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Completed Let's Play Alien Legacy.

Discussion in 'Codex Playground' started by Cool name, Oct 14, 2012.

  1. Cool name Prestigious Gentleman Arcane

    Cool name
    Joined:
    Oct 14, 2012
    Messages:
    2,250
    [​IMG]
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    Released before I was even born and designed, according to MobyGames at least, by one Joe Ybarra of Starflight fame, Alien Legacy is game that could be described as a somewhat plot centered and small scale 4X game with heavy micromanagement. It is quite similar to Millenium 2.2, Deuteros, Merit's Galactic Reunion, and 92's Maelstrom, in case these names mean anything to you.

    That little excerpt from the manual pretty much sums it up. What it does not say, however, is that the game is quite hard. I have yet to win it, myself, and thus this Let's Play is half blind at the very least. I may somehow manage to win it or I may be utterly anihilated, and even in the first case what you will see is not a heavily metagamed playthrough executing an efficient and carefully planned strategy that takes into account all the plot twists and events later on. My intention mostly is to shed some light over a very unknown game and entertain you with the chronicles of my uphill battle against the inevitable. If you enjoy this one I may go on to make a Let's Play of some of the other games I mentioned up there when I get slaughtered.

    Such is the way in which the plot is presented to us on the game manual. Our primary mission is thus to explore and colonize the Beta Caeli system while looking for any clue as to what happened to the UNS Tantalus and the colonies it was expected to have established on the twenty one years since its arrival, and all we have to work with is the UNS Calypso itself as well as four underarmed multipurpose ships, a small bridge crew, two thousand frozen colonists, about three hundred robots, and a small resource stockpile.

    Most events are scripted to happen either on completion of a given objective or after a certain number of turns have gone by, giving us hopefully enough time to actually prepare and establish ourselves before things get ugly. Some events, like disasters, happen seemingly at random, and while we can slow the flow of time the so-called turns are constantly moving forward as long as we aren't reading our PDA or exploring a planetary sector.

    To make things worse, while it is true that time does not flow while on the planetary exploration interface the time will always go forward a single turn when we leave it, yet only the number will do so: If a given research project was five turns from completion, for example, it will still be so. And if one of our ships was two turns away from reaching its destination it will still be so, however the planet will have moved forward along its orbit. While to my eyes this feature seems to be at least partially bugged the game would break badly if we could explore all of the sectors on a planet in a single turn, so I don't mind that much.

    I feel that's enough of an introduction. Let's start.



    I. Arrival at Beta Caeli.

    Show Spoiler


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    This is our chief scientist. The game has a pool of two characters for each of our officers, one male and one female, from which it picks one at random when starting a new game, leaving the remaining one as second in command of that department. Given the game lore is quite chauvisnit and has all the male officers be of a higher rank than their female counterpart we can thus have a amusing things as commander being second in command to a lieutenant.

    The background information of each character is only present on the manual, though, so it is not a big deal.

    If we are really incompetent the science advisor and executive officer will relieve us of command by means of shooting us dead with a laser pistol and take over, so this guy's biography is quite spot on.

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    And this is the bridge, our main menu interface. Everything we have to do we will do by means of talking with our officers or interacting with the main screen and the console on the far right. The first thing we do here, however, is to press the "1" key. This will reduce the game speed to the minimun and let us talk with our advisors without having a couple of months pass us by. Every turn in the game amounts to half a month, since we are at it.

    Then we talk to the robot to the right.

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    Speaking to him lets us access the options menu allowing us to save, load, quit, and manipulate the game speed. He also lets us access our PDA, in which our current objectives and the reports we have so far received are stored. Right now, however, we will ask him for advice.

    I reckon they should have labeled the button as "speak" instead.

    We move on to the PDA.

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    Our PDA is one of the few interfaces on which time does not pass. The first option, the Log, is where our currently active objectives are listed. Right now we have two of those: Sending 5 robots to the colony we start with and probing all of the planets in Beta Caelis.

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    The second option, Library, allows us to review all the reports we have received so far. Right now we have three of those waiting for us. We read them from top to bottom.

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    We just began the game and already got our command taken from us. Talk about a good start.

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    Someone on TV Tropes did some calculation based on the dates the CALYPSO and the TANTALUS left Earth as well as the estimated time of arrival for both ships and the difference in engine power and reached some surprising conclussions.

    I hope I can also look like a twenty-something when I am ninety thousand years old.

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    The last two options are Stats and Damage. The former screen shows our population,discovered technologies, total number of facilities and vehicles, and both our total resource stockpiles and the balance of their growth. From the top the resources are Ore, representing all consumable building materials; Energy, representing all forms of consumable energy, Life Support, representing things like food, water, medical supplies, space suits, and oxigen; and robots. The later screen shows how many casualties we have both caused and suffered, in the later case from disasters as well as attacks.

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    Now we return to the bridge and talk to our science officer.

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    He only gives us access to the Technology interface. Before seeing it, however, we ask him for advice.

    That was informative.

    This is the Technology screen:

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    The icons below represent the scientific resources in each field, which from left to right are Astronomy, Chemistry, Electronics, Geology, Biology, Mathematics, and Physics. The number below the icons representi how many minor discoveries and advances have our scientists accomplished, which are used to pay for new technologies. The numbers above the icons is the price for the currently selected advance.

    Presently we have a single project available to us and enough to pay for it, so we do so and are informed the research will take ten turns. We then proceed to speak with the Navigator.

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    This is our Navigator, from which we can review all of our ships and plan missions for them.

    They forgot "And die horribly."

    As usual we first ask for advice.

    The Vehicle interface will not even let us send humans to a colony without a habitat, This is particularly bothersome as we will not be allowed to load them on a ship until after we have picked a destination with a habitat already built, which is not funny if you are like me and prefer to first load the ship and then give them the mission.

    Speaking of the Vehicle interface, this is the first screen of it.

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    It shows all of our ships and allows us to filter them. Nothing fancy. The second screen we will see shortly.

    We move to the next officer.

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    Our head engineer allows us to review all of our colonies and jump to any of them.

    We ask for her advice.

    As if I could. :roll:

    This is the colony interface:

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    As you can see the Calypso has a colony built on it. Just as it happen on the colonies built on space stations it can't be completely self sufficient as there is nowhere from where to take ore.

    There's just one more officer to introduce ourselves to.

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    This is the chief of our military forces.

    We can do naught but to ask for his advice, and I do so.

    That's one hell of a typo for someone who graduated high school early and with spectacular success, though given we have not point of reference it could as well mean by the twenty second century not introducing your pencil point first on your nose to see how far you could push it will be considered particularly bright. Seeing the current trends on the west that wouldn't be surprising.

    Anyway, the unoccupied console on the far right of the bridge takes us straight to the Calypso's own colony, which begins with a habitat, a factory, an energy plant, and a lab already built. I will take this chance to introduce the colony interface to you, the one place in which we will suffer the most.

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    From this interface we can go directly to the second vehicle interface, the one from which we give missions to our ships. Going from here will take you directly to the first ship in the current location.

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    Vehicle 1 was on the Calypso and doing nothing so it was chosen for the dangerous and exciting mission of taking some cargo to our little ghost town. By left clicking on the five big icons we load cargo on the ship, and by right clicking we unload it. The numbers on the right tell us how much of each resource there is on the current location, and above those is the pilot as well as the current and total load of the ship and its fuel levels. By clicking on the pilot we can pick to have a robot, a human, or one of our four officers command it. For now we will leave the robot. The two buttons at the top allow us to pick the mission and the destination, and it will only let us pick destinations that are compatible with the chosen mission. Below the picture it will tell us how long will it take the ship to reach its current destination and how many fuel units will it consume doing so.

