaws

    Workers: Prospecting ability/ Mineral detect, Water breathing
    >'Mud-thatcher' Ability: Worker Bugs eat dirt and process it into hardened brown bug concrete,
    >regurgitating it in semi-fluid form to be shaped into structure. Cost:6pts

    Heavy Bug: Prospecting ability/ Mineral detect, Acid digging, ? Water breathing?
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)19:46 No.15650076
    rolled 14 = 14

    That reminds me of something else I wanted, the ability for our workers to spit a corrosive acid to help with burrowing...
    >> Praetor Lillifag 07/20/11(Wed)19:48 No.15650100
    rolled 5 = 5

    I'm fairly sure our original Heavy Worker design used acid to build tunnels.

    We seem to have a number of those upgrades now.
    >> Anonymous 07/20/11(Wed)19:52 No.15650139
    Rippers are an amazing idea, making them a kind of mobile digestive force/attack would be ideal. Just like the tyranid rippers. They go in ripntear, then digest the prey into food for all other workers. The colony bug while good is to big for current supplies. The second queen is a wicked and much needed addition. To clarify, was the beetle rock pile the same as the spider one or another. Grubs must be fast tracked to ready a defence force. But they or something else should get a immobilizing toxin or the like asap. To minimize casualties. a trap for the beetles should be designed fast. IE a pit fall with weak webbing disguising it with some dirt and a piece of bait on top, IE a wounded aphid or the like. Our warriors would wait with scouts and grubs in the pit fall for the fool hardy attacker.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)19:56 No.15650166
    You have Hibernation and a form of acidic tunneling
    >-1pts for Heavy Worker Tunneling capability
    Said during Heavy Worker creation. The Heavy Workers dig faster than regular ones do.

    Sending a scout down into the unexplored mine.

    It Has Started Raining.

    28 points, 6 iron, 10 units tall grass
    >> Anonymous 07/20/11(Wed)19:56 No.15650169
    rolled 13 = 13

    the only ones i am aware of are hibernation but im not sure if thats official yet and armor on the solders and I thought we have the iron armor upgrade but not the stuff we can spend points on mentioned in the first thread.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)20:00 No.15650203
    rolled 20 = 20

    >Paralyzing Toxin + Grubs
    Excellent idea.

    Alright I've been thinking about our communication and thought of a solution. Equip the Scouts with special wings that can be vibrated at certain frequencies to convey different messages. This also requires a special 'ear-like' appendage to determine the differences in air-pressure (as a bonus, it can tell when changes in weather approach!)
    >> Anonymous 07/20/11(Wed)20:04 No.15650239
    rolled 19 = 19

    Oh i thouht that was becaus of there claws and acid was an upgrade we could get for them not part of the basic package Cool. My bad
    love this idea its generally even better than my lightning bud idea plus it got a nat 20 so what could go wrong.
    >> Anonymous 07/20/11(Wed)20:07 No.15650266
    Have a heavy camo mantis bug with that communication array idea. Their senses are keen and that would already allow them to feel the pressure waves. Add to that their better eye sight they would make wicked watchers and boarder gaurds.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)20:09 No.15650289
    The Rock Pile has shown evidence of Spider Webs. so far no other place has shown anything like that.
    >> Anonymous 07/20/11(Wed)20:14 No.15650343
    oh shit. Boys they took out the spider, but they lost 13 beetles doing so. Which leaves them with 7 known back ups. Our warriors are 20 or so strong backed up by 10 flying scouts.... after the rains we need to harass the shit out of those beetles and keep them down. If they've taken that spider out we need to move in and take it from them while they are weak. Our military needs grubs with toxins asap.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)20:15 No.15650362
    rolled 18 = 18

    I thought we were trying for less bugs more abilities rather than more bugs that are extremely specialized?
    >> Anonymous 07/20/11(Wed)20:18 No.15650397
    rolled 14 = 14

    Yeah, but it took 5 soldiers just to rip the leg off of just one beetle. If we're to take them on, we need some more support/plan, as this might turn out to be an all-or-nothing fight. If we lose this one, there's nothing stopping them from taking over our hive.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)20:21 No.15650422
    rolled 1 = 1

    That's why we have the Ripper Swarms and the Scouts. They weaken the enemies so the soldiers can rip them apart, and the Colony Bugs can melt their goddamn faces.
    >> Praetor Lillifag 07/20/11(Wed)20:22 No.15650426
    rolled 3 = 3

    Possibly they just fled, to be optimistic, and we never saw them take the spider.

