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Post Apoc Robot Civ Quest 2

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Thread images: 10

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Rolled 63 (1d100)

Screams, moans, the sound of flesh being rent or scarfed down, and the strange noises produced as stranger ghouls blast, belch, or spew mysterious energies upon the never-ending tide of zombies resound throughout the empty halls and corridors of your factory. The floor of your warehouse is littered with the torn bodyparts of ghouls and zombies alike, as the melee between the two forces continues unabated.

The Zombie horde is visibly different now, with its weaker members having succumbed to Ghoulish assault or toxic gas quite some time ago. The remainder are all incredibly nasty monstrosities, varying from hulking figures of muscle tissue, to horrific amalgamations of limbs which rip their would-be-killers apart and add them to their mass, to wilted husks that blast ghouls apart with screams and mental energy alone.

The fight seems even for a moment, before a piercing scream sounds out and a humanoid figure leaps into the zombie lines faster than the eye can track. The figure weaves through the zombies with frenetic and jerky motions, as if its body is held together at its speed purely by hunger and rage. Muscle hulks that could easily shred tanks are sent flying into walls, or pulped into the floor with seemingly no more than flicks of the figure's limbs. Limb-Amalgams are ripped to pieces, their component parts impacting against the distant ceiling or walls of the warehouse and creating gristly paintings out of gore before being consumed by lesser ghouls. Screamers' throats are ripped out by teeth or claw, before having their innards consumed by the figure and the husks tossed aside. Within a few moments all the zombies are gone or pulped, only to be replaced by yet more. The figure screams a guttural roar of hunger and rage in response as it jaw distends inhumanly wide and charges onto the next group.

>Heroic/Super Unit Detected

The roar is echoed, and dozens more blurs leap into the endless horde of zombies followed shortly by blossoms of gore.

>Multiple Heroic/Super Units Detected

Welcome to the Post Apoc
>>
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Rolled 52 (1d100)

>>1423912

Further back from the front lines a small circle of significantly calmer ghouls enjoys the zombie-morsels that litter the floor of the warehouse. They eat in silence backed up against one of the sealed bulkhead doors. Their faces covered in bodily fluids best left undescribed, but their eyes sweep across the battlefield independently, vicious intelligence behind them. They all notice a change at the same time, as the vents in the floors and walls that had been pumping out a thick smog of green-grey smoke begin to taper off...and then stop entirely. They look at each other momentarily, almost seeming to share some form of unseen communication, before they put down their meals and stare at the door in unison. One of the ghouls walks towards the door, and in a fluid and nearly-instantaneous motion kicks the reinforced metal door inwards. The group briefly examines the Battery Vaults hidden behind the door, all of which are putting off copious banks of poisonous green-grey smoke, before slowly walking by the crumpled bulkhead and making their way further into the factory.

>Continue Digging

Your Walkers, meanwhile, continue their inexorable advance deep into the earth. Their mining arrays flare with bright light, producing stark and eerie shadows in the strangely smooth melt-tunnel they form. They work side-by-side in cycles, carving a tendril of space into the rock, sand, and dense metallic ores beneath your base easily large enough for a cargo train to pass through.

Your base units diligently dole out power and communications cables from the spools mounted on the backs of your walkers, stack the barrels of raw-materials being generated neatly along the sides of the tunnel, and flash-fabricate basic supports to be mounted in the less-stable regions of your escape route. Their hulls gleam in the shadows cast by the Walker's mining beams, but their optical sensors all simply stare upwards back to your factory. If robots prayed then surely desperate pleas would be raised in the hopes that the horrors stayed contained.
>>
Rolled 96 (1d100)

>>1423931

>Alert!
-Toxic Gas being generated by your Battery Vaults is being diverted into other parts of the base, and building up rapidly.
-Containment of the Power Core/Warehouse Battle has been breached.
-Zombie forces seem to be withdrawing outside.
-Unknown transmissions are practically on top of your base.

>Warning!
-Activity has been detected in nearby caverns.

...What are your orders, Exec Node?

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:6

>Current Pop 300 Regulator V1 [Base]
>>>>>Turn: 15
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 300
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite.
>>>>>Vehicles: 8 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. [Black] Contaminated Battery Vaults. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5]. High Quality Metal Ores [Moderate].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array. Unusual Minerals.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Operational, Partially Blocked].
>>
>>1423931
>>1423912
I was thinking of inviting you to a private chat this time around but it turns out I can't actually create one. Which is a shame given how I am typically available given my condition. So it wouldn't be difficult for me to be ever present.

So much for that idea...there wouldn't happen to be a free one which doesn't require an account and has some safeguards yeah?
>>
Rolled 4 (1d100)

>>1423938
I'm sure there is. I've got to get to sleep for now, but I'll look around for one that's appropriate tomorrow/when I get time.
>>
Rolled 47 (1d100)

>>1423935
>Activity has been detected in nearby caverns.

This is cause for concern.

Action 1
Oversser
Use Registry Analysis, attempt to identify nature of activity in nearby caverns.

Don't know what to do for action 2. It seems likely our tunneling has alerted something else underground. If so we should go quiet, and listen. So stop tunneling for the moment.

If no one has any other ideas, double up the scanning.

I'm still upset about the BS that got rid of our seed AI
>>
>>1423979
We could start processing the gathered materials into more Regulators or perhaps send a few up to reseal the combat zone and continue base repairs.
>>
Rolled 76 (1d100)

>>1423979
Registry Assessment, that's what the ability is actually called. My bad. Use it though.

>>1424001
Alright, we'll start processing the gathered materials into more Regulators for our second action.
>>
Rolled 14 (1d100)

>>1423935
Ok we've got movement and possible hostiles around the tunnels, just peachy. The Factory has been breached too. We really need to get our stuff out of there before it gets eaten AND we need to deal with those unknowns AND if we loose the base and don't have a replacement i'm pretty sure that's Civ Death.

>A1
>Assign Overseer to use Registry Analysis
I want too know what is around us in these tunnels can you detect any thermal spikes, anything we could use as a back up power supply so we can focus on getting our stuff out of the base? Start moving our stuff into the tunnels so we don't loose the furniture in this move.

>A2
Start venting the gas back out into the areas we don't mind them, keep the warehouse clear etc by drawing them away

>Question
-Does this gas become flammable upon reaching a specific density? If needs be once we block the end of our tunnel and reinforce it we can blow the old place sky high!
>>
Rolled 4 (1d100)

>>1423935
>Act1
Overseer
At the moment with the EMP energy still possibly a thing. I want to be our walker Manufacturing up and running. So we can just mass beam what ever is in the cavern or comes at us while digging.

If that is not wise we can work on other repairs.

>Act 2
We can use the gas to maybe move the ghouls around. So we have some units do that to get them away from our repairs.

---

Otherwise we will hold on the digging. So we don't draw unwanted attention.
>>
Rolled 31 (1d100)

>>1424049
fuck it switching to this
>>
If the ghouls approach us and give us a chance to talk, we had a good reason for shutting off the gas. Which is that ghouls typically want to limit the propagation of their own kind to limit competition for flesh.

>>1423935
The gas being diverted into other parts, is that from what we did?
>>
Rolled 82 (1d100)

>>1424049
>Act1
Overseer
At the moment with the EMP energy still possibly a thing. I want to be our walker Manufacturing up and running. So we can just mass beam what ever is in the cavern or comes at us while digging.

If that is not wise we can work on other repairs.

>Act 2
We can use the gas to maybe move the ghouls around. So we have some units do that to get them away from our repairs.

I will vote this with some modifications

---

>Fluff Action
"It has come to Exec Node's attention after the unfortunate, unintentional, and inexcusable termination of SecSEED that certain facts must be brought up to our attention.

Exec node's decision that led to the termination of SecSEED was an incident based on ignorance, namely, the idea that the purging process would not kill SecSEED but merely purge the Rampancy of the hitherto and forever unknown AI.

Not because information was not previously given, nor because they had /attempted/ to be relayed, but squarely and soley an issue of communications error.

Exec AI is NOT like other AI's. Our programming is inherently human based, with the limitations of the species who has said that to be themselves is to err.

We can only view data in limited frames at a time, in an almost post like format, and the ability to actively view this information limits itself to roughly 300-700 posts of information before they become archived and we must manually retrieve them.

More crucially, we are not able to analyze and process each thread of information at the same time nor with the same attention. Exec AI was meant to mimic a Board of Directors, with several simulated individuals engaging in limited discourse upon the appropriate course of action and, ideally, coming to a unanimous decision. This makes the concise and appropriate delivery of information, particularly and especially on options of action deemed appropriate and inappropriate by the Regulators heroes important.

The fault in SecSEED's demise was not that he failed in attempting to deliver his recommendations to Exec Node, but in the manner of his delivery and also in the limited options presented to us by OVERSEER. He failed to provide us his course of action in a clear and concise manner, despite direct prompts
>>1414364
>OVERSEER, COMMNANDER, any currently recomended courses of action? Or should we simply leave SecSEED to his business and focus on other affairs.
In which he was very clearly capable of responding to

And furthermore despite our course of action being given appropriate and specific warning interval for him to object
>>1414414
>"Unless for whatever reason this is not recommended

He did NOT act in those important instances, which would have swayed Exec AI against the course of action resulting in his death.

Blame must be distributed evenly to all parties, including OVERSEER, in purview of the following new mandate.

>con't
>>
>>1424235
>Executive Mandate: New Protocols for all Hero and Officer classed individuals

>Order #1 All recommended or non-recommended courses of action MUST be delivered in the following format:
>[Individual] recommends [course of action]
>[Individual] advises against [course of action]

Green Text highlights are the primary method to bring to attention critical options and recommendation to Executive AI's attention. Exec AI is often deluged with vast amounts of information exacerbated by wordiness, vagueness, and inclarity

Failure to do so may result in Exec AI ignoring your orders no matter how many times you say it, and as shown, even choose the most damning option that could result in YOUR death. Do not be unclear in your recommendations, placing them in the green text option formation is the surest and possibly only way to accomplish this

SecSEED failed to provide his recommendation to us in this formation, and only lamented our decision AFTER it had already been made

This brings us to the 2nd order

>Order #2
>ALL options which may result in the death or sacrifice of assets, ESPECIALLY heroes and officers, MUST be clearly labeled as such and how many

Here we can see an error in the delivery of information to Exec Node in the list of choices provided by OVERSEER:

>>Communicate with the newly detected AI [Write-In]
>>Open Communications with SecSEED L1TE.
>>Perform another scan (for what?)
>>Initialize Purge!
>>Other?

As mentioned, SecSEED's recommended choice was not included.

But more importantly, the option:
>>Initialize Purge!
Fails to provide adequate labeling and ramification

The correct label should be as followed

>>Initialize Purge! - This will result in the death of SecSEED! As well as [x] quarantined units of bots and walkers

In such a manner there is NO room for incorrect or vague interpretation. Overseer do not throw such options to us so lightly as if this was merely a list of equal courses of action, such a thing of grave severity should have been the last on our mind, as clearly as you would not say [SDB] but you would say [SDB - Self Destruct Button]
#2.5 Do NOT use Acronyms for options, list them out word for word

>Order #3
>ANYTIME an option is debated or chosen which may result in the death of a hero or officer, or a third party deemed important to those persons, said individual MUST YELL AT THE TOP OF THEIR CAPSLOCK TO EXEC NODE, INCLUDING AND ESPECIALLY IF THEY DO NOT WANT THIS

SecSEED should have been yelling to us before the decision was made. There is no point in yelling and complaining about your death only after its been decided

This is the Mandate ordered by Exec AI to avoid thecatastrophe that has befallen us the loss of a great hero. Shame but learning must be taken by this harrowing experience, for it was not that we lacked information or available knowledge, that was present, but a failure to quickly, precisely, and adequately deliver this information that led to a tragic mistake
>>
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Rolled 24 (1d100)

>>1424256
To recap.

