Mmm, I don't know... WHY indeed would a fanatic machine cult who see replacing flesh with metal and not caring much about potential lethality of it's experiments need to be watched in society that likely doesn't like mad scientists cutting them open with glee? Truly, there seems to be no reason
I will note that such an ambitious plan to upgrade the humans will take more than one action and may require humans who know more about their biology than aliens who are many times more experienced with their own species.
Do we have any humans with said skills? I mean I'd expect there to be a few doctors, but this sounds like it'd require actual experts.
Also:
[x] Research: Among the Splicers many talents is the art of Bio-hacking. That is to say, cutting the flesh open to insert improvements. Have them begin looking over both the stations Cybernetic Program and the Iron Womb cloning facilities. Their goal is to combine the two in such a way as that the clones will already be biologically augmented to some extent by the time they leave their tanks. (The goal is a sort of Spartan type upgrade for each human clone born.) (2 Actions)
Well...It is like saying that good half of religious world are suicide bombers or domestic terrorists. They all have faith, right? Clearly they also blow up airports and initiate shootings.
The point is, Splicers' ideal is to replace flesh with metal entirely. They are wee bit further gone than normal Eliksni, who venerates servitors but would not exactly replace their limbs.
If you really want to use more, unlock the station's own cyber-aug program. It will most likely have superior results than something we try to kitbash together by ourselves. You can drop the meet and greet action for that I'd imagine: it serves no purpose whatsoever.
Uh, no...no you are not. The 3-action thing that was presented as option alongside humans being allowed to use iron wombs? That was unlocking the damn thing. You won't be looking at any of it when it is secured under digital lock and key still.
Uh, no...no you are not. The 3-action thing that was presented as option alongside humans being allowed to use iron wombs? That was unlocking the damn thing. You won't be looking at any of it when it is secured under digital lock and key still.
I edited my plan if anyone cares to look. I think it is better defined now. Switched the bioengineering research to research for space station shielding for now: it seems like it'd be useful for us.
Also @Tabi have you forgotten the free rolls for detecting threats each round from every single one of our C&C centers, or are they just rolled in the backround? Also, what about the +1 alien tech for anylysis from each of our network nodes? And how exactly does the thing with our big research nodes in Capricorn being able to "analyse Exotics (IE Shadow Blooms) to know their full capabilities and understand alien tech and more easily research it" work? Do we get free "analyze" action each round to figure out more about, say, hive tech or callista plating?
And last but not least, who has the control over the Awoken ships? They have C&C center, so if we do, we get one more action.
In ordering: no I haven't, you have just been lucky so far. Alien Tech is more of a secret bonus, but I apply it to a set of rolls every time non-mundane human and non-Eliksno tech is researched; like Arcane weapons (which is rare and usually luck is not on your side). I roll a set of die to determine if you get a freebie of some kind or not as a consolation prize... or something else entirely. Most of the time you fall just short of the prize.
In ordering: no I haven't, you have just been lucky so far. Alien Tech is more of a secret bonus, but I apply it to a set of rolls every time non-mundane human and non-Eliksno tech is researched; like Arcane weapons (which is rare and usually luck is not on your side). I roll a set of die to determine if you get a freebie of some kind or not as a consolation prize... or something else entirely. Most of the time you fall just short of the prize.
Cool. So it seems that 2 ships are ours and 2 ships are theirs...surprisingly even split this time. Does this mean the C&C center is ours to use?
I edited my plan further to take into account possible extra action and one other important variable. You'll find them at the bottom of my plan.
Edit: Also, Wrath of the Machine raid has given some relevations concerning the effectiveness of Fallen infused with SIVA. The final boss of that fights entire raid of specced up guardians, something usually reserved for hive gods and time-twisting Vex constructs. And he used to be just an Archon!
Edit: Also, Wrath of the Machine raid has given some relevations concerning the effectiveness of Fallen infused with SIVA. The final boss of that fights entire raid of specced up guardians, something usually reserved for hive gods and time-twisting Vex constructs. And he used to be just an Archon!
No kidding. Any one of those "Big" leaders (insane Priests) are hell to fight. And if SIVA reproduction chamber was still intact almost all those Devil Fallen would be of similar strength given enough time.
Makes you wonder what would happened if SIVA type nanotech in successfully controlled and infused with Light ala Hive Arcane style...
And speaking on that front, is it me, or does SIVA looks/acts like the Vex?
• Mainly solar type weaponry,
• Organic mixed with syntethic,
• Aggressive and tries to survive/protect,
• Spreads almost everywhere...
I am talking about the fact someone will get utility out of that center, while someone else won't. I wanted to know if we are the ones that will, since I want to know if we will have that extra action to use. Thus I have to ask you, since if has not been clarified. I don't see where the confusion comes from.
Edit: And I might see where the confusion happened. I was under the impression that the awoken were split between several ships, what with several dices being rolled for it. My mistake there. But I still need to know if we can claim that command center.
I am talking about the fact someone will get utility out of that center, while someone else won't. I wanted to know if we are the ones that will, since I want to know if we will have that extra action to use. Thus I have to ask you, since if has not been clarified. I don't see where the confusion comes from.