    But that was before any upgrades. Now we have scouts, traps, and spine-throwing soldiers.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)20:24 No.15650452
    You sent 5 soilders, none were harmed and the beetle lost a leg before flying off,

    If only one very wounded solider came back alive with the leg id say
    >Yeah, but it took 5 soldiers just to rip the leg off of just one beetle

    but 5 healthy ones came back. The beetle figured out it was out numbered right about the time the Soldiers ripped its leg off.
    >> Anonymous 07/20/11(Wed)20:24 No.15650454
    They were originally designed as a stand alone ambush killer. To tac on communications as either a "prey is here come get it" or "watch teh hell out beetles inbound" kind of hidden communications makes some sense. The fire fly idea is not good, it wouldn't work during the day. The vibration idea is wicked, subtle as to not attract to much attention but still cover good distance. But we have to focus on the beetles, our main competitors right now. They potentially just took out the spider and are weakened, we need to A. scout that pile very carefully and B. if they are weakened and the spider dead, move in there asap.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)20:37 No.15650608
    mantis yes or no?

    Rippers yes or no?

    Grub yes or no?
    Colony bug (upgraded grub) yes or no?
    >> Anonymous 07/20/11(Wed)20:38 No.15650623
    Put them all in the queue. I'd say Rippers, then Grub and Colony Bug, then Mantis. Develop each as the resources become available.
    >> Praetor Lillifag 07/20/11(Wed)20:39 No.15650634
    rolled 12 = 12

    Yes to everything but Mantis once the Queen is rested enough to get the glands for it.

    One we have a second queen ready, we can focus on the Mantis.
    >> Anonymous 07/20/11(Wed)20:42 No.15650663
    Is it possible to make a pseudo-Queen that only produces one type of bug, and thus costs less to make and matures faster?
    >> Anonymous 07/20/11(Wed)20:44 No.15650681
    rolled 1 = 1

    yah but it is raining so we have to wait while were doing that we should develop a good communications method i think the acoustic way is best and we should put it on the scouts and the mantises so we dont need t use scout and mantas on guard unless we want to and our scouts can transmit any time they want.
    >> Anonymous 07/20/11(Wed)20:46 No.15650704
    >> GM !!rfSQtaw22xn 07/20/11(Wed)21:00 No.15650897
         File1311210031.png-(15 KB, 630x394, themines.png)
    15 KB
    You could mutate a Bug Strain to create 'Breeder' bugs that only produce that strain of bug. But the mutation required to let the queens lay Breeders would take time and resource. Breeders would take time growing in the egg but not as long as queens.

    The 2nd Queen is nearing completion.
    The Queen has rested sufficiently
    Ripper bug gland growing now -7pts
    Grub protein synthesizing now -4pts
    'Colonly-Carrier' bug advancement growing

    -16 pts total.
    Adding units researched to roster

    +8 income
    16 points, 6 iron, 10 units tall grass
    Unit Cap: 70/75

    Mine the new stone resource found in mines?
    Scout has returned: New mine section found. (see map)
    >> Praetor Lillifag 07/20/11(Wed)21:02 No.15650923
    rolled 8 = 8

    When the next Queen hatches, spawn five Heavies and have them mine the stone.

    Have the scout keep exploring.
    >> Anonymous 07/20/11(Wed)21:03 No.15650940
    rolled 2 = 2

    Mine new resource. Begin clearing collapsed tunnel. Have soldiers standing by in case there's something there we'd rather not meet.