    After sending the ship on its way I use the Colony interface to jump to New Terra and look around for a good place in which to build the habitat. After finding a spot I like I decide New Terra is not a good enough name for the one destined to be the cornerstone of our budding civilization, the first among peers, the step that's small for fifteen sixteen robots but great for mankind. And for a place of such importance, a place with such a promise of greatness and beauty, I have just the name.

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    After a short ceremony in which the works of one of the greatest artists in the history of mankind bless the ears of all of the Calypso's crew, awoken and frozen alike, we leave the colony interface. This takes out straight to the Mercator map of the current world, Gaea. It is a shame the game does not allow me to rename the planets, moon, and asteroids. :(

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    Gaea has much more than twelve, uhm, let us call them columns as the proper name escapes me now, but the interface is only able to show this many at a time. All of the many things that can be done from this screen are currently unavailable to us, so we do little but to wait for Vehicle 1 to arrive to Hyomin. As soon as it does a small interface appears on the upper left corner of the screen, telling me that both the Navigator and the Chief Engineer want to talk to me. By clicking on their buttons we are taken to their reports.

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    Something that's worth saying is that if we were to try exploring any of the planetary sectors in which something relevant to the plot waits to be discovered, like E7 in Gaea, before triggering the event that tells us to go there we will find the sector empty.

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    We return to Hyomin by clicking on it on Gaea's Mercator map and order the construction of a habitat on it. It is worth mentioning that the requeriments of the different buildings are not constant: Building a structure consumes a certain amount of resources as well as occupying a number of robots and humans, yet to keep it working a different amount of resources needs to be fed to it each turn and a different number of robots and humans will be kept occupied for as long as it is functioning. Upgrading a building will, again, require a different amount of both resources to be consumed and personel to be occupied for as long as the upgrading process takes, and from then on it will take an amount of both resources and personel different to the one before to keep going. Moreover, I believe, though I might be mistaken as it has been some time since I last played the game, shutting down a facility resets the production timer instead of freezing it.

    Micromanaging all those changing requeriments is necessary if we want fast growing and efficiently functioning colonies, and it is hell once we have many different colonies and need to remember what were we doing on each of them and how long was it going to take. The game is not particularly generous with its feedback.

    Anyway, while the habitat is being built we order a new mission to the creatively named Vehicle 1.

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    An exploration mission takes the chosen ship to the Mercator map, allowing it to use the instruments it has equiped to localize places of importance as well as traveling to explore planetary sectors.

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    Our ships currently have three options available to them: The minecart allows it to spend energy locating places on which ore deposits it can exploit on its own are to be found, and the lightning works exactly the same way but for energy deposits. The icon with the construction vehicles allows us to build a new colony on whichever sector the ship is currently in.

    Right now we ignore all of those options and travel to E7. This consumes some of our fuel.

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    This is the exploration interface. Every "step" we take here will consume a little bit of our fuel, and the same will turning do. The four icons next to the arrows allow us, from left to right, to switch to the overhead view, which gives allows us to see all around us in exchange of distance, scan the area for points of importance, use a bomb which damages everything in an area around the ship in exchange of some energy and the destruction of all resources around us, and view the ship's inventory. Scanning works just as it works on the Mercator map, consuming more energy and scanning further away the longer we are pressing the button. The minimap shows us the entirety of the sector, with all points we have scanned marked on it.

    In this sector it is pretty simple to orientate oneself so I explore it manually in order to save fuel. Before long we have found a place of mathematical importance and a blue crystal thing.

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    The importance eludes me, but that's +1 Mathematics for research.

    The crystal is a plot item, which will later on make new research available to us.

    Further ahead we find a point of Astronomical importance.

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    I didn't knew Copernicus was potato, but I still don't see how doing that gave us +1 Astronomy.

    A bit later we come across the last two points of interest in this sector, +1 Physics and +1 Astronomy.

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    Okay.

    I reckon Scientists are weird people.

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    As soon as we exit the sector we leave the Mercator map, sending the ship back to Hyomin. As soon as that's done I go and order another Gaea exploration mission for it. It takes off just as I am informed my chief scientist wants to speak with me. Or vice-versa.

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    Good to know.

    Afterwards I tell the ship to scan for ore deposits. Keep in mind every time a ship returns to a city it consumes a little bit of energy to fill the tank, so in the next screenshot you can see how much energy scanning consumes even when covering only such a small area.

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    We travel to E2 and find quite a lot of ore right at the starting point.

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    We fill the ship with ore and return to Hyomin, adding 30 to its ore provisions.

    As you can see in the next screen building of the habitat has not advanced at all. However, the game time did advance forward a single turn for every sector we explored.

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    Since we are at it this is the solar system interface, which we see on our way out.

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    It allows us to see all the local planets, move around either as a free camera or as a camera anchored on a given planet, etc. It's main use is to see how are the planets currently placed in order to pick the best moment for a ship to travel between two places, which not only saves fuel but may also make a ship be able to for a short time reach a destination that's usually outside of its range from its current location.

    And that's enough of a beginning.
     
    • Brofist Brofist x 9
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  2. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,189
    Location:
    Copenhagen, Denmark
    Codex 2012
    *thread watched*
     
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  3. Cassidy Arcane

    Cassidy
    Joined:
    Sep 9, 2007
    Messages:
    7,321
    Location:
    Vault City
    The whole officer setup reminds me of Starflight. So it is a space exploration/4x hybrid? Interesting.
     
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  4. Jiggy Boobles TESTOSTERONIC As Fuck™ Patron

    Jiggy Boobles
    Joined:
    Nov 29, 2010
    Messages:
    13,146
    Shadorwun: Hong Kong
    Oh heeeeells yes! One of my favourite games from the Olde Tymes. Thread watched.

    By the way, it's not "somewhat" story based, it's extremely story based. Has multiple endings and everything. (None of which involve any romance scenes, tasteful or otherwise)
     
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  5. Cool name Prestigious Gentleman Arcane

    Cool name
    Joined:
    Oct 14, 2012
    Messages:
    2,250
    @ Zarniwoop: You are right. I am sorry for my bad choice of words.

    @ Cassidy: How is Starflight? I did like Protostar quite a bit, but the older ones always scared me a bit.






    II. A thankfully slow start

    Show Spoiler
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    During the previous chapter we managed to get to know the interface along the bridge crew, and we accomplished a couple of tutorial-like objectives while we were at it. Before moving forward we confer with our officers. I will be using portraits for them from now on so that their reports are easier to read and the screenshot count does not get too high.

    [​IMG] This planet's composition suggests that mineral-rich deposits should be present. Our current ships have scanners powerful enough to locate some preliminary sources of ore from the Mercator map.

    [​IMG] Vehicles are a vital part of our infrastructure. We should continue to produce them at regular intervals.

    [​IMG] We should construct more ships when we have the chance. Then we can examine the system for clues about the fate of the TANTALUS and her crew.

    Anything else?

    [​IMG] We should scout the planets for resources and information about the TANTALUS whenever we can, sir. It's important to learn all we can about this system and to locate Captain Johannson and her crew.

    [​IMG] Any new colonies we build will need some support from the CALYPSO at first. After these colonies are built up, they will most likely begin supporting the CALYPSO'S needs!

    [​IMG] Because it takes so long to build the positronic brain for a robot, sir, I would suggest devoting at least one factory, either here on the CALYPSO or at a colony on planetside, to building robots.

    Something I forgot to mention during the previous update was that I had commanded the Factory on the Calypso to start building out Vehicles, the small ships we use, and had ordered building a second Factory to make robots. Also in the mea culpa department a great many typos, small mistakes, and mixed up words seem to have got past the quality assurance department and I am currently unable to edit the post to fix it all up, so I beg your forgiveness about that too.

    Anyway, this is the current state of my colonies.