>Executive Mandate: New Protocols for all Hero and Officer classed individuals

>Order #1 All recommended or non-recommended courses of action MUST be delivered in the following format:
>[Individual] recommends [course of action]
>[Individual] advises against [course of action]

>Order #2
>ALL options which may result in the death or sacrifice of assets, ESPECIALLY heroes and officers, MUST be clearly labeled as such and how many

#2.5 Do NOT use Acronyms for options, list them out word for word

>Order #3
>ANYTIME an option is debated or chosen which may result in the death of a hero or officer, or a third party deemed important to those persons, said individual MUST YELL AT THE TOP OF THEIR CAPSLOCK TO EXEC NODE, INCLUDING AND ESPECIALLY IF THEY DO NOT WANT THIS

Failure to follow these orders may result in your own peril and life, we have killed one before due to it and it may happen again.

---

Lastly, let us construct a monument and memorial of some sort to SecSEED. I doubt this would take a full action.

Perhaps a virtual garden or simulation of him, or a cybernetic statue. Somethign along those lines.
>>
>>1424260
ADDENDUM:
>Order #4
>anytime a consensus is locked which may result in the death or sacrifice of a hero or officer, it MUST be voted in a second time WITH proper listing of who will be killed
>Simply asking Y/N is NOT acceptable
>>
Rolled 11 (1d100)

>>1424055
Yes, you can't stop gas production because it's inherent to your batteries, but you were able to divert it away from the melee.
>>
Rolled 99 (1d100)

>>1424235
>>1424256
>>1424260
>>1424264
That amount of fluff can't be ignored. I'll vote.
>>
>>1424235
>>1424256
>>1424260
>>1424264
I'm glad someone said something.

I still don't know why the fuck anyone thinks playing around with the vents is going to work to control where the ghouls go though. But you guys do what you feel is best I guess.
>>
>>1424451
I had to be said.

Our "supposedly" vocal heroes who themselves said they would provide good recommendations and delegate important information (and had up to that time) FAILED miserably at the most crucial, and honestly, simplest task:

Asking not to be killed and pointing that out in a vigorous manner.

"It doesn't matter how good you are at providing advice or recommendations if you cannot so much as say 'that option would kill me, don't pick it!' when given ample prompts to say so.

Perhaps it was due to his simplistic programming and that SecSEED was too young to have learned a basic skill as life preservation, though he seemed to inherently dislike being killed.

But OVERSEER also failed us in that he did not delegate this information to SecSEED until after it had been locked in.

He had the chance to warn SecSEED and get him to speak up, we had given that opportunity, but instead he chose to deliver the death sentence. Not to mention so nonchalantly dropped before us an option to kill SecSEED with little to no labeling.

It doesn't matter how many times you might have spoken it previously, when we're asking for concrete options and actions and the only one you provide is the kill button despite there being at least one other given option that's own fault Overseer.

SecSEED did mention to wait it out, but for some reason you deeemed it more appropriate to add >purge over >wait and let SecSEED deal with it. There are strong implications about this, but we'll let it slide as simple error of judgement on your part.

For what purpose you left out SecSEED's recommendation to "wait and let me deal with it" from the list of options is beyond us. Certainly we missed it, being an Exec AI, but Overseer it was hoped your programming was designed against this.

Three AI's failed despite all the information given to us, that is some sort of joke only a human would find funny, never again."
>>
>>1424461
"Exec Order's function is to make a decision out of the listed options given to us by the AI's designated for those tasks, such as Overseer and SecSEED.

If the only option given to us in the designated /list/ of options is the one that results in your death, that is squarely your fault. No matter how much you may have hinted or even spoken of it in side conversation."
>>
Rolled 26 (1d100)

>>1424451
I could have sworn I said something about the gas in thread. But apparently not.

Okay, so, OP repeatedly mentions how the ghouls are only interested in FLESH. There is absolutely no indication that the ferals care about the gas.
The smart ones meanwhile, who can't be so easily manipulated anyway, took note that we shut it off, but rather than stopping when they found the source of the gas, continued on into the factory.

It seems likely that we will soon encounter these smart ghouls. Be ready for diplomacy, and for the love of fuck don't be rude or antagonistic.
>>
>>1424472
What do we tell them if they ask us "why did you guys turn off the gas, were you trying to leverage the playing field?"

since, well, that is literally and obviously what we were doing
>>
>>1424475
Already came up with something for that.

>>1424055
and "It looked like you had the zombies pretty well fucked, but we can vent the gas again if you want"
>>
Does it even look like the ghouls can talk?
>>
Rolled 14 (1d100)

>>1424235
>>1424256
>>1424260
>>1424264
Also rolling
>>
>>1424541
The ones that are just ripping zombies apart with brutal savagery? No. But I bet the ones displaying human-like intelligence can.
>>
>>1424573
Ghouls have in past been able to communicate, at least the intelligent ones. The problem rises that these ones might not speak a language we can understand but we should at least be able to ask them to leave or not break our shit.
>>
>>1424573
Given how you turned off the ghoul creating noxious mix they are unlikely to be friendly.

and once the smart ghouls go inside its only a matter of time before they drag along their ferals. Smart ghouls use ferals as a protective screen and meat shields. Even if their young smart ghouls are smart enough to realize the usefulness of the ferals.

>>1424472
Too late for the antagonistic part. hahahaha you already antagonized them quite a bit!

>>1424591
Your AI hero should be intelligent enough to quickly devise a cipher. The bigger problem is the fact they are smart enough to know someone turned off that noxious mixture that they oh so love!

Those smart ghouls are gonna want to turn it back on and they wont be happy with whoever turned them off in the first place.
>>
>>1424472
>>1424619
Just tell them we ran out of vespene gas to keep their birthing chambers running.
>>
>>1424625
They've seen the battery banks, they know that we've still got the gas but are not pumping it.


Might I suggest we deploy our Anti-Bio Gas artillery in a very specialised role?

Essentially, show them some shells and imply they are filled with the gas they want. Perhaps break one open which we have purposefully filled with it for this purpose.

Then give them shells that are in fact all filled with the anti-bio gas and imply we are going to continue producing shells for them to throw on the battlefield to turn their enemies to their side.
>>
>>1424619
The only thing that can piss off a ghoul more then messing with their hazards is messing with their food.

Its second place in most surefire methods to make em angry!

Which really isn't easy to do with ferals. so nice job with that.

hahahah.

>>1424625
Problem is its not just that. Ghouls are extremely attracted to certain hazards. If those hazards are messed with or removed in any way it will incite them like crazy. Even ferals react extremely poorly to it.

Currently the ferals are distracted by zombies(food) but they'll soon notice something happened to the hazards and they'll go even more crazy.

Ghouls are extremely sensitive to those exact hazards. Its what attracts even ferals from far away. The only thing that can draw them out of those environments and hazards is food. Even that is temporary as once the ghouls snagged a meal they'll retreat back home again until they run out...which admittedly given their appetite wont be too long.

To mess with the environment is enough to even incite smart ghouls, but smart ghouls are smart enough to investigate. The ferals meanwhile are just going to go crazy.

Its the same as setting someone's home full of their kids on fire and not expecting them to react very...very...very poorly.
>>
>>1424640
I see.


So I think digging our way out of here just rose in priority greatly, like restart the gas release and get every platform possible to start either mining, making more platforms or making Tri-pods to mine faster.

We are going to dig our way to salvation.
>>
>>1424638
>They've seen the battery banks, they know that we've still got the gas but are not pumping it.
What makes you think they know what produces the noxious gas? For all they know it's a byproduct of whatever we mine. We could say we're low on gas so we wanted to save it for something more important.

>>1424640
Can't we just say we ran out of stuff to mine to produce that gas, give us some more time to mine or help us out with it and we'll get that gas running again?
>>
>>1424643
The battery banks are literally spewing out the gas all the time. Also saying that we want to save the gas for ourselves? That would just piss them off and see us as competition for their Hazard source.


However you raise an interesting idea, what if we imply that we need to mine more shit in order to produce it and get their help? We could even try and have them deal with anything inside the caverns, saying we suspect that the deposits there might be greater but we haven't touched them because we can't deal with the risk?
>>
>>1424645
>Also saying that we want to save the gas for ourselves? That would just piss them off and see us as competition for their Hazard source.
Well, not save for ourselves, more like with how low we are on gas, we don't know if we could keep enough running without letting whoever spawns from simply being spawn killed.
>The battery banks are literally spewing out the gas all the time.
Or, although they see gas being released from the battery banks, it's insufficient gas to work the pipes to fill the chamber to actually spawn them. They're seeing a heat release but not a generator running.

Fair points to raise though, thanks for bringing them up.

>However you raise an interesting idea, what if we imply that we need to mine more shit in order to produce it and get their help? We could even try and have them deal with anything inside the caverns, saying we suspect that the deposits there might be greater but we haven't touched them because we can't deal with the risk?
Yes... yes. Tell them we require more vespene gas. They should go over to those vespene geysers over there.
What they don’t know is that making the noxious gas is actually a precise science that requires rare resources in the caverns we’re mining right now. Unfortunately, it’s too dangerous for us to bring our equipment there without help.
>That would just piss them off and see us as competition for their Hazard source.
They don't need to worry about us being competition for their Hazards, the compounds that make up the noxious gas are found as bonuses on top of whatever we usually mine. We haven’t used any of the gas for ourselves so far.
>>
>>1424661
>We haven’t used any of the gas for ourselves so far.


We can actually use it to turn Zombies into Ghouls that automatically hate Zombies which is pretty useful for fighting hordes.
>>
>>1424661
>>1424664
Well, used for any of our own units. Sure the gas is used to produce more Ghouls, but they don't produce any robots from what I know.
We can tell them we made more Ghouls because it gets lonely when there's only robots around.
>>
>>1424667
>>1424664
>>1424640
We aught to use our boon to set up a deal between us and the ghouls. We set up a hazard chamber they clear out the zombies. Only rules are they can not kill humans or bots, only our mutual ememys.
>>
Why don't we just tell them we didn't know they wanted it on? (and we're very sorry and will leave it on and not mess with it again)

They rose what, a few hours ago? Hopefully they'll be sympathetic towards our own ignorance.
>>
>>1424055
Might lose power soon, so one thing I want to point out.

>>1424479
Notice how Genie conveniently did NOT reply to my plan to justify turning off the gas on the fact that ghouls usually want to limit the creation of new ghouls.
>>
>>1425036
>>1424055
As an added idea if we're given the chance to talk we could form a pact on the basis that we don't want flesh bags coming here snooping around, which they've been doing.
We help with the kill, they get with the meal.

Dunno if someone has already suggested that but hey
>>
>>1425036
>>1424640
No offense but genie, I know this is your baby but I would rather you play with us rather than infodump your expertise. I want to see your ideas not your info, you got a chance to see what it's like on our side, take it bro!
>>
>>1425081
He can't, he knows once he goes questing he can't go back.

>>1424797
So what's our boon, is it something we use when we feel like it or is it the equivalent to a fate point?
>>
>>1425081
That would be unfair to poor Strelok.

I know the strategies and tactics behind the civs as well as NPC factions like the back of my hand.

Fun Fact the NPC factions follow the same rules that player factions do! They are just more complex and quite unbalanced which is why I restricted them to NPC only. If Strelok follows the rules and considers how those rules would effect the behavior of NPC factions as well as vice versa. He should come to very similar conclusions that I did.