    Increase unit cap.

    Add Breeder strain to queue.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)21:06 No.15650966
    >16 points, 6 iron, 10 units tall grass
    oops i meant
    20 points, 6 iron, 10 units tall grass
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)21:11 No.15651037
    rolled 15 = 15

    We should build walls outside the main entrance with the stone, sticky webbing, and cable webbing. Could create a sort of thatched roof over them with webbing and the grass.

    >captcha: ctlyth crisis?
    Maybe Captcha, but as soon as the rains cease we shall rise!

    Also OP, let's have 5 workers plant a new fungal farm in the Pit.
    >> Anonymous 07/20/11(Wed)21:16 No.15651080
         File1311210963.jpg-(58 KB, 800x600, bagger2881-1.jpg)
    58 KB
    We need to create the bug version of this.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)21:18 No.15651100
    rolled 12 = 12

    Add it to the end of Queue.
    Proposed Queue
    1. squad of Heavy Workers
    2. Ripper Swarm
    3. squad of Grubs (for defense)
    4. Breeder strain
    5. Colony Bug?
    >> Praetor Lillifag 07/20/11(Wed)21:22 No.15651146
    rolled 6 = 6

    We could evolve the Breeder strain into the Colony Bug, for producing Rippers en mass.

    Grubs need acid-spray as a weapon, but it presumably has that.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)21:23 No.15651158
    Mining stone, scout exploring

    Dinner time here. back in 1 hour or less.
    in the meantime Consider the 2nd queen hatched and come to a compromise about what you want done.
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)21:25 No.15651173
    rolled 6 = 6

    Breed a Breeder bug (Or develop the strain) For Heavy workers, Rippers, And Soldiers.

    Breed another queen and put it in hibernation?
    >> Anonymous 07/20/11(Wed)21:28 No.15651207
    We have a secure resource base, plenty of time, and no immediate threats. Shouldn't we be trying to expand as fast as possible? 70 isn't a very large number, especially for a bug colony.
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)21:33 No.15651253
    rolled 12 = 12

    I can agree with that, though we do have plenty of immediate concerns in the Spider and the Beetle's.
    >> Anonymous 07/20/11(Wed)21:33 No.15651268
    Which is why we should expand, so we have enough bugs to fight them without taking catastrophic losses.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)21:36 No.15651297
    rolled 7 = 7

    Maybe we should consider popping out a worker-breeder? That way we don't have to waste the queen's time on worker production.

    I like >>15651146 That idea. If they kept 1pt of food on them they could pop out a swarm. 4pts = 80 rippers.

    What does everyone think of my defense ideas >>15651037
    Can position grubs by the walls and such.
    >> Anonymous 07/20/11(Wed)21:36 No.15651298
    Seeing how i don't know how to get a roll going. I'll stick to an idea farm role. rippers would be good but grubs seem more important at the time. If their large enough and armoured enough they can be used as potential mobile tunnel baracades as well. With the increases to our agriculture and such food and materials seem to be more in scale. Another batch of our smaller workers might be in order. But in all honesty a immobilizing or paralitic toxin of some type would make the grubs very very deadily, match it with defensive spines to make them able to "dig in" to keep from being rolled over, and to deter attack, add big dragon fly like mandibles to destroy anything paralyzed makes them crazy good. One lesson nature teaches quickly and rather effectively is that bright colors and patterns mean either poison or bad tasting. So any "resupply bug" should look kinda like poison arrow frogs kinda colorings, or some other local bug like that. Also take a honest look at Tiger Beetles, fastest bug in the world. And always crazy killing machines.
    >> Anonymous 07/20/11(Wed)21:37 No.15651316
    Walls are good, but they should be camouflaged so we don't attract attention.
    >> Anonymous 07/20/11(Wed)21:38 No.15651330
    >Seeing how i don't know how to get a roll going

    >> Praetor Lillifag 07/20/11(Wed)21:40 No.15651342
    rolled 9 = 9

    Don't Aphids suck grass dry instead of eating it?