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    We use this screen to jump to Hyomin and I order the ship there to return to E2 and take the remaining ore here. After taking everything around the starting point we use the scanner to locate the remaining bits and clear the sector. Picking sectors clear is a good way to build extremely big stores of resources, yet the way in which the turns both advance and don't limit the usefulness of this.

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    Upon its return to Hyomin I give Vehicle 1 the order to transport 30 units of Ore to the Calypso, and then order Vehicle 2, actually parked on the mothership itself, to take 30 colonists planetside. As soon as that's done I hear...

    [​IMG] Eureka!

    This informs us a research project has been finished. We go check the report.

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    We are quite short on Chemistry and Geology, but our Chief Engineer wants to talk to us. I humor her.

    [​IMG] Captain, our first habitat is now complete on Gaea. We can begin shuttling some of our personel to the surface to start building up our colony. We should make this first colony as self-sufficient as possible. May I suggest we add at least a factory and a power plant to our initial colony before we spread ourselves too thinly across the surface?

    She's a bit late with the advice, but the intention is what matters. With the free time I have until Vehicle 2 reaches Hyomin I decide to build a second laboratory on Calypso, and once the colonists arrive to Hyomin they are ordered to build both a Power Plant and a Factory. Factories not only serve to build Vehicles and Robots but, more importantly, are also our mines, though each factory can only do one thing at a time: Build Vehicles, build Robots, or Mine. For a while our colonies will depend on the Calypso to manufacture equipment for them.

    As I wait for the installations to be finished I check on my advisors once again.

    [​IMG] With our first habitat now in place, we should supplement the colony with a factory or a power plant. Eventually, we'll need to create other colonies, but we should make this first colony self-sufficient.

    It is a good feeling to know that we are one step ahead of the game. We should enjoy it while it lasts.

    [​IMG] Whenever we need to transport more than one full load of cargo to a colony we should use the pipeline mission option. We can then instruct the pilot as to how many trips there-and-back should be conducted.

    Aside from being useful to transport big loads with minimal micromanagement the pipeline missions are also useful to establish permanent supply lines, and setting a pipeline mission up with a single trip is a good way to instruct a ship to transport a load to a colony and come back by itself or to go get something from a given place and return home with it. As the number of both colonies and ships we command increaces all of those uses will keep our budding empire somewhat manageable.

    Somewhat.

    [​IMG] Sir, we could use our spacecraft to skim the surface of Gaea to search for clues about the TANTALUS'S fate.

    That's awful advice for the time being. Before long we will acquire a new type of scanner that locates anomalies in the same way we are currently able to track ore and energy deposits. The number of anomalies in the planets is just too small to blindly fly around hoping to find one.

    We can save and start exploring sector by sector until we find them all, then reload and jump at those sectors right away to save us on turns wasted, but that's too similar to cheating for me to feel comfortable doing so.

    [​IMG] Sir, a viable alternative to mining is to explore the planetary surface for resources. Even a cursory examination of Gaea reveals large deposits of ore and natural energy resources our ships can manually retrieve.

    That's awful advice too. The "alternative" to mining would cost us many turns better spent developing colonies so that we have a pretty much automated industry. In my opinion taking resources from planetary sectors should be done only on emergencies or to kickstart a new colony before we have developed our colonies up to a point where we can send important amounts of resources between them without hurting us.

    [​IMG] After further examination it would indeed appear we could construct a filter -- an Eco-Scope if you will. I wonder if our researchers could create something which will help us detect any remaining survivors from the TANTALUS -- or at least locate some of their bases.

    [​IMG] There are numerous life forms on the planet, but none of them seems hostile towards us.

    Famous last words.

    [​IMG] You may want to test the new bomb sight we installed on our spacecraft. If you make a bomb run, clear the sector of all ore and energy first or you'll destroy them.

    [​IMG] System efficiency at 93 percent. I am applying new shielding to aid in protecting the core from any further radiation damage.

    Good to know.

    [​IMG] Our robot pilots make for better pilots in most cases. They can react faster, travel at higher speeds, and have more tolerance to radiation than our human pilots.

    That done we go check how are the facilities we ordered built on Hyomin coming along.

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    The power plant is one turn away from completion, and the factory is two turns. With nothing better to do I order Vehicle 2 to build me a space station on Gaea's orbit. Space Stations are free and take only as long as the ship needs to reach orbit to build, yet can't have mines on them. I am unsure about they counting against the maximum number of colonies we are allowed to have, twenty one according to the manual, but that I had never checked that on previous playthroughs did not occur to me until after I had build quite a lot of them, as I always do. I guess we'll find out.

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    As soon as I finish sending the ship to build a space station Hausmann send us notice he has something to tell us.

    [​IMG] Captain, as we make habitats aboard the CALYPSO, we'll program the cryo-chambers to awaken 50 colonists at regular intervals - space permitting, of course.

    It's much faster than waiting for them to reproduce, at least. Shortly afterwards Romanov asks to speak with us too.

    [​IMG] Captain, I've requested some of our personnel on Gaea establish a 'Target Range' near our first colony. This way our pilots can get some practice for bomb runs and laser targeting, in the unlikely event we should ever need it. The current range has been established at sector F-0, Gaea.

    By now the Space Station has been finished, so we proceed to check that out before getting familiar with our weapon systems. As you can see new space stations we build are named SS(planet) by the game, but we are allowed to change at will. We call it Jiyeon.

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    There being nothing we need to build in Jiyeon right now we jump to Hyomin to see both power plant and factory finished. I order a second factory to be built there, and then we send Vehicle 2, currently parked on Jiyeon, to the firing range on F0. When descending from a space station the ships arrive at their destination without spending any fuel, and go straight back to the space station when you leave the Mercator map.

    Once in F0 we see several targets placed around the map for us to test our weapons with, of which our ships come equiped with two. The laser is a single target weapon that's fired by right clicking on the main screen. Each shot takes ten energy units to fire.

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    The bomb, of which I told you before, is an area of effect weapon centered around your ship. Each shot costs fifty energy units.

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    We hunt all objectives and leave the sector. Instead of sending the ship back to Jiyeon I tell it to land on Hyomin, and before returning to the bridge I decide to take a nice shot of Gaea with both the Calypso, as a pink dot, and Jiyeon, as a blue dot, marked on it. Our vehicles show up in green dots but all of them are parked right now, and everything marked on it moves in real time: Jiyeon and Calypso orbit Gaea, the planets and moons follow their own orbits, the ships follow the routes we gave them, etc. It's pretty neat.

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    Anyway, back on the bridge our Chief Scientist wants to speak with us.

    [​IMG] Sir, that magnetic crystal from Gaea will help us make an 'Eco-Scope' - a device which allows us to scan a planet's surface from orbit. With it we can locate sectors suitable for colonizations. We will have to invest some of our scientific resources into making this Eco-Scope. The necessary amounts are listed in the Tech Manager.

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    The project will take 7 turns to be completed. I check on Hyomin to see the second factory is still five turns away from completion, so I send the ship there to E3 to look for ore. With two expeditions the area is clean, and half of the ore found is sent to the Calypso. Then we wait for the Factory to be completed. When it does our Chief Scientist asks to speak with us.

    [​IMG] Sir, one of our personnel on Gaea has transmitted a report about the planet's surface. It's in the ship's library if you wish to examine it.

    I try to order the construction of a new power plant on Hyomin, but we are short two colonists for the project. I turn off one of the previously built facilities to free some colonists and then proceed as planned.

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    While the image shows the Power Plant being shut down I was only seeing the effects that shutting down different things would have on the colony. In the end I decided to shut down one of the factories instead. And then...

    [​IMG] Eureka!

    I am on my way to the Technology interface when Hausmann decides he has something of great importance to tell me. Quite chatty, he is.