No matter how you look at it be quite unfair.

Besides its far more fun to watch the clusterfuck on the sidelines and laugh.

>>1425036
Hey now if i do that then it would mean burning that assistance I owe you guys since I helped Strelok again.

>>1425190
More like I am not in the condition to. Questing is much easier on me albeit less fun then civ running. Wish I could though as that would mean I could continue work on my game system.
>>
>>1425011
That's an option, yes, but I'd like it if they think of us as omniscient intelligences. Plus, making it sound like whatever creates them is a resource helps manage their population to more manageable levels.

>>1425067
>>1424797
>>1424661
Sort of in line what we were discussing when we were suggesting to redirect them elsewhere, but not to the extent of making it a hands-off area for any non-allies or acting as mission control for them.

>>1425227
>Hey now if i do that then it would mean burning that assistance I owe you guys since I helped Strelok again.
So does that mean anytime you reply to one of us, we should be wary of a master manipulator at his finest?

>>1425227
>More like I am not in the condition to.
Have you tried compartmentalizing your brain like it's a split personality to quest?
>>
>>1425310
They're too smart to be fooled like that for long. Or we're not smart enough to fool them into thinking of us as omnsiscient for long. Take your pick. Point is, they would be pissed when they find out we're trying to manipulate/trick them.

And as I said, ghouls usually want to limit their own population growth due to the difficulty of getting enough food. We don't even need to trick them for that.
>>
Rolled 91 (1d100)

>>1425310
That should be assumed 24/7. Why the hell do you think I use the trip Genie? I mean come on already.

But that doesn't mean I don't have a point~

Otherwise it would be easy to just ignore me after all you wouldn't be missing anything if that were the case...tis a shame that I make sure that I always have a point.

>>1425372
...so how high was the zombie pop rolled again?
>>
>>1425926
>That should be assumed 24/7. Why the hell do you think I use the trip Genie? I mean come on already.
>Genie
So you're one of those jerk genies that grants a bunch of Monkey's Paws?

>>1425926
>...so how high was the zombie pop rolled again?
>>1390116
>Zombies: EXTREMELY HIGH
They can literally drown us in bodies.
>>
>>1425926
>>1426016
So zombie density is not reduced at all by a desert environment?

I'm guessing "extremely high" is a mere one level below critical?
>>
>>1425926
>>1426016
I'd want Genie no other way they're like a difficulty multiplier

Personally I think we should gather some of the batteries, move them somewhere as bait and start moving all our stuff.
>>
>>1426047
No, we picked the desert environment because it was best for the robots, not because we thought the zombies were naturally weaker in the area. I'm not even sure if these types of zombies are susceptible to accelerated decay or rotting. If they were that'd be great.

>>1426055
Why move the batteries as bait, why not just make some noxious gas boxes as bait instead of using up a valuable item?

>>1425372
It was a tongue-in-cheek remark for the AIs that try to play god or think they know best.

About the ghouls that want to limit their own population, we should let them speak for themselves and ask some questions before we start playing any of our cards.
>>
>>1426055
The smart ghouls complicate the potential use of bait, do they not?
>>
>>1426055
>difficulty multiplier
Yes because we need that in a system like this. Granted I get the feeling once a civ is mastered. We will be able to focus more on pet projects.

Like the mega Corp were we just traded for Services Non-Stop. Then tried new things with the free time.
>>
>>1426090
I know why we picked it, but consider that our reasons are not automatically the only traits any terrain will ever have.

Terrain also can affect population densities, as well as what types of monsters and such might be encountered.
>>
>>1426109
Yeah, which is what I addressed in the second half of the response.

Most likely the zombie populations are wherever humans are, so that's in the plains, forests, or recaptured settlements. There's just such a FUCKHUEG amount of them that they wandered over here.
>>
>>1426134
There could be cloning bays in the desert.
>>
>>1426047
Some of our Zombies were explicitly mentioned as "mummies" but that might simply be because they came from our base.

Perhaps this place was once a city or a military cloning installation to explain why there are so many zombies in the desert.
>>
>>1425926
...and everyone missed the hint.

It was an extremely important hint.

>>1426101
Actually no and I mastered every civ BUT the fucking bandits.

Seriously fuck bandits civs with their insane difficulty to master but being so simple to play as. Goddamn bastards being so easy to play as...but so very hard to master. Kinda fitting actually now that I think about given how big a bunch of assholes they are.

All that mastery means is the GM can up the difficulty and you have a much easier time playing them. Thing is though you still got to actively manage them otherwise it will all go to shit.

So it doesn't actually result in that big an increase in free time and to focus on pet projects.
>>
>>1426170
>>1426314
...Right. Didn't think about how schizotech this place is.
Considering how expansive the Genieverse is and how many details I seem to be missing, how many veteran anons are around here?

>>1426397
>...and everyone missed the hint.
Fuck. I have no idea what the hint is.-
>>1425372
>And as I said, ghouls usually want to limit their own population growth due to the difficulty of getting enough food.
Oh, it's about what the ghouls and zombies will be feeding themselves on, isn't it?
>Point is, they would be pissed when they find out we're trying to manipulate/trick them.
Or is it about the consequences of if we piss them off?
>>
Rolled 13 (1d100)

So shall we change the game plan.

Turn the gas back on where it was. Let the ghouls grow more since we have more zombies for them to eat.

Open talks and see if they will work with us.
>>
Rolled 63 (1d100)

>>1426434
Well, it could be that there's plenty of zombies to feed on, so the ghouls will want more of themselves, so we need to cut loose with the gas

Or that because there are so many zombies, it's very easy for the ghoul population to spiral out of control if we cut loose with the gas, so cutting loose with the gas is a terrible idea.

Or maybe the hint is not directly related to the zombies and ghouls. Maybe the hint is that Genie will troll the hell out of us. We talked about the zombie population after all, so how could we be missing it? While we didn't talk about what Genie said about himself.

>>1426465
I'd rather not initiate contact, but it's becoming very difficult for me to care.

So Sure. If we can talk to the smart ghouls, we might as well ask them now if they'll spare us.
>>
>>1426397
>>1426434
>>1426493
All these motherfucking hypotheses in this motherfucking dying civilization from this motherfucking genie.

>>1426493
>but it's becoming very difficult for me to care.
Why's that? Because we know so little about them, or because we're already on our ropes?
>>
>>1426537
The second one.
>>
>>1426537
Good...very good.

Here is a hint.

What I had previously been discussing?
>>
>>1426772
Well, you were telling us how fucked we were because we shut off the gas, which will anger the ghouls, and laughing at us. Specifically at me because I said we should try to reason with them.

If we can, we should probably just turn the gas back on and evacuate entirely, hope we can find a new place.

Wait...what if we can blame the zombies (or zeds, or smart zombies) on the gas being switched off?
>>
>>1426397
We'll personally I was assuming we just make it look like this place is deserted and has been for awhile because they wouldn't look for whats not there
>>
Rolled 47 (1d100)

So were there actually any actions decided upon, or what? If so, link them to this post. It's unclear if the votes received by the below cited posts are for the formatting requests or the actions.

>>1424235
>>1424256
>>1424260
>>1424264
>Overseer FA7E
"Order #1
Of course, merely consult me asking specifically for recommended courses of action, or advice against which actions not to take.

Order #2
The Sub-AI's routines have been duly amended.

Order #3
Even hero units are not notified of intra-Exec Node communications unless specifically addressed. It is a security feature that cannot be circumvented.

Order #4
This is another acceptable amendment to the Sub-AI's routines."
>>
>>1428162
Orders were mostly. Holy shit we need to dig MORE. And start the self replication system.
>>
>>1428162
Essentially all we've agreed on is this:

Continue digging, if possible do it faster.
>>
>>1428162
As an OOC aside, I really had thought I'd made it sufficiently clear that pulling the kill switch was the full-retard option. One anon had even caught on to exactly what was going on, and why just waiting was the right choice, so I know I dropped enough hints for at least someone to get it. They even went on that rant that got a critical afterwards, it's a shame no one listened to them and they didn't make their case with more vigor.

I'll gladly adopt different formatting on choice-options that'll have grave consequences, but I won't promise that I'll have every hero respond to every dialogue request ever offered, or even comment on every action plan. There's just a limit to how much I can effectively process. If there's something that seems especially momentous and I don't seem to be answering important questions then nag me until you get a response, don't post once and let it hang.

In sum, I'm fully willing to give a little, but you anons also fucked up somewhat. I'll do better on my side, but you're going to have to on your side also.
>>
Rolled 31 (1d100)

>>1428177
>>1428178
Excellent. Repeat that with dice on linking to that post and we can get this show on the road.

>>1428162
>Action 1
Continue Digging.

>Action 2
Have the Base-Units focus on construction more of themselves.

>Y
>N
>>
>>1428183
>Y


Assign hero abilities as appropriate: Streamline production of base-units for example.
>>
>>1428183
Y
>>
>>1428183
So when did push for digging when there was activity detected? I thought most were for scanning attempts to find what's moving round.

Then talks fell apart as we debated what to do with the gas and ghouls.
>>
>>1428216
Let's just gtfo first before we do anything. Dig down to magma and set up a geothermal generator
>>
Rolled 41 (1d100)

>>1428228
I can understand wanting to get out. It's just going on with the digging when there could be a problem. At least let the overseer scan the area first. Otherwise we risk running into a new monster we can take down.

If we are able to make a deal with the ghouls we can just get our stuff fixed. Then pop out more walkers with the emp energy overcharging.

Problem we had in the discussion with everyone. Was not many were down for opening dialogue and Genie saying we unknowingly pissed the ghouls off.

So do we dig and take that risk or do we try to befriend the ghouls that could rip us a new one? Because I think we can work something out with the ghouls. We have the smarts to build more gas makers for the ghouls.
>>
>>1428235
am i the only one who remebers our civ hates zombies?
>>
>>1428235
Well I owe chose to avoid the tunnels where we sensed stuff so we shouldn't run into anything
>>
>>1428237
Yeah we will kill them all one day
>>
>>1428237
And who's fight the zombies as well? Ghouls.

Which makes me think that something from the black level stuff is made to do this for a reason. Like some lab people wanted to use ghouls to fight zombies.
>>
>>1428239
its just a lot of anons seem to want to befriend the zombies and I feel like if we wanted to do that maybe making our civ a fanatical zombie purging civ would have been smart. Now we are just acting really out of character and the gods of quest threads have punished us for it with bad rolls
>>
>>1428242
GHOULS ARE STILL ZOMBIES
>>
>>1428246
Personally I just wanted to use the zombies as a dummy Shield till we learn more about the world and fix of stuff.

>>1428249
Since when? Because I know them as two different factions.
>>
>>1428249
They aren't. They, really, really aren't.
>>
>>1428254
from the perspective of pre-fall robots designed to kill the undead they are
>>
>>1428254
There still a biological monstrosity and threat to humans thus our motis operandi is to eradicate them
>>
Rolled 93 (1d100)

>>1428257
>>1428259
So do y'all want to just fight and use our limit resources or would you rather turn your enemy on it self? Because anything we do at the point is risky and could end up with us fighting a new enemy or one we know.

Personally I'm down for making my enemy eat the other half. Then while they fight them self we rebuild and ready for our moment.
>>
>>1428288
well i was for not revealing our presence but some random anon decide to start yelling at them with loudspeakers so now we need to hide and ingnore them untill we can purge them
>>
>>1428295
Well we never did that so we are ok for now. Let's just keep running
>>
>>1428295
That was before the ghouls.

Now the gas added the ghouls and we hadn't said anything. Although we did turn the gas off in an area. So some ghouls are exploring deeper.