Ohh, so a joint Cassini-Twilight operation / expansion!
At first we shared a space station (we still need to fix it completely). Than we work on the same colony (Proteus). And now we can co-work in the same Colony Ship.
Ahh wonders of cooperation.
Ohh, so a joint Cassini-Twilight operation / expansion!
At first we shared a space station (we still need to fix it completely). Than we work on the same colony (Proteus). And now we can co-work in the same Colony Ship.
Ahh wonders of cooperation.
Well, that's a start.
Trust takes time and work. As the saying goes: "To earn trust you need to give trust"
It will take some time and effort on both sides, but the faster we learn to work together, the better are our chances agains (from least to worst): Cabal, Hive, Vex, Crota, Atheon, Oryx, SIVA, Ahamkara/Wormgods, WHIRLWIND/DARKNESS
{Eliksni are all over the place and there are always exceptions, we need ALL that we can get Humans, Eliksni, Cabal, Psion, Warminds, everything, to actually win this quest.}
Edit: Yes, that is my goal. As in punch the Darkness in the next millennium.
1) few questions and answers read here: #4681; #4684
2) What happened to that Colony ship: #4687
3) me thinking about SIVA-Vex relationship: #4686
and hope for healthy Alien (Human, Eliksni, Awoken, etc.) alliance: #4689; #4691
Mine I believe. You still need to answer in regards to that C&C center, though.
[X] Plan Heuristic 2.0
[X] Allow humans to use the Iron Wombs to boost their population (4 Actions)(+250% to Human Population Every 12 Turns)
[X] Reassure the humans who wish to fight that unlocking the secrets of cybernetic augmentation program is next on the list of research once immediately pressing matters have been handled. In the meantime, they are free to hone their skills in practice bouts with Eliksni if they wish. (Free Action)
[X] Send out call to other lesser houses or bands of Eliksni to join House of Twilight (1 Action)
Mars:
[X] Get the team of Iron Guards back to Olympus Mons proper and have them seek out signs of the allegiance of the Eliksni there. If one of the larger houses (Winter, Wolves, Devils) is present, we will want to know about it. If the arrivals are only a smaller house or wandering group, open communications with them (Free Action)
Capricorn:
[X] Stop the spreading of the malicious code. Ask human techies for help and quarantine all affected units until they have been purged of the influence (1 Action)
[X] Research: Parasite Skiff. Skiffs currently act as both troop transport and fighter craft for every house. By removing the former and instead adding parasite bays for the new drone fighters, theoretically a skiff could effectively swarm its opponents. (1 Action)
[X] Research: Cybersecurity. Get measures set in place to avoid another incident of infected code all over, making sure that any further infections can be swiftly cut off from the rest of the networks and made easier to find and destroy in the future. (1 Action)
[X] Research: Space station shielding. Something to prevent hostile ships from just blowing Twilight installations to hell with impunity and to block any unwanted stealthy arrivals (1 Action)
Proteus:
[X] Build 100 Robot Assembly Plants. Do not staff with workers yet (250000 Spinmetal + 100000 Glimmer)(1 Action)
Timor:
[X] Build C&C Complex and 5 Helium Filament Generators. Have the Filament Generators to process as much of the refinery's output into Helium Filaments each turn as they are able. (250000 Spinmetal, 30000 Helium Filament, 501000 Glimmer, 5 High Servitor)(2 Actions)
ONLY APPLY IF THE AWOKEN COLONY SHIP C&C CENTER IS UNDER OUR CONTROL, THUS GRANTING US EXTRA ACTION:
Replace Space Station Shielding and Parasite Skiff research projects with:
[x] Unlock Capricorn Station's Cybernetics Program for use in augmenting humans within Twilight. (3 Actions + 3d100, 3x 80 to Succeed)
ONLY APPLY IN CASE THE WRITEUP IS CORRECT AND IT DOES NOT ACTUALLY COST US ACTIONS:
According to the 1d4 roll, its an even split, so no one got it. If you're talking about the Martian command center, it never got built due to Vex shit being in the way.
[???] @Tabi Is it possible to build additional Recycling Modules to improve our expenditure?
In "Mods ... Done" I added Turrets/Cannons
Next population "boom" in 1.35 and 1.36.
Our Glimmer stockpile is decreasing we need some way to increase it....