    [​IMG] Doctor Tiptow has been analyzing our health status from the lengthy cryogenic travel. He is putting together a battery of tests to perform on the crew.

    Okay.

    [​IMG] I will inform you of his progress. He does request a Research Lab dedicated to Biology be at his disposal on board of the CALYPSO.

    Every now and then someone will ask us to set a given amount of laboratories in a particular type of location, like the Calypso or an orbital station, to research a particular scientific discipline, usually resulting in a plot advancement, a new research project, or both. At times it can be quite bothersome as I am constantly changing what the laboratories are researching to try and keep a balanced amount of advances in all disciplines, but that's how it is.

    In any case we were on our way to check the report on the completed research project.

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    From now on all of our ships will be equiped with a new scanner that detects favorable colony sites. I never even tried to build a second colony before acquiring it as it is obtained early in the game, so I do not know if we can build colonies in places other than the ones marked by the scanner.

    That done I go set one of our laboratories to Biology.

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    It is a good idea to check how much time they need to finish producing the research point they are currently working on before choosing which lab to use in satisfying a petition. As long as we are not pressed for time it is better to just wait until a lab finish its current research.

    Before long our Chief Engineer requires our attention.

    [​IMG] Sir, we should use our newly fashioned Eco-Scope to find other inhabitable sectors on Gaea. For that matter, we should be able to use it on any planet in the system.

    It is a bit soon to start expanding elsewhere, but we are given the mission to establish a second base on Gaea.

    [​IMG] According to navigator Wu, all of our ships will be fitted with this device. This way, we can scan for habitable sectors on any exploration mission we undertake.

    I send Vehicle 1 in an exploratory mission to Gaea, loaded with enough resources to build a habitat as well as some Life Support and Robots. "Column" 35 is where Gaea's map ends, even if by the look of it there should be more beyond, so the landing spot for the ship is in E30.

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    [​IMG]
    [​IMG]

    As you can see we have a new icon. Contrary to the other scanners this device covers the entire area from the very start, yet the locations are only visible while we maintain it. I pick F26 for our new colony, and as soon as we establish it Antonelli wants to speak with us.

    [​IMG] Our first task at any new colony will be to make a habitat. If we don't have living space at our colonies, any personel we send there will die.

    It's not like we can actually try.

    [​IMG] As a general rule, sir, we should always try and make each new colony as self sufficient as possible. Other tasks may take priority, however. I would recommend at least one habitat, factory, and power plant at each new colony.

    We pick a good place to build the habitat, then we send Vehicle 2 with a cargo of 10 Ore, 10 Energy, and 10 Life Support to Gaea_2, the name the colony was automatically given. I rename it Eunjung as soon as I have finished with the ship.

    [​IMG]

    As you may remember there was a report waiting for us in the library. I just went back to take a couple of screenshots of it as I had forgotten to do so the first time around.

    [​IMG]

    With this interrogant being established this chapter comes to an end.

    During the next episode we will follow the development of the Gaea colonies and the first forays of the Calypso's small flotilla's into nearby worlds as the mystery of the Tantalus and its colonies slowly begins to unravel.
     
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  6. Donaroriak Augur

    Donaroriak
    Joined:
    Jan 19, 2006
    Messages:
    101
    Project: Eternity
    [​IMG]
    [​IMG]
     
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  7. Jiggy Boobles TESTOSTERONIC As Fuck™ Patron

    Jiggy Boobles
    Joined:
    Nov 29, 2010
    Messages:
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    Shadorwun: Hong Kong
    This is nothing like Starflight actually. Yes they're both in space. Alien Legacy is a colony management sim, like Outpost (Simcity IN SPAAAAACE if you don't know that). Except you have multiple colonies spread out over the planets of only 1 solar system and space stations, and there are heavy exploration and story elements. You don't actually fly the ships though, except on planet surfaces. You don't have to chargen your officers either, they're fixed. Well there are 2 for every station (apart from the robot). When you send the primary officer somewhere, the backup takes their place on the Calypso but which one is the "primary" officer at station seems to be random for each game. The game is about balancing colony production, living space, logistics (as not every planet or site can produce everything) etc. and trying to discover what happened to those arrogant jerks on the Tantalus with its fancy new engine. Major plot events either being triggered by your actions, or some just purely time-based. I won't say too much more apart from this: which is a spoiler in itself:

    Show Spoiler
    Every time just when you're sort of on your feet, and your colony is just beginning to run smoothly, a major catastrophe will occur and your doom will be VERY fucking imminent. Solving them usually means completely re-tooling your production and research efforts and massive system-wide resource distribution and/or population movements . If you play well you can usually limit these catastrophes to 1 at a time, but otherwise they can occur simultaneously.


    Godspeed, OP. I will suppress the urge to offer advice/tips.
     
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  8. GreyViper Erudite

    GreyViper
    Joined:
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    Messages:
    1,297
    Location:
    Estonia
    Looks and plays great, the plot pacing is okay to so Kudos to OP for this LP.
    @Zarniwoop some of the things you describe remind me of "Reunion".
     
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  9. Azira Arcane Patron

    Azira
    Joined:
    Nov 3, 2004
    Messages:
    8,189
    Location:
    Copenhagen, Denmark
    Codex 2012
    Oh, I fondly remember Reunion. Someone should also do an LP of that one. :troll:
     
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  10. Jiggy Boobles TESTOSTERONIC As Fuck™ Patron

    Jiggy Boobles
    Joined:
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    Yeah, I'd say it has a lot more in common with Reunion (even though I never completed that) than Starflight. I just never really got into Reunion in the same way as AL.
     
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  11. Cool name Prestigious Gentleman Arcane

    Cool name
    Joined:
    Oct 14, 2012
    Messages:
    2,250
    @ Azira: Reunion is a great game too. I discovered Alien Legacy and the other games I mentioned in the first post while looking for other games like it. If you guys enjoy this one I would like to make a Let's Play of that one afterwards, though keep in mind it would be half-blind too.

    @ GreyViper: You are right in being reminded of Reunion. It would be nice to see more games like these. Space colonization and administration games just aren't the same without the exploration, the story, the mood, and the scripting.

    @ Zarniwoop: The balancing act is indeed beautifully done. The game mechanics are quite simple, yet I spend most of my time in a state of mild disorientation and anxious indecisiveness.

    @ Donaroriak: In the grim future there's only one clothing store for military advisors.
     
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  12. Cassidy Arcane

    Cassidy
    Joined:
    Sep 9, 2007
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    Location:
    Vault City
    Starflight is a quite good game. Definitively recommended.
     
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  13. Cool name Prestigious Gentleman Arcane

    Cool name
    Joined:
    Oct 14, 2012
    Messages:
    2,250
    III. Through the valley of the shadow of SCIENCE!

    Show Spoiler
    [​IMG]

    Please don't jinx us.

    [​IMG] We may need to shuttle resources to any new colonies we make, sir. I'm sure the spacecraft we have can handle it. You may want to add a few ships to our small fleet, sir.

    We have been building ships on one of the Calypso's factories for a while now, so we ignore this piece of advice. Hyomin is coming along quite well and I decide to establish a laboratory there.

    [​IMG]
    [​IMG]

    Once it is done we build a new habitat there as the laboratory sent our life support production into the negative. While the new laboratory was being built I sent Vehicle 3 with fifteen colonists and a few resources to Eunjung, which I used to start the construction of its first factory.

    [​IMG]

    By now it is turn 89. A quick glance at the system map shows Rhea's orbit has brought it close to Gaea, and I send Vehicle 2 on a Space Station mission there. The ship is loaded with energy so that it can refuel at the space station after exploration missions are carried out on the surface.

    [​IMG]

    As soon as the construction of Hyomin's second habitat is complete our science advisor has new information for us.