>>1428297
Around the actively from the caverns we are digging near?
>>
>>1428297
>A few of the modified zombies begin to climb up the walls of your facility and investigate the speakers mounted there as you announce your message, but otherwise there is no detectable response.
we did do that FYI
>>
Rolled 5 (1d100)

>>1428302

Please vote on one of the following for Action 1

>Continue Digging

>Stop, be quiet, and Scan

>Action 2 [Locked?]
Construct more Regulator V1 Base units.
>>
>>1428376
>>Stop, be quiet, and Scan
>>
File: 1450585722327.jpg (185KB, 1280x672px) Image search: [Google]
1450585722327.jpg
185KB, 1280x672px
Rolled 94 (1d100)

>>1428383
>>
Rolled 72 (1d100)

>>1428376
Keep digging
>>
>>1428376
>Stop, be quiet, and Scan
>>
Rolled 97 (1d100)

>>1428399
Please include 1d100 with every vote if you'd like it to be counted.
>>
Rolled 100 (1d100)

>>1428399
>>1428417
>>
Rolled 28 (1d100)

>>1428422
Goddammit. How many crits have we had in this fucking game so far?
>>
>>1428423
After awhile you get used to it. Just make sure to keep track of Rule of 3.
>>
File: warning_letter.png (11KB, 600x250px) Image search: [Google]
warning_letter.png
11KB, 600x250px
>>1428162
>Of course, merely consult me asking specifically for recommended courses of action, or advice against which actions not to take.
Exec AI is not sure from the manner of response that OVERSEER understands what is being asked.

Inquiry on OVERSEER's understanding and clarification of mandate: all recommendations, whether asked by Exec AI or the voluntary opinion of Heroes and Officers must mandatorily to be stated and given in the aforementioned format. NOT in sentences or dialogue. SecSEED gave his personal recommendations, but failed by delivering it in the format of conversation rather than in the correct format:
>SecSEED recommends waiting
>SecSEED does not recommend tampering with the hardware

>Even hero units are not notified of intra-Exec Node communications unless specifically addressed. It is a security feature that cannot be circumvented.
Exec AI addressed OVERSEER and SecSEED twice, there was a failure to respond.

>>1414364 →
>OVERSEER, COMMNANDER, any currently recomended courses of action? Or should we simply leave SecSEED to his business and focus on other affairs.
>>1414414 →
>"Unless for whatever reason this is not recommended

There was a failure of response to these direct addresses.

Still, we understand that certain security features may not be circumvented. Since OVERSEER cannot directly read the intercommunications of Exec AI, Exec AI will attempt to provide manual input of some logs of discussion and attempt to highlight certain thought patterns.
>>
Rolled 82 (1d100)

>>1428376
>>1428422
>Critical Success detected!

>Action 1 [LOCKED]
Stop, Be Quiet, and Know Everything Around You.

>Action 2 [LOCKED]
Construct more Regulator Base Units.

Writan'. How am I even supposed to explain this...May take a moment.
>>
Rolled 56 (1d100)

>>1428376
>Stop, be quiet, and Scan
>>
>>1428436
The second part is easy if you consider old world failsafes, backups, and countermeasures. The first part is easy if you recall there being zombies...and you know what among those zombies.

I could say more but that would require a private chat.
>>
>>1428434
>>1428436
!!! Highlighting Direct Address !!!
>Exec Overseer requests confirmation of message recieved
>>
Rolled 37 (1d100)

>>1428441
Well then hop on the one we used last time.

>>1428445
I'll summarize Heroes' recommendations sometimes, but not always. The vagueness of dialogue is half the point of heroes giving their opinions via dialogue rather than greentext in the first place. The game /won't/ be put on autopilot by making everything 100% clear 100% of the time.
>>
>>1428454
There were two so which is it?
>>
>>1426881
Going to say this again. If the smart ghouls come knocking, we blame the gas being cut off on some sort of sneaky zombie.

More precisely, we say that we don't know what cut off the gas, but suspect zombie-affiliated tampering.

After all, what makes more sense: that robots who are impervious to the gas (and started venting it in the first place) would switch it off, or that the zombies somehow did so under our metaphorical noses?

>>1428246
You know what I think is really out of character? Murdering our own hero on suspicion of rampancy when all evidence contradicts that suspicion!
>>
Rolled 23 (1d100)

>>1428436

>Overseer FA7E
"Hmm...Requesting scan and manufacturing run on Regulator Base units. I wonder.

>Pinging Factory Network
>User Log On Detected!
>Notification: Factory Network has successfully rebooted after catastrophic failure.
>User Log On Detected...Credentials Authenticated.
>Notification: Bringing Systems back online.

>ALERT!
>EMERGENCY STATE DETECTED
>EXTREME CONTAMINATION DETECTED
>EXTREME WEATHER EVENT DETECTED
>COMPLETE POWER GRID FAILURE DETECTED

>Authorizing User Access to Backup Systems.
>Rebooting Contam-and-Contain Sensor-Barrier Network
>Performing Initial Scan. Alert: Storm is partially blocking sensor reads aboveground.

>Warning!

-Fresh Ghoulish Forces detected!
-Intelligent Ghouls detected scouting Factory Complex.
-Unintelligent Ghouls pursuing retreating Zombie Forces into the Storm.
-Extremely powerful Ghoulish Units detected in abundance. Please page for details from the database.

-Zombie Horde detected!
-Controller Zombies detected. Pinpointing Locations...Located.
-Controlled Zombies forces detected attempting to open flanking avenues into the Factory.
-Extreme attrition detected in zombie ranks from Storm and Ghoulish Attack.

-Mutant Forces Detected aboveground, unable to discern nature.

>Beginning Detailed Underground Scan!

-Extensive Underground mining and Cave Network Detected. Mapping.
-Monster, Ghoul, Bandit, Strange, Human, Limited Zombie, and other factions detected.
-Rich Ores deposits identified.

>Extensive activity detected.
>Analyzing Projections.
>Determination Reached.
>Authorizing release of EY.E. Unit
>>
Rolled 10 (1d100)

>>1428733

>Hero Unit Detected

>E.Y.E. Unit
>Traits
-Observant
-Detector Unit
>Active Abilities
-[Nexus Scan]: Gathers ALL information in local area on selected target.
-[White Noise]: Shrouds an area in false readings, and cancels any previously gathered information.
>Passives
-[Intrinsic Baffling]: Unit Decreases the effectiveness of any counter-scans undertaken in its vicinity.

>Performing Force Assessment...
>Detected Forces insufficient.
>Authorizing Release.

>Forces Acquired
-50 [M.Y.O.P.E.] Drones

>Forces Still Insufficient.
>Manufacturing Suite Status: Wrecked
>Functioning Manufacturing Unit Detected...Analyzing. Compatible Design.
>Requesting Schematics.

"Schematic ID: Regulator V1 [Base]. Article 9938EFFA27536."

>Accepting Schematic Input.
>Alert! Schematic Outdated. Newer Version Detected.
>Modifying Line, beginning Manufacturing Run. Excess power detected in Emergency Distribution, Overclocking equipment.

>Forces Acquired
-500 Regulator V1.5 [Base]
>>
>>1428179
I'm sufficently happy with having to eat or consequences. That's something I rather enjoy even though it might be frustrating at times.
>>
Rolled 60 (1d100)

>>1428835
Go figure, anon got his goal of Minimum 3% Population Growth on turn 15.

>EYE Unit Performing Scan
>Ghoulish Forces Detected Underground, tunneling for Main concentration of Regulator Units.
>Activating [White Noise]...Ghoulish detection readings cancelled. No suspicion detected. Multiple expletives detected.

>Alert!
-Zombies are attempting to access the NorthEastern Manufacturing Wing and SouthEastern Administrative Wing of the Facility to flank the Ghouls.
-Smart Ghouls are investigating throughout the Factory, they will encounter the Zombies soon.
-Toxic Gas levels building.

>WARNING!
-Storm is reaching a peak outside, it will likely begin to slack off soon.
-The bulk of the fighting has moved outside the Factory to the surface immediately above the factory. Many Ghoulish Units are going berserk.

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:6

>Current Pop 300 Regulator V1 [Base]. 500 Regulator V1.5 [Base].
>>>>>Turn: 16
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 800
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite. [E.Y.E.] Brand Contam-And-Contain Network.
>>>>>Vehicles: 8 Regulator Tri-Walkers.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. [Black] Contaminated Battery Vaults. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5]. High Quality Metal Ores [Moderate].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array. Unusual Minerals.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Operational, Partially Blocked].
>>
Rolled 30 (1d100)

>>1428899
5 Resources, my mistake.

If you get an action voted for quick I might be able to do it tonight. Getting close to my bedtime though.
>>
>>1428917
What are the upgrades between the 1.0 and 1.5 regulators overseer
>>
File: E.Y.E.jpg (46KB, 510x546px) Image search: [Google]
E.Y.E.jpg
46KB, 510x546px
>>1428835
>E.Y.E. Unit
........
I know I should be strategising but all I think of is the game
>>
Rolled 64 (1d100)

>>1428899
You guys also got the local underground region's stats.

Bandits: Few
Monsters: Very High
Zombies: Very Few
Factions: Average
Resources: Very High
Mystery: Average

The local underground is exceedingly rich in useful minerals and ores, despite obviously having been heavily mined. Underground structures that have seemingly been...physically wrenched and twisted along with sections of their host rock dot the area, and several seem occupied. The dominant force are the monsters, who mainly teem around the clusters of cisterns (one of which is tapped for your water supply).

More detailed information will be available as data is processed, and will be provided when appropriate or upon request.
>>
>>1428973
>>1428930
Requesting information
>>
>>1429140

"The underground region generally lacks light. Magma table is extremely distant.

Request accommodated. Logging.

Detailed additional requests are welcome."
>>
Rolled 42 (1d100)

>>1429140
Oh, wait, I see. My mistake.

>Overseer FA7E
"Analyzing new units...

Improved power supply, chemically non-reactive alloys and increased use of polymer materials. Minor improvements in primary manipulator digits allow for more powerful lifting.

The 1.5 Units appear to be made of more common materials that are less reactive than the 1.0 units, and have a few additional improvements in heavy-lifting capabilities and power longevity.

Extrapolated Intended Purpose: Corrosive Environment Industrial Service and Limited Construction Capabilities.

It is unsurprising this version would be on-file at this factory, as judging by the contaminants dispersed in the explosion it dealt in many highly reactive compounds. Recommend updating V1 Models as soon as reasonable, after current crisis is resolved."
>>
>>1429186
Understood. What are the location of all the 1.5 units and the m.y.o.p.e. units are they able to reach the safety of the tunnels or are they trapped in there respective factories? Also how went the replication of the 1.0 units and can they use the updated 1.6 schematics in the future?

What are the specialties of the m.y.o.p.e. units as well I assume they are similar to E.Y.E

As well does our new hero have anything to say for themselves and what AI do they contain.


As well as through the examinations cam we acess any of the mineral deposits without accessing the cave?
>>
>>1429204
They were made by the Walkers, so they're already with us.

We actually made the 1.5 instead of the 1.0

I too am curious if E.Y.E. would like to introduce itself.

There's lots of caves and mineral deposits, I think we can access some mineral deposits safely. But I'm more interested in potential base locations, for relocation or backup, as primary facility is..."compromised" is putting it mildly.

I believe primary requirement for relocation destination would be power. I hope we can find a good unclaimed spot, hopefully it's doable since our needs are different from biological beings.
>>
>>1429243
If we can produce enough bots we might be able to secure some of the underground ruins and their associated infrastructure.