    Thus, we could probably hide it with that.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)21:40 No.15651347
    rolled 9 = 9

    We could always put grass on the outside of them and then plant some grass seeds just outside the walls. Eventually we'd have perfect camouflage.
    >> Anonymous 07/20/11(Wed)21:41 No.15651366
    rolled 7 = 7

    for paralytic toxin or acid spit for grubs. ^ thank you greatly kind sir i am an unobservant fool.
    >> Anonymous 07/20/11(Wed)21:46 No.15651427
    Actually posted that idea last night. If we attach the leaves to the web wall the aphids can eat it there and thus it will form a wall addition and grass storage area for the aphid food. Should leaves fall off or room needed a few(ie 2-4 workers could prolly quickly and easily cut the leaf loose and replace. Making the entry resemble that of a spider lair may also deter and confuse potential predators. Also thinking about a "air lifter" bug one capable of quickly air dropping in grubs or like materials to further lessen distances and travel times to resources. Think the Chinook of our empire.
    >> Anonymous 07/20/11(Wed)21:48 No.15651451
    We could probably make a bug that turns that sand into glass with an internal chemical furnace. Having something relatively tough that can be seen through would be useful later. Plus, it can be layered with cable filaments, for extra strength.

    Then again, we could just use transparent carapace.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)21:48 No.15651454
    rolled 12 = 12

    I really like the paralytic toxin for grubs.
    Where should that fit into the queue? Also any breeders? I think a worker-breeder would alleviate the queen a bit and allow us to expand faster.

    Proposed Queue
    1. squad of Heavy Workers
    2. Ripper Swarm
    3. Paralytic toxin
    4. squad of Grubs (for defense)
    5. Breeder strain
    6. Worker-Breeder
    7. Colony Bug-Breeder Strain
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)21:50 No.15651467
    rolled 19 = 19

    Or go for a long term defense in addition, by planting some kind of bush near our, while planting the grass.

    And instead of barbing, how about a chemical bond, like super-glue (How it melts the surface it attaches to, and uses that to bond) for grappling purposes, or even in addition to the barbs...
    >> Anonymous 07/20/11(Wed)21:55 No.15651513
    k so currently we are running with what strains of bugs and what adaptations in the works?
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)21:59 No.15651553
    rolled 10 = 10

    I vote for 5 and 6 to be moved up to one and two.

    Improves our speed, and we get more done faster. Especially if instead of the basic worker breeder, we do the heavy worker.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)22:02 No.15651597
    rolled 5 = 5

    Heavies cost resources, regulars do not. We don't need diggers atm, we need infrastructure bugs and tenders of aphids.

    but i wouldn't mind bumping them up, certainly.
    >> Anonymous 07/20/11(Wed)22:02 No.15651602
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)22:05 No.15651636
    rolled 9 = 9

    I just meant, in breeding the heavy one first, that we can accomplish more in the que, than in breeding the normal one first. (Though we could do both, seeing as that would free up the slot which breeding the Heavies is in.)
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)22:17 No.15651755
    rolled 8 = 8

    just update the proposed queue with what you want
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)22:21 No.15651809
    rolled 2 = 2

    1. Breeder Strain
    2. Heavy Worker Breeder Strain
    3. Worker Breeder Strain
    4. Squad of Heavy Workers
    5. Ripper Swarm
    6. Paralytic Toxin
    7. Squad of Grubs (For Defense
    8. Workers
    9. Squad of Heavy Workers
    10. Colony bug breeder strain

    Complete in 3 revolutions
    Previous complete in 3.5
    >> Anonymous 07/20/11(Wed)22:24 No.15651819
    how does the Chinook idea sound to others, not pushing for right now just in future. Would make the Main berry bush hopefully more attainable.
    >> Anonymous 07/20/11(Wed)22:27 No.15651859
    Sounds good, but we shouldn't rely on them too much because of how vulnerable they are. We should develop a winged Scout strain with long-range weapons to guard them. We could also improve the carrier with turrets.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)22:27 No.15651864
    rolled 6 = 6