    [​IMG] Captain, the life support generated in our habitats on Gaea contains certain bio-chemical compounds that can only be harnessed from the biological elements on Gaea. Without these habitats, our pharmaceutical production should come to a halt! If that happens, we won't be able to produce the necessary vaccines and anti-toxins required for our existence here. In short, we'd begin dying off... slowly. BUT, as long as we keep two habitats on-line on Gaea, we'll have no problems at all.

    A life without weak points is no life at all.

    By now Hyomin has 30 ore in storage and nothing immediate to spend it on. I send it all to Calypso. Turning Calypso into the center of all our operations simplifies the micromanagement required quite a bit as long as we don't move the ship around too much.

    We order the construction of Eunjung's first power station, and as soon as Vehicle 2 is done building it we move our attention to SSRhea.

    [​IMG]
    [​IMG]

    We order a Probe mission, instructing the ship to get into orbit and take readings on the planet chosen as a target. Given the ship is already on Rhea's orbit the mission will be completed instantly and without wasting any fuel. While we wait for the report we rename the space station Nana.

    [​IMG] Our scanners are probing Rhea. The telemetry data will be downloaded into our ship's library, sir.

    The game uses always the same message to inform us of the completion of a probe mission. I proceed to the bridge robot to access my PDA and he takes the chance to give us some information.

    [​IMG] There are strong radiation bursts scattered throughout the Beta Caeli system. I am currently trying to collate all relevant data.

    Good boy. We ask him for advice as well.

    [​IMG] As you increase the number of colonies, sir, you should remember that robot work crews will require life support resources to function until habitats are completed.

    They love to let me into things as soon as it is too late for me to do anything about it. We proceed to the library and find not only the Rhea Probe Report but also a couple of old messages from Earth. It seems our robot has been hard at work recovering data from our damaged database.

    First we read the probe report.

    [​IMG]

    I feel smarter after playing this game.

    [​IMG]

    I am about to read the second message when Rob drops by to bring something to my attention.

    [​IMG] The last of the Main Memory Core has been rebuilt. The final message we have received from Earth to date was badly damaged. I have salvaged what I could.
    We have lost some data from our ship's computer due to the intensity of the magnetic storm which knocked it out to begin with. I have recovered all that I could and inserted the entires into your PDA.

    Suspiciously opportune. A third message is now available for us to read. We go through them by date.

    [​IMG]

    [​IMG]

    This does not bode well.

    Yet we do not have the time to dwell on it. As soon as I am finished reading the recovered messages both our Navigator and our Engineer require our attention.

    [​IMG] From the probe data available in the computer library, I recommend we begin colonizing Rhea as soon as possible.

    [​IMG] Sir, our second colony is coming along nicely. In my opinion, it is best to make a colony as self-sufficient as possible before moving on. Eventually, we do need to explore other planets of the system. Scientist Hausmann may be able to suggest which planets are suitable for our needs.

    Before focusing on expanding into Rhea I check Hyomin and order Vehicle 3 to take a load of 30 energy to the Calypso and Vehicle 1, currently on the mothership, to go and bring 30 ore from the there using a single trip pipeline, but the screenshot was taken before I noticed the mistake and changed the number of trips. :oops:

    [​IMG]

    In the meantime I decide to check on the Calypso's laboratories, yet I am unable to do so. Hausmann and Romanov are feeling lonely again.

    [​IMG] Captain, thanks to Doctor Titow we can now avert the potential problems that exist in our bodies' DNA by a simple invention. The details and technical schematics are listed under the Tech Manager at my station.

    Did I miss a report somewhere?

    [​IMG] Sir, after examining all data we currently have on Gaea, I fell that there are several sectors where any colonists from the TANTALUS would have set up communications or defensive arrays. I suggest we send teams to explore sectors F-29, F-30, and also sector G-27 for any signs of the TANTALUS or her crew. I'll enter these coordinates into your PDA.

    Finally we are making some progress. Anything else?

    [​IMG] The pilot of the Rhea probe has detected the heat signature of what appears to be a group of buildings in sector G-17, sir. I recommend we investigate that sector for traces of the missing TANTALUS colonies.

    With all three set of coordinates on Gaea being near Eunjung I send Vehicle 4, which was parked there, to take a look. There is nothing to be found in F29, yet F30 is a different story. There are three different points of interest there.

    [​IMG]

    Prometheus is Rhea's moon.

    [​IMG] It seems I was correct, sir. Our team has located the remains of a radio communications node on Gaea at sector F-30. We should try to trace the last signal and see where it may lead.

    This removes the mission to explore those three sectors from our PDA, and adds a new one to investigate the four sectors in Prometheus. Before doing anything else we go have a look at that new research project Hausmann wanted us to check.

    [​IMG]

    Corrupted DNA mutagens. Why do I feel I have been left out of the loop? We greenlight the project, send Vehicle 1 to Eunjung with fifteen colonists and fifteen robots, and then order Vehicle 2, currently on Rhea's orbit, to explore G-17. Once there we come across a couple of points of geological importance not far away from our objective.

    Then we visit the abandoned installations we came looking for.

    [​IMG]

    We find 4 Life Support units along a new set of coordinates and send the ship back to orbit. As we currently have no ship on Hyomin to check the coordinates we order Vehicle 4, currently on Eunjung, to Jiyeon. As we wait for it to get there we give Vehicle 3, currently on the Calypso, a pipeline mission to go get 30 ore from Hyomin and take it back to the mothership. By now Vehicle 1 has landed on Eunjung with the colonists and robots we had sent there earlier. I order a second factory to be built. The local resources are not enough to also add a second power plant.

    [​IMG]
    [​IMG]

    We send Vehicle 1 in a recovery mission. The first place we visit is full of ore even when marked as an energy site, but given we had already spent the turn we pick the load and take it back to the colony. The second trip gets us the energy we needed along some new discoveries.

    Cute. I'll add discoveries like these are not limited to a single point of interest, and can instead describe a cluster of them. The rodents just now were a cluster of five biology finds grouped together. The first one we took gave us the description, and the rest were taken without further text.

    Back in Eunjung we order the second power plant built.

    [​IMG]

    And send 30 units of the remaining Ore to the Calypso. A short while later we are informed the research project has been finished.

    [​IMG]

    No one told us anything about mutagens. As if feeling our confusion Hausmann decides to let us into the scientific deparment's secrets.

    [​IMG] Doctor Tiptow believes that certain mutagens have formed in our DNA as a result of the chemicals used during the initial phases of our cryogenic process. The mutagens act as a suppressant to our metabolic rates, potentially lengthening our life span. However, if we let the mutagens act unimpeded on our systems, they will cause our cells to stop functioning entirely in a few years!

    Oh.

    [​IMG] The Tiptow Blood Filter induces a catalyst to mutate the contaminants, thereby letting us control the rate, and make us live longer with minimal signs of aging!

    Leaving aside they decided to wait until now to inform me about this, eternal youth is what science should be all about. This is the kind of initiative I can apperciate.

    Back to business. We order Vehicle 2, currently in orbit around Rhea, to return to Nana, pick the fuel there, and go build a Space Station in Prometheus' orbit. I check on my advisors while we wait.

    [​IMG] You'll want to have exploration teams examine planet surfaces most carefully for unusual scientific curiosities.

    Not yet.

    [​IMG] Our early settlements are coming along quite nicely, sir.

    Why, thank you.

    [​IMG] Even though things are pretty peaceful now, Captain, we could find ourselves facing the same things that destroyed the TANTALUS colonies. Let's build up our fleet of spacecraft, sir.

    Naive of me to expect an honest compliment from you guys.

    [​IMG] I recommend sending probe missions to all worlds in the new star system as soon as possible, sir. We should get detailed information about each planet and moon so we can determine which ones will be the best candidates for colonization.

    Alright. I'll see to it.