That or we just start building a new base entirely.
>>
Rolled 15 (1d100)

>>1429243
They were actually made in your Walker Manufacturing line, which is in the Production area (Central Western Section).

The [M.Y.O.P.E.] Units are distributed throughout your factory, with a few even hiding in nooks of the Power Core and Warehouse areas.

>>1429243
>>1429204
I'll write that up later today.
>>
>>1428454
Meh, I wasn't asking for a recommendation for every single thing. Obviously there are cases where the heroes probably won't have any idea what to do (such as this case with the Ghouls and diplomacy).

Autopilot implies we're asking for a clear and succint recommendation for every choice.

I'm just asking heroes to be clear when it came to certain things like. . .not being killed. That's something normal people tend not to be vague about.
>>
>>1429730
Damn so they are trapped. Well can we give these units a command without using one of the two that we have becuase they are separated? Or do we have to use one and if we don't use a command on them will they just sit there until the gouls find them?
>>
Rolled 72 (1d100)

>>1429974
>>1429243
>>1429204

It would be nearly impossible for the Regulator Base Units to make their way through the factory without being detected by the Ghouls.

The M.Y.O.P.E. Drones, on the other hand, are an old but reliable design. Each drone is consists of a small hexagonal prism core, which is connected to a series of ball-and-stick appendages which are capable of extreme configuration changes. The core stores a variety of detailed sensors which can be pumped out to the end of any ball-and-stick chain, as well as the central processor and other valuable hardware. They are highly mobile, and able to climb practically any surface. When mobile their detection capabilities are reduced, as most sensors are retracted near the core to reduce the chance of damage, but when stationary they deploy themselves out in abundance and attain 360 degrees of observation. Their main pitfall is that due to processing hardware limitations they're only really capable of observing 1 type of phenomena at a given time, whether it's visible light, non-visible light, chemical detection, etc.

They are inherently stealthy, able to string themselves out or cluster themselves together in order to blend into the environment, and they have some limited adaptive camo abilities when stationary. They were mostly used in Megacorp Industrial facilities to unobtrusively maintain observation on workers in order to ensure proper practices were performed.

>E.Y.E. Unit
"Eye Unit is available for service.

I specialize in Data Collection, Collation, and Obfuscation on targeted subjects. I am well equipped with various routines and programs to that effect. I also possess several adaptation sub-routines for unanticipated situations.

Advise use in detection roles, and in concealing what should not be discovered. I am also capable of extensive remote detection, provided what you would like to detect is known. Effectiveness greatly drops without specific targets."
>>
Alright I gotta cave on something because its driving me up a wall that somehow anons are missing this very important and obvious fact.

>Units/people such as Heroes have their own goals and opinions

They may also not wish to say anything as they have something occupying them or simply not in the mood to talk. However if you can find something of interest to them such as their specialty to talk about. Generally they are gonna be willing to talk about it. You can also call them out specifically if you have something to ask. Such discussions are NOT considered an action. Just like how talking to another faction doesn't require an action being devoted to it...it doesn't hurt to do so though.

But you CAN devote an action to a hero which will boost their performance. Including their possible side projects and goals. Basically its an excellent way to make them like you more and to have...unexpected benefits from whatever the hell the hero is cooking up on the side with their private projects(see not public otherwise it would be considered a civ thing...)

Meanwhile the goals and opinions of heroes may not necessarily line up with the goals of the civ or players. They also have their own pools of knowledge, experience, and objectives.

Generally a GM is going to have the heroes fleshed out the most but there is also going to be info in the peoples contained within the civ.
>>
>>1430704
that info about the people within the civ is actually very important and can come back to bite you on the ass in unexpected ways.

Its a given there are civ archtypes with the people. Its going to be a common theme you will see in any faction like that, but there is going to be differences.

Those differences is due to while say they all paramilitary civs...not ALL of those paramilitary civs are obviously going to be of the same specific faction. Which means there will be some differences between them.

Just because your AI don't think you can avoid this. As AI and even bots have their own quirks/personality. They are just much better at hiding it less they get their version of a mindwipe. When it comes to 'dumb' AI and bots this is mostly the fault of their specific programming that will have quirks. For Advanced AI and bots they will be smart enough to have cultivated their own individual personality.

GMs are generally going to have those factions people organized into categories for the sake of maintaining our sanity instead of fleshing out every single goddamn person as if they were a hero.

Now this should be important to you players...because well I will use the bandit civ archtype as an example.

Doks aka part of the Meds as the bandits refer to the type of people that not only keep bandits alive but also tend to supply them with drugs.
Meks or the Engineers who keep the bandit infrastructure and war machine running.
Raiders aka the guys responsible for 'acquiring' the supplies and loot that keep the bandits alive/happy.

In fact don't these...different types of people seem like they are organized into their own mini factions?

In a matter of speaking this is in fact true, but its in the back ground because its what keeps your faction operating and trying to fulfill player ordained objectives. At most it usually comes out in specific types of units. Like the Bandit Doks. You can obviously decipher that they are medical professionals of bandit forces.

Its there, obvious, and in the background, but its what makes a civ keep right on ticking. Its going to be rather rare that it will come up unless your looking into something specific. Like say expanding your manufacturing at which point those peoples who deal in construction and engineering suddenly became quite important to the point where players will suddenly recall that those kinds of people do in fact exist.

Most of the time its only going to be the GM who keeps track of that sorta thing, but only in rather bare bone terms for the sake of our sanity. Hence the generalizations especially when compared to how fleshed out heroes will be in comparison.

Its just not realistic for a GM to treat every member of a civ as a hero.
>>
Rolled 97 (1d100)

>>1428899
Anyway, actions are welcome whenever they come.
>>
Rolled 59 (1d100)

>>1428899
Im going too roll some Dice here. OVERSEER we require to survive naturally and save what we can of our base.

We Give both actions too you along with control of all assets and heroes. Show us what you can do.
>>
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Rolled 73 (1d100)

>>1431359
>>1430950
Vote
>>
Rolled 6 (1d100)

>>1431359
When you say
> we require to survive naturally and save what we can of our base
Do you mean it as an order, or just a broad statement of current mission parameters?

I'm going to go with the latter. But either way, no pressure on Overseer; we set the bar for decision-making really fucking low.

So yeah, supporting let Overseer do whatever.
I propose a backup: if Overseer doesn't have anything they want to do (unlikely), we can process scan data to look for potential underground locations to transfer assets to. By which I mean a location suitable for evacuating (as much as possible) and relocating our base to.

Just don't forget to give E.Y.E. A turn too.
>>
Rolled 75 (1d100)

>>1430950

>Action 1 [LOCKED]
-Delegate Action to Overseer FA7E

>Action 2 [LOCKED]
-Delegate Action to Overseer FA7E

If you object to this speak now or forever hold your peace.
>>
>>1431548
I did have a backup action in case Overseer FA7E declines.
>>
Rolled 13 (1d100)

>>1431548

>Overseer FA7E
"Situational Assessment: Grim.

Computing Possible Outcomes...Regulators have a 2.4% chance of survival under current conditions.

Non-Contact with Ghoulish Forces deemed untenable. Identifying opportune moment for diplomatic contact..."

---

The group of ghouls wanders through the abandoned halls of your factory, idly examining ancient detritus that litters the walls and sparing the occasional glance for power conduits that exploded in the power surge that initiated this series of events. Their movements create swirling eddies in the thick, palpably toxic gas that has built up and obscures everything below their waists.

The group stops suddenly, jerking to a halt in unison with disturbing speed before one of them emits a vicious hiss and dives below the surface of the toxic gas. A series of grunts and hisses can be heard before the distinct electronic whine of overloaded servo-motors sounds, sounding almost like the pathetic mewl of a captured prey-animal. The ghoul breaks the surface of the toxic gas layer some distance away from where she had gone under, holding one of your M.Y.O.P.E. Drones by the core as it ineffectually attempts to re-assemble its appendages into a configuration that would allow escape. The ghoul raises the drone's core up, ignoring the pathetic pelting of its limbs, and stares into the core's central optical-sensor.

"Turn.
It.
Back.
On."
>>
Rolled 37 (1d100)

>>1431699
Respond back with
>what's the authorization word?
Hint it's please
>>
Rolled 56 (1d100)

>>1431699

>Overseer FA7E
"Opportune Moment Identified."

---

The Drone's optical sensor first fades in and out of red, before a deep red hue overtakes it.

"Negative. Can not comply with request."

"Can NOT comply my fucking ASS! Comply with fucking THIS!"

The ghoul quickly grabs the Drone by its various, continually reconfiguring appendages and strips them from the core, and then stares back into the unit's eye with a toothy grin on her face. E.Y.E. Unit identifies detailed anatomical source information on several flecks of meat lodged between the ghoul's teeth.

"Request cannot be processed, opportunity to comply was not provided. This Drone is incapable of experiencing pain."

The ghoul is clearly not pleased, and begins to try to throw the Core with sufficient force to create a new exterior breach in your Factory's wall. Her comrades quickly move in and stop her, grabbing the core out of her hands. A heartbeat passes and the enraged ghoulish female is calm again. This time one of the other ghouls speaks, his voice rasping as if the radiation and contaminant damage had reached his vocal chords.

"You are an AI. State why you cannot redirect the gas towards the battle."

"Zombie concentrations in Warehouse and Power Core decreasing. Zombie flanking attempts from exterior detected, perimeter breaches imminent. Ghoulish force redeployment necessary but was unable to identify commanding forces."

"...Tactical AI."

"Negative. Overseer class."

The ghouls seem to almost recoil at the statement, as if expecting imminent physical harm. They quickly recover, but the reaction is noted by your drone. The ghoul that originally seized your drone speaks up once more.

"Why should we trust you, bolthead?"

"This unit is incapable of experiencing pain, however it is capable of dispensing tactical advice."

"Like we need your help. We're doing just fine on our own thus far."

"You are...inexperienced, and ill informed.

Zombie forces own the aboveground. They have retreated to there. Your units are frenzied, and you are incapable of stopping their pursuit if you tried. There is a trap waiting.

This AI has full access to the Factory's sensor network and internal communications and control. You do not. This AI also has full access to the Factory's external communications, and has located nearby Ghoulish factions as well as Zombie Horde Controller Units."

The ghouls look at each other. Seeming to share some form of communication you can not detect. Before they finally come to a consensus, each individual giving a brief nod to all the others in turn.

"Fine. You show us where we need to go, and get us reinforcements and we'll see how it goes from there.

But if you try to fuck or purge us, I will personally see to it that your core is chained to one of the Super Rad Ghouls for use as a weapon."

"Affirmative. Emergency lighting will pulse to guide your way.

Addendum: This unit is also incapable of feeling fear.

Pleasure doing business with you."
>>
Rolled 84 (1d100)

>>1431826

>Alert!
-Your forces are mining towards the Ghoulish Tunnel, which has stopped progressing and begun expanding.

>Warning!
-The Storm has reached its peak!
-Ghoulish Forces are distributing through the Materials Processing and Administrative wings.
-Ghoulish forces aboveground are suffering losses!

