Shepard Quest Mk VI, Technological Revolution

nope, not yet at least.
Technically we had the start of a Terraforming tree:
[ ] Colonization/Bioforming Genetics Package [400]: Should safely improve bioforming rates and allow for more exotic options...Fairly simple, mearly lots of work developing catalog of genetic solutions. Very beneficial to expanding species, fits PI's previous work. (Counts as Biotech)
[X] Colonization/Bioforming Genetics Package 70+330
0 + 400 = 400/400 – Finished
"Must be careful with rapid growth modifications. Pargia, classic case of over use."

"Super fauna as form of biosphere alteration, unusual."

"Multi-cellular organisms require complex biosphere systems. Development of complementary single-cellular organisms very important."

"Exotic conditions complicate things. Must consider energy sources, hazardous environmental factors, chemical resources..."

"Hmm... death world, not intended result. Avoid combination."

Can alter biospheres. Magnitude of change will affect cost and time.
No idea what, if anything, would have been unlocked by this though since Mordin's sub-tech tree was rather barebones.

Did any of you remember we had a large indefinite scale order for 180 frigates per year with the Hanar worth trillions? I certainly did not!
I did!

However the order doesn't start until 2175-Q1 and we are currently in 2174-Q3. Incidentally the reason we specified 180/yr rather then 45/qtr is that we don't have the Production until 2175-Q3 when our Space Factory IIs over Benning and Demeter come online. IIRC the plan was to produce whatever we could during the first two quarters then complete the remaining (180-X) in the two quarters before settling down into a stead 45/qtr rate.

That said there was the discussion of leasing Shipyards from them to accelerate construction:
Of course that makes negotiations rather easy. Actually the Hanar have suggested that they lease you a shipyard or two so that you can start selling them those ships sooner. However, such negotiations may take a bit you'll probably have actionable details next quarter.
but the details for that would have come up in this turn's Construction and Production sub-turn which we never reached.
 
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Shepard Quest Mk VII, Age of Revy (ME/MCU)

"The seventh installment in the Grand Adventure of Rebecca 'Revy' Shepard as she and her band of competent henchmen (and women!) attempt to take over the galaxy and spread the truth that Orks are the best fac-ah! Stop! Mom! Stop! That hurts!" Join us as Revy Shepard attempts to make her own...

new thread is still under construction as I copy past everything and get the first turn properly formatted/written up.
 
darn it anyone got the post where we developed warp barriers? Trying to add to the description post.
here you go tri2
Research Actions
[X] Warp Barriers [400] - 50d10+165 (97.7% chance of completion)
50D10+165 → 420 =420/400 Finished! Overflow+20/2=10

"We got the sensor network talking with the VI managing projector power properly, and with some intelligent projection triggers the Warp Barrier project is a success." Gaver Dor reports, "We liberated several ideas from the Cyclonic Barriers system, so I'm pretty sure we could install that system on any thing and it'd be compatible with Warp Barriers. Vice Versa as well"

"It also passed the non-hostile contact tests?" you ask.

"Yep, it won't activate and damage things it shouldn't," Gaver grins, "and will activate when you punch things."

"And that's what truly important."

"Of course! Mind the safeties aren't perfect, but anything that slips past them will be an extreme edge case."

Can include Warp Barriers and Cyclonic Barriers in products or sell mod/upgrade kits.
 
so just so I am not missing anything, just a more accurately reacting stronger kinetic shield?
well here's how Gaver Dor's describe's it
let's take one of the nastiest offensive dark energy effects and make it a defense. By oscillating the strength of a shield's projectors we can create a warp effect in the shield. Sure we'll need to calibrate things so that the shield doesn't start producing biotic detonations (Hmm... new idea...), and we'll need sensors and stuff, but that's achievable. End result should be a barrier that can rip apart incoming projectiles, which should be murder on missiles or anything that gets too close. Do it right and it'll still work fine against normal projectiles too.
 
Did we ever actually sell the turn everyone into captain America thing on a wide scale? I know we were in the process of using it on ourselves but I don't think we did much else with it.
 
Did we ever actually sell the turn everyone into captain America thing on a wide scale? I know we were in the process of using it on ourselves but I don't think we did much else with it.
no military grade gene augments, no captain america gene treatments either, but general body improvement and disease eradication gene treatments? yes.
 
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Shepard Quest Mk VII, Age of Revy (ME/MCU)

"The seventh installment in the Grand Adventure of Rebecca 'Revy' Shepard as she and her band of competent henchmen (and women!) attempt to take over the galaxy and spread the truth that Orks are the best fac-ah! Stop! Mom! Stop! That hurts!" Join us as Revy Shepard attempts to make her own...

New thread is up and running for all those who missed the first link. Revy Lives! Stomp Stomp!
 
forums.sufficientvelocity.com

Shepard Quest Mk VII, Age of Revy (ME/MCU)

"The seventh installment in the Grand Adventure of Rebecca 'Revy' Shepard as she and her band of competent henchmen (and women!) attempt to take over the galaxy and spread the truth that Orks are the best fac-ah! Stop! Mom! Stop! That hurts!" Join us as Revy Shepard attempts to make her own...

New thread is up and running for all those who missed the first link. Revy Lives! Stomp Stomp!
that is correct. The new update is already up and running. Please come and vote!!!
 
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