    [​IMG] I recommend building more spacecraft as our first priority, Captain. We'll need more ships so we can thoroughly explore all planets, moons, and asteroids.

    Oh.

    [​IMG] I plan to run regular emergency drills for my troops, Captain. You're welcome to take part in them, if you'd like.

    Should I feel more worried she refered to them as "her" troops or that I did not even knew we had troops to begin with?

    [​IMG] We need robots, sir. They are vital to our survival. Our factories should all be assigned to producing robots until we have a massive stockpile.

    Without most of our factories working as mines the only massive thing we will get is a deficit.

    [​IMG] I have tested our complement of robots. They all survived the magnetic storm without damage, sir.

    Tell Antonelli about it.

    [​IMG] Sending out ships to find the remains of the TANTALUS colonies is, of course, your first priority, sir. We must determine what destroyed their colonies.

    The short version is that they want more ships, more robots, and more expeditions. Okay.

    Earlier I had checked Hyomin's lab to see how many turns it needed to finish its current research, thus as soon as the production is over I am here to switch it to Physics. We were running a bit low on it.

    By now we also have a space station orbiting Prometheus, which I rename Jooyeon on my way to send Vehicle 2 to probe the moon. Soon enough Wu informs us the telemetry report is waiting for us, but before I can attend to that Romanov has something that needs our attention.

    [​IMG] Sir, one of our scanners is getting a faint echo from a sector on Gaea that is near our first colony. I suppose it may just be some natural rock formations, but without a closer look we won't know for sure.
    There may be some humanoid installations there - we just don't know. I suggest we do a flyover of C-0 and maybe C-1 to verify the scanner's reading.

    I read the probing result before sending a ship to check on that.

    [​IMG]

    Back to Romanov's report we had already sent a ship to Jiyeon so we could later explore a sector near Hyomin. Now we have three sectors there to explore, so there's no point on leaving it for later.

    C0 is empty. C1 is not.

    [​IMG]
    [​IMG]

    That's 11 robots along two points of interest.

    As soon as we are back at the Mercator map our chief scientist has something to say regarding the coaxial cables.

    [​IMG] Sir, it would appear that the coaxial helices we retrieved from Gaea are prototypes of a better method to harness and store the output from our power plants. This must be from the crew of the TANTALUS. You may want to take a look at the proposed invention under the technology manager station.

    But we leave that for later and take the ship to D0, were that trail regarding some important scientist gal lead us.

    [​IMG]

    We decide to follow the latest clue on Miss Lemfort's trail after a quick stop at Hyomin to unload the salvage and refill the tank.

    [​IMG]

    We also take 30 Life Support from the ruins, as the cargo space of our ships is still too limited to take it all, and leave the sector. Our chief scientist comes to us. Again. We will start getting anonymous love letters any day now.

    [​IMG] One of our research teams is interested in studying the possibility that sub-sets of dimensions nest within larger sets of dimensions. This concept is based on a Professor Wanda Lemfort's work.

    Having no idea of what was just said I nod. Twice.

    [​IMG] Apparently she was one of the TANTALUS'S master physicists. We uncovered her name and work while tracking several clues from Rhea to Gaea.

    Thank you for telling me. :roll:

    We check the technology interface to find not one but two new projects awaiting our aproval.

    [​IMG]
    [​IMG]

    We are yet unable to greenlight any of the projects. In the meantime I order Vehicle 1 to transport 30 life support units from Hyomin to the Calypso and Vehicle 2, which we left orbiting Prometheus, to descend and begin an exploration mission on A0, one four sectors the radio station we found back in Gaea led us to.

    Neither there nor on B1 do we find something of interest. Our luck changes once we hit B2.

    [​IMG]

    We also found a point of astronomical interest nearby, and a few resources.

    As we are leaving Prometheus Romanov comes to us, now in his secret superhero persona: Captain Obvious.

    [​IMG] Captain, we've recovered a diary that belonged to a scientist from the TANTALUS. It would appear that we need to explore Ares along parallel B, meridian 11.

    At least I finally found the name of those column things. :oops:

    The trip from Gaea to Ares is usually too long for our ships as they are now, but luckily for us their orbits have placed both quite close to each other. We load some fuel on Vehicle 2 and send it to Ares with the mission to establish a space station from which it can launch exploration missions on the surface. Then I order two laboratories to be built on Eunjung, and around the same time I discover I have a second laboratory set in Hyomin. I did not knew laboratories were capable of Mitosis.

    [​IMG]
    [​IMG]

    Once it is finished we set one to study mathematics and the other to study physics. The colony is now generating a small loss, but before long we can begin one of the research projects we had waiting. The weird one.

    We order a new habitat to be built at Eunjung, and not long afterwards we are able to begin the remaining project. By now Vehicle 2 has reached Ares, whose space station we rename Aron before sending the ship to probe the planet. We receive the report about a blink and a half later.

    [​IMG]

    I then send the ship straight to B11.

    [​IMG]

    Hausmann comes to us as soon as we stop overseeing the away mission. Very unexpected.

    [​IMG] The data we recovered from Dr. Anton Petrovski's MAX9000 computer would indicate that he was working on something called 'trascendental radiation.' The most intriguing note he left is one that reads, 'QED: Turn on the light and you will see.'

    We check the research project that just became available to us.

    [​IMG]

    I can't help to feel somewhat uncomfortable when so many bright scientists are trying to push the boundaries of our current understanding of biology, mathematics, and physics aboard my very explosive ship.

    In any case I order a third factory to be built on Eunjung. Some time ago I did also built a third factory and a third power plant at Hyomin, probably while waiting for something different to get done.

    I check the system map. Gaea and Rhea and not that far away right now.

    [​IMG]
    [​IMG]

    I set a course for The Calypso to enter Rhea's orbit. ETA: Thirty and a half months. A true space whale. It's a good thing our lifespans got extended.

    During the next episode we will see the colonies on Gaea continue to develop, and a new one be established on Rhea. Meanwhile, the Calypso's crew's tomb robbing ways come to bear many fruits, and the hunt for clues and technology continues. New discoveries will defy the crew's understanding of Beta Caeli, and the grim fate of the Tantalus will be finally uncovered.
     
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  14. Monocause Arcane

    Monocause
    Joined:
    Aug 15, 2008
    Messages:
    3,634
    Please, post moar. I remember playing this as a pre-teen kid and not understanding enough of the mechanics. Should probably download this for a nostalgic replay.
     
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  15. Donaroriak Augur

    Donaroriak
    Joined:
    Jan 19, 2006
    Messages:
    101
    Project: Eternity
    :bro:
     
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  16. lightbane Arcane

    lightbane
    Joined:
    Dec 27, 2008
    Messages:
    7,124
    Location:
    Neverwhere
    That's very convenient. Does it work too for the future generations? I dunno, they don't seem to be very impressed about the idea of having discovered practically eternal youth...
     
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  17. Fafnir Liturgist Patron

    Fafnir
    Joined:
    Jun 1, 2009
    Messages:
    873
    Location:
    Sweden
    Grab the Codex by the pussy
    Moar please!
     
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  18. Renegen Arcane

    Renegen
    Joined:
    Jun 5, 2011
    Messages:
    4,059
    Probably the best "space" game I've ever played because unlike most 4x games this one has tons of atmosphere. It definitively feels as you're exploring and colonizing this alien star system.
     
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  19. circ Arcane

    circ
    Joined:
    Jun 4, 2009
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    11,471
    Location:
    Great Pacific Garbage Patch
    CONTINUE SIR. I always wanted to play this but at the time it came out my box was to meak to handle the specs and then when later when I remembered it again and my box could take it, dos refused to run it. Although I hate how the arcade parts looked and just wanted something more like a space adventure. No wait I think I've played this on dosbox and ran between some towns through some forest? Then got to arcade parts and said screw this.