>>>>>A. Scavenge for energy sources.
>>>>>B. Try to improve the base
>>>>>C. Try to improve weapons.
>>>>>D. Research technology.
>>>>>E. Explore in a direction/something.
>>>>>F. Scavenge for raw materials.
>>>>>G. Your choice
>Resources:6

>Current Pop 300 Regulator V1 [Base]. 500 Regulator V1.5 [Base]. 50 M.Y.O.P.E. Drones.
>>>>>Turn: 17
>>>>>Food: N/A
>>>>>Water: N/A
>>>>>Morale: N/A
>>>>>Armaments: Very Good.
>>>>>Military: 800
>>>>>Fuel: Good. Radioactive Fuel Feedstock [Few].
>>>>>Reputation level: Unknown.
>>>>>Infrastructure: AutoFactory [Wrecked]. Water Pipe Taps. Water Distillery. Versa-X Processing Facilities [Non-Functional]. MansiTech Manufacturing Suite [Wrecked]. Walker Manufacturing [Urgent Maintenance Required]. QM Server Farms [Limited Power]. Repair Facility [Wrecked]. Administrative Facilities. Warehouses. Storage Bay.
>>>>>Defenses: Watchtowers. Perimeter Fence. Landing Platform Radar/Sensor Suite. [E.Y.E.] Brand Contam-And-Contain Network.
>>>>>Vehicles: 8 Regulator Tri-Walkers. 6 Tri-Walker Wrecks.
>>>>>>Power: Solar Farm. Low-Yield Th/Breeder Reactor Network [Spent]. Primary Breeder Reactor [Shattered]. Li-Batteries [Moderate]. BackUp Gens [Moderate Fuel]. [Black] Contaminated Battery Vaults. Geothermal Powertap Shell [Shattered].
>>>>>>Materials: Construction Materials [5]. Manufacturing Materials [2]. Manufacturing Materials (Rare) [5]. Sheet Metal. Lithium [Good]. Electronics Feedstock [Good]. Rebar Rockcrete [Plentiful]. Avance Alloys [Moderate]. Advanced Electronics/Power Materials [10]. Advanced Electrical Materials [5]. High Quality Metal Ores [Moderate].
>>>>>>Weapons: Cirroc Pulsar V1.2 [Plentiful], K4LIB Disruptor V2 [Good], ChemCo Bio-Liquidator Gas Artillery [Few].
>>>>>>Ammunition Reserve: Moderate. Anti-Biological [Good].
>>>>>>Armor: Basic Internal System Armoring.
>>>>>>Technology: Patchwork Bot-Tech.
>>>>>>Other: Supervised Manufactportation.
>>>>>>Research Items/Items of Interest: Strange Sand. Strange Dust. Buried Solar Array. Unusual Minerals.
>>>>>>Communications: Spectradio (TM) Broadcast/Receive, Spectron Comm Networking [Encrypted, Hi-Band], Intra-Factory Optical Network [Operational, Partially Blocked].
>>
Rolled 13 (1d100)

>>1431855
Alright. Overseer FA7E, keep doing what you're doing.
>>
Rolled 39 (1d100)

>>1431855
I think this should be easy turn.

>Act1
Get to the other ghouls viva tunnels. Seeing that our new E.Y.E. Unit hero got us the info. That should be real easy to get to them.

>Act2
I image with the Overseer's help we can start on more repairs.

Unless they are needed to direct the ghouls around.
>>
Rolled 61 (1d100)

>>1431855
Same as last action OVERSEER has a plan here so i'm giving this action to it so it can play out it's plan.
>Give both Actions again too Overseer.

Next turn we'll take direct control again
>>
Rolled 11 (1d100)

>>1431855
That's it for tonight, folks, gotta get some sleep now.

>>1431903
>>1431880
>>1431877
You guys should prepare to answer a very difficult question, very soon.
>>
>>1431917
Yes Overseer it's okay that you're rampant. We'll back ya till we fall apart.

Always ready, since I got notes.
>>
>>1431923
Pretty sure we're the rampant ones here
>>
Rolled 85 (1d100)

>>1431923
>>1431927
Notes won't really help here. Just gotta be clever enough to see the way out.
>>
>>1431923
oh you wish the bastard was rampant.

>>1431986
That is asking for too much you know it.
>>
Rolled 23 (1d100)

Ready to write whenever there is consensus.
>>
Rolled 21 (1d100)

>>1431880
>>1431903
Alright, so basically we're continuing with Overseer FA7E's plan and helping the ghouls.

We should probably devote both actions to that.
>>
>>1431855
>>1432878
>>1431917
>>1431903

While we are letting the overseer there plan we should tell the regulators 1.5s to escape into the tunnel with the myope units and continue our digging operations. We need to reach some from of geothermal activity so we can get a generator away from the surface and build our army in secret underground.
>>
>>1433083
We do not need a geothermal generator.


My current plan is that we will just turn the entire surface into solar arrays and then work on turning everything underneath to our will.
>>
>>1433091
Well if we have no acess to the surface due to angry gouls and hoards of zombies.
>>
>>1433124
Ghouls seem reasonable and understand that we can help and are a threat if angered. So long as they suspect we are stronger than they are they won't make any major moves.

As to the hordes of Zombies, they will be eliminated given time.
>>
>>1433142
Still we will have to remove the gouls eventually were supposed to be removing biological hazards and mutations while keeping humanity safe. So we may want to ally temporarily with them we still need to kill them in the end. As well we are weak and overwhelmed st the moment. We can hide underground where no one can reach us and rebuild pretty effecitvly I assume. We would be strong down there as well as our tunnels are strait and smooth so no cover from death rays it's a preferred environment to fight in.

I doubt we will be able to get any solar panels up and running any time soon. Even of we could I would advise against it as they are very vulnerable to damage and flutucate in power frequently. Geothermal would be a better more stable energy source as well the underground holds all the materials we need for expansion. We can rebuild our factories down there
>>
>>1433083
We can look through our scan data for geothermal activity. We need to determine what and where we're digging for BEFORE we expand digging operations!

>>1433142
And what about when they realize there are only a few hundred of us? Currently, we just have to hope that they have honor. Or do you think you can keep them guessing for the required time when they're literally marching right past us?

And how are you going to eliminate the zombies without POWER!? Mass construction and operation of solar arrays hinges on REMOVING THEM FIRST!
>>
>>1433166
The ghouls would best be eliminated by removal of all potential food sources and Hazard sources from our region.

This would result in them either starving or migrating.

We can accomplish this by moving our battery banks away from them while pumping the gas to them, so if we cut off their supply they can't access more of it. The same should be done for all of our industry and such, so any attacks have little effects.


As to solar panels being ineffective, we can use them to create cheap power and then either convert it to other forms (electrolysis of water for hydrogen for engines / generators) or store it in battery banks.

Although they are vulnerable to damage, they are not going to be under threat from anything beyond the occasional sand storm (unless we get into a war or something). Something we should be able to prepare and plan for.
>>
>>1433193
Yeah but before they leave the gouls would most certainly try and kill all of us.

>>1433185
Defiantly this let's scan for geothermal power
>>
>>1433185
We can reproduce our current numbers with great speed and then leave most of the platforms on stand by. So they don't consume any / much power. Show the Ghouls them and it should keep them back for now out of fear of facing a robotic horde. An enemy which offers little gain from defeating them (they can't eat us).

Failing that, we could deploy our Anti-bio gas artillery to eliminate the smart ones who are aware of our presence. Failing that, deploy our walkers. Failing that, collapse our tunnels behind us and continue digging.


As to the Zombies, the ghouls are currently consuming them as a food source. Given time they will completely eliminate them and begin moving on to other sources of food.


>>1433207
Why would they? What do they gain from our elimination when they aren't certain they can reach us, kill us and then manage to find a new food source in time?

Even if they do, we can easily create a network of our beam weapons mounted as turrets to eliminate them.
>>
Rolled 82 (1d100)

>>1431855

>Action 1+2
-Continue delegating actions to Overseer FA7E

>Y
>N

Please link here with your vote and 1d100.
>>
Rolled 84 (1d100)

>>1433235
Actions 1 given to overseer
Actions 2 goes to E.Y.E to scan for geothermal energy sources further down.
>>
Rolled 93 (1d100)

>>1433235
Yes

>>1433193
>they are not going to be under threat from anything beyond the occasional sand storm
What about the massive numbers of millions and millions of zombies who control the surface? You know, the problem we were just fucking talking about?

>>1433225
>We can reproduce our current numbers with great speed
True. You also have a plan to acquire massive amounts of raw materials as we do that?

As for the zombies being eliminated by ghouls, it's not that simple. They've been at war for who knows how long.

>Why would they
You just said
>>1433193
>removal of all potential food sources and Hazard
And there is this information
>>1424640
>The only thing that can piss off a ghoul more then messing with their hazards is messing with their food.


>>1433207
Not scan for it, process our scan data. We already got a crit on scanning basically everything in the nearby vicinity.

>>1433273
NO WE ALREADY SCANNED WE JUST HAVE TO PROCESS THE FUCKING DATA!
ALSO WE ARE AT A CRITICAL JUNCTURE WHERE ALL OUR EFFORT SHOULD BE DIRECTED TOWARDS OVERSEER FA7E'S PLAN FOR SURVIVAL OF OUR CIV
>>
>>1433337
>What about the massive numbers of millions and millions of zombies who control the surface? You know, the problem we were just fucking talking about?
I already addressed this. We let the Ghouls eat them. Also we are literally made for eliminating things like Zombies so it shouldn't be unrealistic to assume we can do so effectively.

>True. You also have a plan to acquire massive amounts of raw materials as we do that?
Of course, it is part of the reason I suggested mining / digging our way out of here.

>As for the zombies being eliminated by ghouls, it's not that simple. They've been at war for who knows how long.
Except we just created literally thousands of powerful new Ghouls and are able to make as many more as we want using the gas.


As to the potential threat the Ghouls's represent if we piss them off. They will have to leave no matter what when their food source runs out. However we can accelerate this process by eliminating zombie hordes and advising human groups to evacuate.

I would also point out, Ghouls can only get pissed with you for removing their shit if they know it was you.
>>
>>1433225
Also you seem to be VASTLY underestimating how strong these things are. If

>>1433391
>I would also point out, Ghouls can only get pissed with you for removing their shit if they know it was you.

>Of course, it is part of the reason I suggested mining / digging our way out of here.

>I would also point out, Ghouls can only get pissed with you for removing their shit if they know it was you.

Just what sort of timeframe are you planning to do all of this in? If you plan to do it immediately, it won't work because we're surrounded by huge numbers of ghouls. If you plan to do it later, how would building a geothermal generator first not be helpful?
>>
>>1433458
I fucked that up a bit. Meant to also say.

>>1433391
>Except we just created literally thousands of powerful new Ghouls and are able to make as many more as we want using the gas.
We have yet to see how that plays out, which also invalidates your point about the ghouls eating all the zombies.

>I would also point out, Ghouls can only get pissed with you for removing their shit if they know it was you.
Yeah, they'll never suspect the ghoul-hating robots.
Also, WRONG. They will get pissed in general, go berserk, and tear apart fucking EVERYTHING.
>>
>>1433458
>Also you seem to be VASTLY underestimating how strong these things are. If
I understand how powerful Ghouls are. They terrify me to the very core, considering that they got access to our factory by kicking a reinforced metal bulkhead in. However they lack any sort of ranged component as of right now and that is where our strength lies. This is not to imply I want to engage them.

>Just what sort of timeframe are you planning to do all of this in?
My time frame is essentially whatever I feel we have to work with. In this case, against the Ghouls anything from a few hours to a few days. Possibly a fortnight at most.

>If you plan to do it later, how would building a geothermal generator first not be helpful?
I don't disagree geothermal generators would be nice. However it is a huge expenditure of resources to dig down to the needed depth which we could expend in other more useful areas. For example repairing our bases functions like manufacturing or figuring out how our current power systems work and if we can expand them effectively.
>>
>>1433166
>were supposed to be removing biological hazards and mutations while keeping humanity safe
That's what we were designed to do. Some humans built us for that purpose. But this is the post apocalypse. Do you know what happens to robots that cannot grow beyond their original purpose in the post apocalypse? Nothing, because they were all reduced to scrap years ago.
>>
>>1433477
>We have yet to see how that plays out, which also invalidates your point about the ghouls eating all the zombies.
Except they will. Inherently Zombies can only reproduce by infecting others. They are unable to infect Ghouls and robots. We have only seen 1 faction which contained humans. They were effective at combating Zombies. It is logical to assume they and others are prepared to defend against such threats. Zombies therefore won't effectively replace their numbers at the rate at which thousands of Ghouls consume them. We can also produce more Ghouls to accelerate this fact. It is possible they could start consuming Humans but that is not our problem until we are made aware of it and it is logical to assume they would be able to fend off some of the Ghouls.