    1. Breeder Strain
    2. Heavy Worker Breeder Strain
    3. Worker Breeder Strain
    4. Worker-Breeder
    5. Heavy Breeder
    6. Ripper Swarm
    7. Paralytic Toxin
    8. Squad of Grubs (For Defense)
    9. Colony bug breeder strain

    1. Workers
    2. Workers

    1. Heavies.
    >> Anonymous 07/20/11(Wed)22:28 No.15651875
    how does the Chinook idea sound to others, not pushing for right now just in future. Would make the Main berry bush hopefully more attainable. Thats a lot of breeders before any defense. I would push the paralytic toxin up one maybe 2 slots.
    >> Anonymous 07/20/11(Wed)22:30 No.15651903
    this and the mud thatch would relay helpful in improving our building options.
    >> LordHighlander !1i97F2cM1o 07/20/11(Wed)22:31 No.15651920
    rolled 20 = 20

    The mud thatch originally was transparent.... So... Do we really need the glass?
    >> Anonymous 07/20/11(Wed)22:34 No.15651958
    for the Chinooks i would hope for an escort idea. Any way to transport resources over a long distance quickly needs to be at least kept on the drawing board and worked out. The extra worker breeders would be nice if well stocked, mostly for resupply of work force in case of deaths and also for minor increases in current population. One thing to do with our current hive lay out I noticed. If anything should get into our hive proper, we are boned our queens are right freakin there. We need to move them deeper and protect them.
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)22:40 No.15652032
    rolled 11 = 11

    I was just thinking that. Once we've explored the mines a bit more, we should move her there, or even into the Crevice. Also the Pit is an option, provided we fortify it a bit. Actually I think the Pit is the best option. We can use that corridor outside that as a main artery of worker activity. We can use the Queen's old room for the breeders.
    >> Anonymous 07/20/11(Wed)22:43 No.15652076
    rolled 14 = 14

    sorry to say it i think we should stop all new worker breeder attempts till the move is complete. The first thing we do is either make or move our queens, they are far to vulnerable. Right after thats done go full swing back into production of breeders.
    >> Anonymous 07/20/11(Wed)22:46 No.15652111
    Sleep calls, Long live the hive. And death and ingestion to its enemies.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)22:55 No.15652227
    PLEASE NOTE: posts are slow. sometimes thing take longer than they should because I am trying to manage 100 different things at once AND trying to decifer what the majority of players want, so writing out que lists is really very helpful.

    The mud-thatching in the current rules is not transparent but the thick opacity of mud.

    Transparent material is better suited for shed carapace of a special bug. It would cost a lot of points to make a bug that eats mud and poops glass.

    Fungus farm yes or no? (you have been rotating between the 2 farms making a third would set-back farming for a few turns)

    Aphids dry out tallgrass blades until they are only shriveled little curly husks, like well, dried leaves. basically refuse unless you find use for them

    The second queen is in the first queens chambers and is hatched.

    +8 Income
    28 points, 6 iron, 10 units tall grass (aphids consume 2 units this turn)
    >> Anonymous 07/20/11(Wed)23:00 No.15652297
    Fungus farm yes.

    We can use the dried plant material as fuel for fires.
    >> Praetor Lillifag 07/20/11(Wed)23:01 No.15652317
    rolled 13 = 13

    Begin performing the tasks in >>15651864 two at a time with our duo of queens.

    Build another fungus farm, relocate the Queen chambers.

    Expand Repositories where needed, and when we are able, now much would a Colony Bug cost?
    >> Rillius !TA0T5gpKEQ 07/20/11(Wed)23:02 No.15652320
    rolled 4 = 4

    Welcome back, OP. Glad we could help.
    I think yes to fungus farm, we can use the refuse from the dead grass to cultivate farms more quickly.

    In addition, we're going to move the queen to the Pit, I think. Let's get consensus first though.