    EDIT: uuuuuurgh wait um wrong game? I'm thinking of Alien uuh. Alien Logic. DONGS
     
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  20. Cool name Prestigious Gentleman Arcane

    Cool name
    Joined:
    Oct 14, 2012
    Messages:
    2,250
    I am grateful for the interest and support shown.​
    @ Lightbane: I always thought of it as nothing but an attempt to handwave the lenght of the game in terms of earth years, one of which is only 24 turns in-game. You are however right in that the segment is a bit jarring and confusing compared with the deliberate pace of the storyline proper, and it does give the impression of a triangle forced into a square hole.​
    @ circ: I knew it had to be Alien Logic when you mentioned the arcade scenes. My personal experience with it was similar to yours.​
    IV. A fate worse than death

    Show Spoiler
    The Trionide Solenoid project is completed before long, allowing us to take our power plants to the next level. Soon afterwards the Reduplication Theory project is also complete, yet it has no immediate use.

    [​IMG]
    [​IMG]

    Our power plants now obtain a little yellow dot below the green one indicating whether they are online, offline, or understaffed, which serves to indicate which buildings have an available upgrade. From now on I will be upgrading our installations whenever the resources and the manpower allow.

    [​IMG]

    But as you can see above I have little time to start planning before our advisors request our attention.

    [​IMG] Captain, Gaea is an ideal place to centralize our communications relay system for our colonies. I'm sure Captain Johannson came to the same conclusion.
    THat is why I suggest we concentrate an exploration mission near the center of Gaea. My best guess would place an existing array along the D or F parallels where meridians 15 and 16 intersect with them.

    [​IMG] Captain, scouts from our second colony on Gaea report a possible crashed ship of some kind along meridian I. They are picking up some kind of energy signature near sector 33.

    Things seem to be picking up. I take the chance to ask for advice but they just repeat themselves: More ships! More robots! More expeditions! With the new sets of coordinates on Gaea we have several expeditions on hold, so we take care of that right after starting the project on the trascendental radiation radio. We our begin the exploration tour by visiting I33.

    [​IMG]

    This find I do enjoy, and Miss Wu likes it too.

    [​IMG] We've located an experimental ship from the TANTALUS - sir. It appears to have been using some new engine prototype. We'll put our best teams on it at once.
    We will need two Research Labs on the CALYPSO or at a space site, assigned to Physics research to further aid our efforts. The zero-G enviroment will let us perform sepecific tests on the prototype to gain an understanding from it.

    We put that on our To-Do list and prepare to explore the area Romanov asked us to, yet before we can do so he comes up with something new.

    [​IMG] Sir, one of my men located a data chip on that communications center on Gaea, F-30. The chip had seemingly been discarded by a TANTALUS settler. Encoded on the chip were some transfer orders pointing to sector F-5 on Prometheus.
    We should dispatch a probe there immediately, and explore that sector for any remnants of a colony ever being there.

    One thing at a time. We proceed with the mission we were about to start, and before long we come across another point of interest.

    [​IMG]

    The message plainly states what everyone feared, yet says little about the nature of the attacker.

    [​IMG] Sir, we should get a ship off to Rhea, sector J-31 as quickly as possible. That final message we found encoded in that transmitter from the TANTALUS on Gaea clearly indicates something important is to be found on Rhea.

    By now the Calypso's trip to Rhea is almost done. Before proceeding with the exploration missions we dispatch Vehicle 4 to build a colony on the planet. We find a good spot at D26, and rename the site Raina as soon as the construction is complete.

    [​IMG]

    I leave the habitat being built and send the ship to J31. Nothing about the attack previously mentioned attack is discovered, yet we lay our hands on something that will greatly help our plans.

    [​IMG]

    [​IMG] I believe we can now create an enhanced refiner that will greatly improve our current factory technology for mining natural resources.

    We check the technology interface for it. Our research resources are enough to proceed with it, and so we do.

    [​IMG]

    Soon afterwards...

    [​IMG] We want to investigate an idea for greatly improving our food reserves. If we succeed, we won't have to worry about famines while our Terran crops adapt to the new enviroment.

    We are on a roll.

    [​IMG]

    SCIENCE! marches on, and after taking care of miscelaneous administrative tasks including setting switching our laboratories' research topics, checking the progress of our building and upgrading proyects, and sending both colonists and resources to Raina we prepare an expedition to check coordinates on Prometheus. As usual we are interrupted. Having finished the research pertaining the Trascendental Radiation whatchamacallit triggers the acquisition of a new set of coordinates to investigate.

    [​IMG] During our initial testing of the Sub-Warp Radio, we recorded an anomaly at or near sector D-21 on Hermes. I have no idea if this was a glitch during testing, or more like background 'noise,' but I still suggest we check it out, sir.

    We also check the project's completion report.

    [​IMG]

    I suspect a device that plays 'find the differences' with what the user expects to be there and what is actually there would greatly endanger my suspension of disbelief if my scientific knowledge wasn't limited to what I was thaught at grade school, but as it is I find the idea endearing. I go back to preparing our trip to Prometheus when a wild interruption appears.

    [​IMG] Eureka!

    Alright.

    [​IMG]

    I am sure the colonists will be extatic when we inform them we have obtained yet another set of upgrade projects to force them juggle their workforce and resources around. As for myself, I giggle just thinking of the many headaches I will get trying to remember the exact turn in which projects will be completed so that I can turn back online all the facilities I had to turn off before the numbers get in the red and the colony colapses under the weight of progress.

    Anyway, I check on the colonies and then once again I go to prepare the expedition to Prometheus when...

    [​IMG] Eureka!

    Once again.

    As we move to the technology interface our chief scientist decides to share something with us.

    [​IMG] It seems the TANTALUS scientists made a number of interesting discoveries. We should scour the star system to find more remains. Their information could prove invaluable to us.

    It is indeed quite worrying how very able and talented the TANTALUS research team seems to be compared to the Calypso's own. Our guys have proposed, what, two projects that were not somehow inherited in an advanced state of development from the TANTALUS' team? I'm impressed.

    Not to mention...

    [​IMG]

    That's what I pay them for.

    I order a Factory built on Raina and send them some resources, which makes this a good time to mention all facilities built after an upgrade has been developed will be built already updated. Then I launch a ship to explore Hermes and give a test run to the Trans-Warp radio. Surprisingly no tentacled abomination came after the brave robot.

    [​IMG]

    As you can see it marks both sites and what I believe are points of scientific interest, to recover which would be a waste of a turn to my eyes. We explore the site on D22.

    [​IMG]

    From now on certain leads will only give us a numbered sector instead of the full coordinates. Standard procedure in those cases is to brute force my way to the correct one by means of trascendental radiation abuse.

    Before going back to other tasks we build a space station on orbit, which I name Shin Ji. Then I send an exploration mission to Prometheus F5 before something new decides to require my attention, and find both ore and a TANTALUS site.

    [​IMG]

    Boys will be boys. Before leaving I scan the surrounding area for more leads and discover quite few of them.

    [​IMG]

    I return to the bridge just in time to have our favorite scientist drop by.

    [​IMG] Sir, one of our personnel on Rhea has transmitted a report about the planet's surface. It's in the ship's library if you wish to examine it.

    I do so.

    [​IMG]

    Then I check on Hyomin, visit during which I start upgrading one of the factories. In the screenshot you can also see a power plant I upgraded earlier.

    [​IMG]

    Then I send the ship stationed on Aron to the surface of Ares for a quick trip to H2.

    [​IMG]

    Before investigating that lead I check on Eunjung, where I have been also upgrading the facilities, and on the Calypso's own labs, which I had set to Physics at the request of our scientific department but left offline to see whether or not I could complete the objective without spending resources on maintenance. I do turn the labs on this time, as nothing was being done the stingy way. Then we go back to Prometheus.