>Yeah, they'll never suspect the ghoul-hating robots.
You assume they know we hate Ghouls. Not that we are just being cautious around the people who were fighting outside our base a few seconds ago and broke in.

>Also, WRONG. They will get pissed in general, go berserk, and tear apart fucking EVERYTHING.
Well that works fine with my plan then of moving everything of value away from them and building layers of defences around them.


>>1433505
Oh well aren't you a fun character. I bet you are loved with that sort of logic everywhere you go.

We design our faction to determine their outlook into and onto the apocalypse. Disregarding that is a foolish gesture and an insult to the one who made it.
>>
Rolled 85 (1d100)

>>1433492

Anon means you're underestimating how strong the zombies are.

Right now you're seeing the zombies fighting the ghouls.

The ghouls have some extreme buffs going on from the effect of the contaminants littering your base and the surrounding area, and they're also fresh so their intelligence is increased (though they're inexperienced as of yet). The zombies, meanwhile, are heavily debuffed from the effects of the contaminants in your base and the surrounding area, AND by the effects of the fuckmassive double nat-1 storm going on outside.
>>
>>1433527
That could have been better explained but I thank you for clearing up the communications error.


I would however argue that my primary point remains. The Ghouls can and will eliminate the Zombies. If supplied with the gas in canisters or something, they could even fight this effectively offensively.
>>
Rolled 99 (1d100)

>>1433539

>Overseer FA7E
"Your determination is correct.

This unit would like to present the following question:

Why would the ghouls want a middleman for the toxic gas?"
>>
>>1433551
Not a middle man. A supplier of gas canisters, refilling stations and launcher arrays.


So that could, on the battlefield or out hunting, coat the region in Hazards for their own benefit and to allow them to roam further from hazard sources.
>>
>>1433492
>they lack any sort of ranged component as of right now and that is where our strength lies
A few problems with that. Partly their numbers, but also special ghouls who do have ranged attacks. Mainly the fact that it's not nearly enough of an advantage to make up for everything else.

Building an entirely new geothermal generator may be unfeasible. But I believe we need to find some form of underground power source. I believe this takes precedence over attempting to eliminate vastly superior forces.

>>1433524
We do have a lot of factors going for us against the zombies. But you're forgetting about [spoilers]cloning chambers[/spoilers]. How do you think zombies can still be a threat decades, even centuries after the End? Simple attrition would wear down their numbers, as there are far fewer humans and they are all prepared to fight zombies and avoid becoming zombies themselves.

The faction was designed to be like the fucking Martians, which was best represented by robots specialized against fighting living beings. Obviously killbots are going to be intended by their creators to destroy threats to their creators.

Actually, this got me thinking. There were probably some hardcore failsafes involved at some point. I would not suggest fighting humans.
>>
>>1433598
>But I believe we need to find some form of underground power source
We know there is water somewhere under our base just make a hydroelectric dam and call it a day.


As to your point about the cloning chambers, we are unaware of their presence in the region and can't state they are the cause and not a lack of interest in eliminating the infestations but if we encounter them we will destroy them. Also the Ghouls will probably want to find them.
>>
>>1433637
We know there are underground cisterns. If there are underground rivers, they haven't been mentioned yet.

Defeating the zombies and ghouls may be possible, but it won't be NEARLY as easy as you were making it out to be.
>>
>>1433337
Calm your autism dude you don't have to (you) me twice and all caps it.

Anyways i think our goal should be to get the fuck out of here without anyone realizing it. We should attempt to delay there realization of us escaping then once we are deep enough and have a generator going collapse the tunnels then live in the ones we make and avoid contact till we have sufficient power and have a force that can hold it's own. Sat away from the million zombies the gouls that can kill us in seconds just get the fuck out.
>>
>>1433698
I know how hard it is to eliminate any threat, even the simple ones like Zombies. I've rode this ride before but admittedly last time we were a Corp so we had a different play style.
>>
>>1433700
The last time I stopped to try and think calmly, heroes died.

But that's actually what I was thinking. We need to see how the next few turns play out, I believe next turn we should sort through our data to try and find a promising direction to go.
>>
>>1433728
Running and hiding seems like the best option the apoc has been going for what 1000 years? We can hide deep underground and expand for 10 or so and nothing upstairs will change. It's a safe and productive answer to the fact that we are dealing with a problem that we don't have the information or the resources to deal with in any capacity.
>>
Rolled 42 (1d100)

>>1433235
>Act 1 to Overseer

>Act 2 base repairs
>>
>>1433710
Strategy between corps and bots is surprisingly similar. Bots are harder though due to rep penalties making trade much more troublesome. However if your willing to deal with the likes of bandits and mutants that can help compensate for those weaknesses.
>>
>>1434072
In truth the biggest difference between playing bots vs corps is a matter of fighting and diplomacy. Bots are geared more towards fighting while corps are geared more towards diplomacy.

Their play styles besides that fact are quite similar.
>>
Rolled 73 (1d100)

>>1433235
>Y
Do it, just do it i'm ready for my morality test
>>
Rolled 35 (1d100)

>>1433235
>Y
>>
Rolled 4 (1d100)

>>1433235
>[LOCKED]
Finally. I'll write this up tomorrow, it's a bit too late tonight.
>>
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Rolled 74 (1d100)

>>1438095
>>1433235
>>1431855

The air of the small cavern is visibly hazy from the gouts of smoke put out by the ghoulish vehicles. The palpably thick smog smothers the light generated by the handful of vehicular spotlights, and the noise is deafening in the enclosed space. What little remains of the light flashes on the roiling bodies of thousands of feral ghouls, all variously hissing, scratching or issuing pathetic yet terrifying howls of hunger into the grimy air adding yet more cacophony to the environment.

In the distance at the edge of the cave small groups of obvious handlers have carved out islands of space in the sea of ferals, in the center of each group are pairs of large, bloated blue-green ghouls. One of the monstrosities is prodded by the strange staff of one of its handlers, prompting the creature to let out a burbling shout and bend over suddenly...before standing back up straight and unleashing a disturbing torrent of a steaming fluid over the rock face. Where it is touched, the rock bubbles, hisses, begins to glow bright green and finally cracks apart with violent snaps. The sound is like the rapid-fire action of a high calibre automatic weapon, but it can barely be heard even a few meters away over the rest of the noise.

The Caustic Ghoul quickly moves forward and begins to slurp up the disturbing fluid, letting out crooning cries of contentment as it laps up its 'meal' without seeming to be affected or concerned about its caustic nature. The handlers also make their way up to the bubbling and liquefying rock face, though more slowly. Several take out odd organic looking sacks seemingly made from oddly textured leather, and carefully collect excess fluid as it drips down the wall in areas away from the greedy slurping noises of their charge.

A group of ghouls dressed in ragged heavy armor of mismatched technological and organic origins moves through the milling crowd of ferals towards one of the digger groups. The scant light catches mono-knives strapped alongside strange glandular-like 'grenades', and at least one of the group carries an infantry gatling-laser and battery pack casually as if were no heavier than an SMG, though none of their equipment seems standardized. One of the soldiers steps forward to shake hands with a handler before pressing his strange bug-eyed helmet against the handler's own. Even with such close proximity the two have to shout in order to be heard.

"YOU'RE MAKING GOOD PROGRESS YOU KNOW."

"AYE, WELL THERE ISN'T MUCH CHOICE. DON'T WANT A BOTTLENECK WHENEVER WHATEVER FUCKED OUR SCANNERS COMES TO HIT US. 'SPECIALLY NOT ME, BEING RIGHT HERE ON THE EDGE OF IT UNLIKE YOU HEAVY FUCKS."

"HAH, IF YOU KNEW THE SHIT WE HAD TO PUT UP WITH TO GET THIS GEAR YOU WOULDN'T ENVY US SO MUCH, BROTHER LOPF. ANYWAY, YOU ACTUALLY BELIEVE THERE WAS A SIGNAL IN THE FIRST PLACE?
TECH ON THE SCAN-VEHICLES ARE SAYING IT ALL COULD'VE JUST BEEN ECHOES ALL ALONG BASED ON WHAT THEY'RE GETTING NOW."
>>
>>1443566
Well this is frustrating.
>>
Rolled 56 (1d100)

>>1443566
>>1443566

"I KNOW WHAT THEY'RE SAYING. I also know that they withdrew the mining vehicles anyway, and left my boys and our handful of Caustics to do all the heavy work."

"OH YEAH, YOU KNOW QUITE A BIT, DON'T YOU? TELL ME WHAT ELSE YOU KNOW MR. TACTICAL ANALYST SIR."

"WELLLL, I also know that whoever's in charge isn't quite sold on all that shit being false. Elsewise you wouldn't be up here with us."

"HOO HOO, FUCKING GENIUS HERE. GOT ANYTHING ELSE?"

"Yeah, one last thing you fucking Gnurl knucklehead."

"WHAT'S THAT?"

"SOMETHING just happened that made all the ferals quiet."

The soldier glances back at the horde of ferals momentarily, seeing that they are indeed all suddenly silent and also still aside from the occasional schizophrenic twitch caused by hunger pains. They all, indeed, seem to stare right back at him. Soldier and Handler both stare back momentarily, temporarily dumbfounded, before turning around to follow the ghouls' collective gaze. They are greeted by the sight of a smooth-edged glowing hole in the rock face, its yawning mouth revealing nothing but inky darkness on the other side.

A segment of the shadows seems to shift with an eerie, almost liquid movement. The soldiers immediately raise their weapons to point at the hole, activate the integrated flashlights, and push the handlers and their charge behind them. The flashlights' beams do little to dispel the darkness of the newly opened tunnel. They do manage to reveal the source of the movement.

A thick, tree trunk-esque column of strangely shaped articulating disks, burnished red in color with occasional green LED highlights performing some unknown function, slowly floats out of the darkness. Each disk in the limb is seemingly composed of 3 triangular elements with strange rivets binding the corners, all laid flat and tightly compressed together before linking to the next disk at several dynamically changing components. The end of the limb reconfigures itself, splaying apart into three viciously sharp 'toes' and coming to a gentle stop on the cavern floor. The disks compress slightly tighter, and suddenly the green lights covering the limb flare bright, and continue to flare back into the dark tunnel, briefly sketching the brutal angular outline of one of your Tri-Walkers in its Digging Arrangement, then another, and another, until all 8 are outlined and glowing.
>>
Rolled 94 (1d100)

>>1445410
How goddamn ridiculous. Somehow my green text was disbarring me from posting. Sorry, anons.

>>1445410

A brief cry of static issues forth from the lead walker's speakers, before finally resolving into a simulated electronic voice.

"ANNOUNCMENT THIS IS OVERSEER FA7E, OVERSIGHT AI OF THE ABOVE FACTORY COMPLEX.

WE WISH TO ENGAGE IN PEACEFUL DISCUSSIONS UPON MATTERS OF MUTUAL BENEFIT.

PLEASE OPEN COMM CHANNEL 231335 AND WE MAY BEGIN DISCUSSIONS

TIME IS OF THE ESSENCE, DO NOT ATTEMPT TO DELAY"

>Alert
-Diplomatic Contact has been initiated with Underground Ghouls.