    Until then use >>15651864 as a reference for the queue.
    >> Anonymous 07/20/11(Wed)23:30 No.15652657
    Do we know mud thatch yet becaus that and iron cable sem like the perfict way to build a protective lid over the pit for the queens then we could build a breeding chamber on that floor and a repository over that and then another repository level with normal floor level with an entrance hidden in the reinforced webbing we have all over the place to make our nest more water proof.
    >> GM !!rfSQtaw22xn 07/20/11(Wed)23:38 No.15652721
         File1311219522.png-(17 KB, 630x497, themines.png)
    17 KB
    Digging fungus farm, splitting fungus plants
    Digging alternate Queen Chambers (I really wouldn't suggest putting the big slow queens in a deep pit with only one way in or out)

    Current Total supplies
    28 points, 6 iron, 10 units tall grass, 6 stone, 1 Teal-Back Shell

    Breeder Strain Creation
    Base Bug: Queen (-0pts)
    -Egg time:(-3pts)
    Spawn Creatures [1type](-3pts
    -Egg time Spawned Creatures(-2pts)
    Total cost: 8pts
    Cost per unit: 3pts
    Queens have grown new protein cocktails that Spawn Breeders. RESEARCHED:Breeders

    Queens are laying
    (1) worker-Breeder [1]
    (1) H-worker Breeder [1]
    (1) Ripper Swarm [20]
    (1) Grubs [5]
    (1) 'Colony'-Breeder [1]

    75/75 Max unit cap reached
    NOT RESEARCHED: Paralytic toxin (8pts+time)
    You guys should decide if you want to spend it now or wait till later, or search for something similar to learn/copy.
    19income spent
    Updating HIVE Summary
    9 points, 6 iron, 10 units tall grass, 6 stone, 1 Teal-Back Shell
    >> Praetor Lillifag 07/20/11(Wed)23:46 No.15652812
    rolled 12 = 12

    Dig another Repository.

    Send a scout down each branch in the Mines, and begin to fortify the base.
    >> HIVE SUMMARY GM !!rfSQtaw22xn 07/20/11(Wed)23:55 No.15652910
         File1311220501.png-(45 KB, 1067x786, thehive.png)
    45 KB
    Hive Map Update
    1 Hive Chamber
    1 Surface Tunnel [reinforced and waterproofed]
    1 Hidden Surface Tunnel [Crevice]
    2 Queens Chambers
    1 Worker Hatchery
    1 Soldier Hatchery
    1 Breeding Chambers
    1 Aphid Farm
    1 Pit
    1 Stone Deposit
    1 Iron Vein
    3 Fungus Farms [1 in Crevice]
    1 Redberry Farm [in Crevice]
    2 Redberry/Tallgrass Farms [Outside]
    2 Small Water Resevoirs [Full]
    5 Mineral Deposits
    5 Repositories

    UNITS: 70/75
    2 Queens [no upgrades]
    20 Soldiers [Spine-shooters, Ironhides, Camo,Hibernation]
    10 Flyers [Wings, Webbing, Camo, Webspikes,Hibernation]
    10 Heavy Workers [Hibernation]
    30 Workers [Webbing, Ingestion, Ironwebbing Cables, Hibernation]
    1’Colony’ Breeder
    1H-Worker Breeder
    1Ripper Swarm
    Units: 75/75

    20 Aphids

    9 points, 6 iron, 10 units tall grass, 8 stone, 1 Teal-Back Shell
    >> GM !!rfSQtaw22xn 07/21/11(Thu)00:01 No.15652958
    where do you guys want the second Queens Chamber?

    Again if you guys have suggestions for placement. expand out,condence in, what have you please post. otherwise I will place them where i like.
    >> Anonymous 07/21/11(Thu)00:02 No.15652973
    Might wanna start a new thread there OP.
    >> Rillius !TA0T5gpKEQ 07/21/11(Thu)00:06 No.15653001
    rolled 4 = 4

    OP have we been thinking that Repositories increase pop cap, when Hive chambers really do?

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