    [​IMG]

    Along the way we had also found a site of scientific interest.

    We leave the sector and Hausmann comes to us with some information about the metal we did discover just now.

    [​IMG] The metal substance we unearthed on Prometheus is most interesting. Our metallurgy staff would like to carry out a thorough examination on it. It might lead to more resistant spacecraft plating or some other useful invention.

    As we are near the only thing on Prometheus that could pass as Sector 7 I decide to check for sites before going back. There are several, one of which I decided to check.

    [​IMG]
    [​IMG]

    How very useful. :roll:

    Feeling dejected, I go check the proposed project on the alloy we found earlier. We will have to wait a little bit before going forward with it.

    [​IMG]

    As we have progressed quite a bit lately I decide to check on my advisors while waiting for upgrades to get done and research resources to be obtained.

    [​IMG] I detect coherent radio signals originating from within the system, sir, but I cannot pinpoint their origins. They may come from the TANTALUS colonists or they may be natural phenomena. I can't tell.

    Not to mention far less agreeable results.

    [​IMG] Many outposts and other remnants of the TANTALUS colonists must exist in this system. You should consider exploring ALL of the planets here thoroughly. The Sub-Warp Radio will point out possible items of interest from the Mercator.

    [​IMG] All current spacecraft have been equipped with the Sub-Warp Radio, sir. It will become standard equipment on all future craft.

    I'll assume this is their way to tell me to stop depending heavily on clues leading us from a site to the next and instead become pro-active on our search for places of interest.

    [​IMG] Any new technologies that will improve our spacecraft should be given first priority, sir. We can always use faster and more capacious ships.

    [​IMG] I don't understand what could have destroyed the TANTALUS and the colonies. It's frustrating that we have found nothing but ruins.

    [​IMG] My troops will remain on yellow alert, sir, until we find out what happened to the TANTALUS and her crew. The two terrestrial worlds, Rhea and Gaea, are the prime locations to search for any clues to the TANTALUS' fate. I highly suggest getting some people and ships on any of the other nearby planet as soon as possible.

    And I'll assume this was a not so subtle hint to start expanding outside the earth-like worlds before it is too late. I order some robots and personel sent to the colonies that need them to continue upgrading and soon am informed both Hausmann and Romanov want to speak with me.

    [​IMG] Captain, Professor Christensen has been analyzing the data we've gathered from Gaea and Rhea. She's made some startling conclusions that you should be aware of.

    This happening so soon after Romanov pretty much told us not to put all of our colonial eggs on the M-Class baskets does not bode well for Hyomin, Eunjung, and Raina.

    [​IMG] Her complete analysis has been entered into the ship's library as two reports entitled 'Life Science Rpt.-planet' where '-planet-' is either Gaea or Rhea.

    Thank you.

    We listen to Romanov before reading the reports.

    [​IMG] I'm detecting discolored soil samples, sir, which may be from excavations by the TANTALUS colonists. The largest area affected is in sector C-19, on Gaea.

    There's always so much to do.

    [​IMG]

    [​IMG]

    It could also mean an Alien Influence different from the one behind the Beta Caelians and Centaurians alike, which does nothing to help me forget the doubts I am having about my scientific personel's abilities.

    In any case the situation could quickly turn ugly as this has pretty much spelled the involvement in the development of life in the Beta Caeli system of either the Centaurians or a still unknown group also involved in the development of the Centaurians themselves. I can't but hope whomever it was is inclined to dialogue and understanding.

    Then I go back to sending people from the Calypso to the colonies so that our facilities can be upgraded and new installations built, all the while checking our scientific resources with impatience so that I can greenlight research on the metal alloy we found. After a while Hausmann and Wu both want to speak with me.

    [​IMG] Captain, we've figured out what the TANTALUS scientists were up to. The letters on the side of the crashed ship are undoubtedly R-A-M-I-K-I-N II!
    Apparently, they were trying to adapt the Ramikin engine that the TANTALUS and our CALYPSO use into a working model for the smaller spacecraft.
    Scientist Hausmann may be able to offer more information; he has been studying the prototype quite diligently.

    [​IMG] Sir, the Ramikin Engine proposal is vitally important to our survival here. Its creation will give us greater fuel capacity per ship, and since the engine is smaller, we will increase a ship's cargo capacity as well! The proposal that Navigator Wu and myself have come up with is listed in the Tech Manager for your authorization.
    Captain, with all of the recent innovative technologies, I suggest we begin upgrading our Research Labs to allow larger, more productive teams to work together.

    I am hard pressed to keep everything upgraded as it is so we will be leaving updating the laboratories for when things get a little calmer. I check on the new project, but it is out of our reach for now.

    [​IMG]

    Then I send a ship to check the last coordinates Romanov came up with.

    [​IMG]

    It is only natural our next order is to send the ship currently on Shin Ji to check those coordinates. It finds quite a bit of ore along the site we came here to find.

    [​IMG]

    That will have to wait a little longer. We order the ships assigned to our colonies on a couple more pipeline missions to take excess resources to the Calypso while taking personel and robots back to their respective sites and then proceed to the Technology Interface, investing the resources we have into finishing the Tantalus' research on adapting the Ramikin engine for use on the smaller ships. Following that I go oversee the upgrading efforts on Hyomin and decide to send the ship here to hunt for anomalies.

    [​IMG]
    [​IMG]

    It seems there's a site of interest just west of Hyomin, on D1. The ship descends there.

    [​IMG]

    ...

    [​IMG]

    'Ere the secret behind the Tantalus' demise lays uncovered: They took the most advanced mothership mankind was able to build, for all practical purposes a mobile starbase and command center cum space carrier, and scraped it for parts. I would love to lecture captain whatshername on the subtle but many differences separating the proverbial burning of the ships from sacrificing a massive strategic advantage in the altar of stupidity but I forgot my necromantic ritual book back on earth.

    And it is in this way that the chapter comes to an end. Believe me when I say I would like to tease you with a bit of what will happen during the next episode but I have finally reached the end of the initial batch of screenshots, which in itself means that the updates will be coming at a slightly slower rate from now on but also that I will be able to include much more detailed reports as the events will still be fresh on my mind as I keep you updated on the upcoming adventures of the Calypso's crew while they try to colonize Beta Caeli and discover what happened to the Tantalus' crew after they found out stranding themselves on an unexplored star system wasn't so great a decision after all.
     
    • Brofist Brofist x 4
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  21. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
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    15,028
    Location:
    In quarantine
    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    "Let's play Alien Legacy with the help of the power of Korean pop" ;)

    Awesome LP as always, and the game looks sweet.
     
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  22. Cool name Prestigious Gentleman Arcane

    Cool name
    Joined:
    Oct 14, 2012
    Messages:
    2,250
    It is a bit sad those were the only names on my mind when I tried to think on people who deserved getting planets named after them.

    But I am surprised you did recognize them. Has the Bee developed a taste for Korean pop music?

    In any case it is a really nice game. You should give it a try when you are free.
     
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  23. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
    Messages:
    15,028
    Location:
    In quarantine
    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    No, I'm afraid not. :oops: But knowing how much you appreciate it it wasn't hard to guess the first reference, and Google confirmed my suspicions for all the others. ;)

    (This is pretty fun though: https://www.youtube.com/watch?v=3Xolk2cFzlo&feature=player_detailpage#t=41s)
     
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  24. Arpad Educated

    Arpad
    Joined:
    Jan 27, 2012
    Messages:
    248
    :salute: pretty nice lp of a cool game. Hope you get to the end.
     
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  25. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
    Joined:
    Jan 27, 2010
    Messages:
    15,028
    Location:
    In quarantine
    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    Now this LP is next page-ready. Bring it on.
     
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