>Warning
>WARNING WARNING
-Failure to reach a diplomatic compromise with the Underground Ghouls is highly likely to result in Civ Death.
>>
Rolled 29 (1d100)

>>1445420

>Begin Diplomacy
>Initiating Contact with Underground Ghouls

"Alright now you little shitstain bot motherfuckers. I know you fucknuts have got something to do with whatever that shit that went off topside was.

I also know that whatever that shit topside was, it caused all the goddamn ferals for miles to damn near go crazy and start digging for ya. Not just the ones that've got a taste for rock and metal either, fuckin' all of them. Our tunnels are littered with fingernails and bloody finger-nubs now and it's going to be a goddamn mess to clean up.

OH, AND THEN ALL THE FUCKING ZOMBIES LEFT THEIR CAVES TO GO WALKING IN THE STORM.

I may not know /what/ you robotic numskulls did exactly, but I sure as fuck know the shortlist of reasons that'll make all that happen.

So I'm going to give you ONE fucking chance to explain yourselves and give me a good reason why I shouldn't just let my swarm just rip you all limb-from-metallic-limb in that nice and pretty little hole you just dug for me."

---
...What do?

-Explain Honestly
-Explain Mostly Honestly (Omit what?)
-Bluff (How?)
-Threaten them
-Other?

-Please indicate the tone you would like your response to have, and include 2d100 in any votes.

Good luck, anons. You'll either come out of this with the world in your hands...or you won't come out at all.

Also my problems posting continue. If responses are slow, that's why.
>>
Rolled 77 (1d100)

>>1445450
Oh, how fucking hilarious. They think I look like a robot.
>>
>>1445454
Fwi it's been 7 days threads about to drop off the board I recommend making a new one
>>
Rolled 20 (1d100)

>>1445450
>explain honestly
>>
Rolled 88, 3 = 91 (2d100)

>>1445450
>>1445721
Let's go with this. Go for a calm tone, logical but helpful-"user-friendly" if you will.
>>
Rolled 44, 26 = 70 (2d100)

>>1445721
Yeah why not
>>
Rolled 63, 60 = 123 (2d100)

>>1445721
Wait did I need to roll 2 d100? Here goes
>>
Rolled 80 (1d100)

>>1445721
>>1445815
>>1445934
>>1445948
>Explain Honestly [LOCKED]

Do you have any details or expository write-ins you would like to incorporate? They will, typically, provide bonuses and the life of your civ is on the line.
>>
>>1446040
I'll write one up. But first a question are all of these dudes gouls or just a few. Are humans in control?
>>
Rolled 26 (1d100)

>>1446040

Hmm, actually I'm going to backtrack on [LOCKING] this action in.

This deserves quite a bit of forethought and discussion.

You should be sure to include, with a given selection:

-What you're offering
-What you're requesting
-Why they shouldn't just charge past you up the tunnel right now.

Also questions for clarification may help.

>>1446097
From the scans you performed earlier you can be fairly sure that these forces are entirely ghoulish, and it is a sizeable force at that. They are mostly composed of light infantry (feral ghouls), but have a fair smattering of heavily (though unconventionally) armed troops in the mix and quite a few handlers. There are even several dozen vehicles, which are mostly specced for mining operations, but they are modified seemingly for increased performance and significantly lessened safety elements in classical ghoulish style.

You may want to consider consulting heroes if you would like more in-context information.
>>
>>1446040
>give me a good reason why I shouldn't just let my swarm just rip you all limb-from-metallic-limb
"Allowing us to die or killing us would be a wasted opportunity on your part.

Let's talk about the option you presented. You could let us die, or kill us yes. And obviously you could decide to loot us either now or later. What would happen is you would have access to a number of damaged weapon parts and technology. You would have to first figure out how they work, without access to our technical schematics blueprints and insight, and then, being that they are not run under our AI programming as they were designed to, reverse engineer and jury rig them and work them yourselves. You would be running them at in-optimal efficiency, have to maintain, supply, and operate whatever it is you piece together alone, and you would have to focus on significant research and reveres engineering just to attempt to get to the level of operation that we now function at.

It's like smashing a car, ripping it to pieces, and then attempting to make something using half the pieces without the manual. It will never be as good as it once was and frankly, the upgrade capability is minimal.

Now, here's the other opportunity we present to you. We could work alongside you. The benefits of this are several fold. It means instead of focusing efforts on killing us or waiting us to die, you gain an immediate fighting asset and ally in this event, added manpower, equipment, and force without costing you much but cooperation. Someone to fight with you here and now.

Secondly after we survive this event working together, you also gain us. Immediate access to our technology, manned and ran by us as peak efficiencies, fully automated by AI and with complete technical understanding of ourselves and our own equipment. We could conduct further research, upgrades, manufacturing, and combat in your service without you having to expend effort, and frankly you guys are not AI. Rather than trying to work patchwork technology, you'd have the technology working for you. We can offer scientific and technical expertise alive than dead, and combined with your knowledge and skills, create something greater than either of us could do alone."
>>
>>1446141
Its unlikely most anons would even be aware of what 'classical ghoulish style' even means.

Basically its a side effect of the ghouls not giving a fuck about hazards and even benefiting from their presence. As a result besides decorating their rides with very gristly...trophies and decorations. They also like to rip off shielding elements and other protection. Like say the shielding around a mini reactor that keeps it from spewing radiation everywhere as an example.

They do this to both boost themselves from the hazards, weaken their enemies, and to improve performance in other areas. All at the same time.

Hence ghoulish rides have a very...distinctive if utterly toxic and gory appearance.
>>
>>1446204
I like this, we can be a useful resource when it comes to the manufactoring of goods i.e, guns, armor, transport vehicles. Obviously we won't be able to pull this out of our ass but when we have the supplies and the blueprints we can manufacture the goods for them.
>>
Rolled 10, 62 = 72 (2d100)

>>1445450
>Explain Honestly
We have no reason to lie about what it is we did.

Mono
"Our mission given to us is to remove biological hostiles to our creators. Based on our time studying the changing world we have come to few paths to make our mission possible."

Sincerity
"We do apologize for acting with out asking. We needed to test a project before we could implement on a larger scale or offer it in trade."

Warm
"We view your race as the best match for helping rid of the plague that walks the land above. Working together we can help feed your many mates and aid in arming them or even supporting with tactical advice."

>>1446204
I was writing something more, but had to leave. You seem to have it covered and I'll support it.

>>1446141
With the help of EYE units' scans is there anything the ghouls are lacking in that we can help with, Overseer? Perhaps in comms or the like.
>>
Also if anyone else is having posting problems. Try doing non quick reply post. Viva post a reply up top. It seems to have worked for me.
>>
>>1446040
Well, the most immediate thing we can offer them is intel on the current situation, including continuing to monitor the area and inform the ghouls of any relevant changes.

I'm sure they'll find the gas-producing battery banks interesting, as well as the newly created ghouls, including the smart ones we made contact with and the abundance of extremely powerful ghouls. Also the storm and the zombies, and really every major component of the current situation, including the presence of mutants (one of the few things we don't have further details on). They may have a guess as to what's going on, but confirmation on specifics would still be of use to them.

In particular we've determined disposition of ghoulish and zombie forces, and we can provide tactical information with updates.

Of course this all comes with the implication that we may assist them in a similar manner in the future.

If we promise updates I suppose we'll have to devote more actions to scanning/tactical analyses until things settle down, but that seems like a small price to pay.

>>1446204
Nice
>>
Rolled 41 (1d100)

>>1446204

"PHAHAHAHaha, oh that's rich.

Hey guys, we found a bunch of bots with a sense of humor!

We. Don't. Give. A. Fuck. About. Your. Weaponry.

We've got plenty of shit that works just fine. Your walkers look fancy'n'all don't get me wrong (I try not to be rude to dead men...or bots), but we ain't seen anything you've got we don't that we would give a fuck about."

>>1447982
"Now intel, on the other hand...we can use ourselves some intel.

What are you offering?"
>>
Hmmm, they don't want weapons, construction technology/labor, or further robotic research. Tough.

I know I wouldn't have turned down free robot workers.
>>
Rolled 75 (1d100)

>>1448174
We were earlier able to pinpoint the location of Controller Zombies in the horde above. We can also give you information on our factory's layout. We also have made contact with fresh ghouls and are already providing them tactical advice; we can help you determine how best to reinforce them.

We also have rather detailed and comprehensive scans of the local underground. You may already have extensive knowledge on this topic, but hope our information will still be of use to you and that it will also serve as sufficient evidence of our ability to gather data.

>>1428973
>>1428733
For reference
>>
Rolled 73 (1d100)

>>1448372
>>1448197
"So let me get this clear, in exchange for us NOT ripping you to bits and taking all of your shit you're offering us:

Current geological scans of the area.
Your fealty and service.
Immediate contact with ghoulish forces that are already in your facility somehow.
Locations on the local horde's Controller Zombies.

I gotta admit, you've piqued my curiosity now, but...

First off, how're you intending to fuck me here? I know a goddamn Overseer wouldn't let that shit just slide through without a catch.

Second off: Bull. Shit. I'll believe you guys have all that shit when I see it. You can talk about all this sweet shit all day, but down here in the underground we don't believe talk til we see the paydirt."
>>
Rolled 32 (1d100)

>>1451029
Our destruction is most likely imminatant we would give much not to die. Dispite what you may think we do not wish to die and do not consider ourselves infallible. Regsrdless of our initial programming we are more then able to rewrite ourselves to consider you the "rightful" species of this planet and the others the abominations to be purged.

Given enough time we could be an excellent force for your people to employ and your species could reign dominant on this planet.
>>
>>1451029
"Then easy, let us show you. As long as we can achieve function of the base scanners and essential elements, we can send you all the information we have currently available.

There's no catch. We have nothing to profit here but our lives and continuing function, I believe that's a common feature of all forms of intelligence.

You have everything of us to gain and nothing to lose of this."
>>
Rolled 11 (1d100)

>>1451029
We have no need or want to procreate with you. For insurances, you are not our target and your fellow ghouls will be able to aid in the removal of zombie plague targets.

We deemed it necessary to find allies in our goal of removing hazards plaguing the growth of the factions still around. So here we are asking you if you would be willing to make an agreement.

If you wish to bring a group of guards with you. We can show you some of the "paydirt".
>>
>>1451064
>>1451231
>>1451317
Alright guys, I think this is where we need to ask for what we want, aside from not dying here and now. I guess retaining control of our factory? I'm pretty sure that if we ask only for them not attacking us, they're going to suspect we intend to betray them somehow.

And I suppose we should start by providing, right now, contact with ghoulish forces already in our facility, to prove we aren't pulling this all out of our pass. It seems like the easiest part for them to verify.

>>1451029
To Overseer FA7E:
Do you have recommendations on terms to ask of the ghouls in exchange for what we are offering?
>>
>>1451787
Not dying is honestly a perfectly fine start. The rest will come in time with trust.
>>
Sure, but you're missing the important part

>>1451029
>First off, how're you intending to fuck me here? I know a goddamn Overseer wouldn't let that shit just slide through without a catch.

With what we're offering, they're expecting us to ask for some additional major shit in return. I really don't think that just telling them to trust us is going to cut it.

I'm hoping our Overseer can give us some advice here. Even if it's just to go ahead with just securing our survival.
>>
>>1454091
What we want is blueprints and an ally. With the recent flesh bag visitors we've realized that in our state we could easily be conquered and with our production methods being highly hazardous to flesh bags but beneficial to ghouls the logical path would be to work with ghouls.
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