What happened with:
Castilla Plating :
Research Level: 25/100 Infusion Request: 2 Million Glimmer, 5 Actions per Turn of Research
Updated Numbers [{with some changes taken in account, NOT Final VERDICT}]
Twilight has about (= 12) ~178 Skiffs + Cult of the Great Machine Ship skiffs
Guardian "redemption" actions = 17/21
13 transport
1 Foundlings Gyre
1 Heavy transport
9 Frigates
5 Light Cruisers (1 Heavily Damaged)
5 Corvettes
19 Heavy cruisers (3 has Ion Cannons)
3 Golden age Cruisers
1 Carrier
12 Ascetics (+2 ready in 5 Turns)
3 Battle Cruisers (+1 in repairs ready in 3 Turns)
7 Destroyers
1 Recneps-Syn
(6 Destroyers with Photon Cannons)
3970 {1825 Minor ; 885 High ; 63 Pilot ; 165 Elder ; 50 Arbiters ; 1 PRIME(Active in 11 Turns) ; 1 Cobbled Servitor ; } + 1 Failed Prime Shell {
+10'000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors) –(3 Pilot Servitors ; 20 Minor Servitors)
=~ 3947 {1805 Minor ; 885 High ; 60 Pilot ; 165 Elder ; 50 Arbiters ; 1 PRIME(Active in 11 Turns) ; 1 Cobbled Servitor ; } + 1 Failed Prime Shell {
+10'000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors)
}
Shock Dagger (+1 Atk)(Melee: Unit can carry up to 4)
Shock Blade (+4 Atk)(Melee: Unit can carry up to 2)
Shock Grenade (+8)(Grenade: Each consecutive unit type can carry 2 grenades)
Shock Pistol (+1 Atk)(Sidearm: Unit can carry up to 4)
Shock Rifle (+6 Atk)(Primary: Pulse Rifle)
Wire Rifle (+10 Atk)(Special: Sniper Rifle)
Shrapnel Launcher (+10 Atk)(Special: Shotgun)
Shrapnel Cannon (+60 Atk)(Heavy Weapon: Archon/Kell only)
Scorch Cannon (+20 Atk)(Heavy Weapon: Unit can only carry backups) Scorch Rifle (+6 Atk)(Primary: Scout Rifle) Flare Pistol (+2 Atk)(Sidearm: Unit can carry up to 4)
Arc AR available to be equipped to Elite organic combat units. (+6 to Attack. 1d10 roll for Stun; 5 to succeed; does not stack) Incinerator available to be equipped to Captains and Ultras (+20 to Attack.)(Note: If the Incinerator is damaged or destroyed, the weapon may cause extreme damage to the equipped unit and any nearby allies.)
–––––– Shields and Armor: Guntlet(Dregs gain +2 to Armor, +2 Shield) –––––– Iron Guard: (All Elites gain an additional +4 to all Stats) –––––– Upgrade: Neosteel Infantry Scale Upgrade: (Double Armor Stat for all Troops) –––––– Upgrade: Neosteel (Mechs & Vehicles)(160,000 Spinmetal + 8,000 Relic Iron + 160,000 Shadow Bloom + 2,400,000 Glimmer + 4 Actions)
Ascetics 4/6/6, 1000 Spinmetal/250 Relic Iron + 500 Helium Filaments + 10,000 Glimmer + 2 Turns (Antimatter Missiles, Arc Repeaters) (Cloaking Field: This unit is always under Stealth) [Transmat Reinforcements: May summon up to 10 ships once per battle.]
Heavy Interdiction Turrets (+1 Firepower) (1 Roll per Battle, +70 to Succeed) (Cannot Mount on Corvettes or Frigates)//some Ships have installed
Ion Cannons (+6 Firepower vs Shields, 1d10 Roll for Random Hardpoint Malfunction)(Counts as 2 Mods, May Mount on any vessel)(250 Relic Iron + 500 Helium Filaments)//3 Heavy Cruisers have installed
Photon Cannon (+6 Firepower)(1,000 Relic Iron + 2,500 Helium Coil + 500 Glimmer, Counts as 1 Mod)//...maybe all Ships have installed ?
Biofoam (+2 to 1d10 combat saves)(1 Action + 500 Spirit Bloom/can be substituted with Shadow Bloom)
Light Plasma Turret 6/4/10, 100 Spinmetal/25 Relic Iron + 25 Helium Filaments + 25 Glimmer (Infantry, Vehicles, and Fighter/Transport Craft Only) Medium Plasma Turret 24/12/20, 1200 Spinmetal/300 Relic Iron + 800 Helium Filaments + 10,000 Glimmer (Can Target Light Ships) HeavyPlasma Cannon 40/20/30, 20,000 Spinmetal/5000 Relic Iron + 4000 Helium Filaments + 240,000 Glimmer (Starships Only; Fighters, Small Transports, and Corvettes excluded.)
Exotic Matter Warheads (3d10 Rolls vs Fighters - 4+ Kill)(Cannot Mount Corvettes)(4 Actions + 5,000 Glimmer)
Subspace Shielding (+3 Shields)(1d10 Roll for Damage Reduction)(4 Actions + 2,500 Glimmer)
Neural Shock Rifles (+3 to 1d10 combat rolls against organics, +1 to combat rolls against mechanical, 1d10 to Stun)(2 Actions + 2,500 Glimmer)
Iron Wombs (Increase population by 5% for every Creche every 4 Turns)(4 Actions + 500,000 Glimmer)
(Ship-)Modifications
-Type 1 Hangers are tightly packed areas suitable for carrying a fighter wing, which can launch from the hanger one by one. Fighters are relatively useless against shielded vessels so their usefulness is in doubt. These hangars are meant for vessels that normally do not carry fighters, like Transports, Frigates, Destroyers, and Light Cruisers. (+24 Skiffs)
Cost to Mount: 1 Turn + 100,000 Glimmer + 250,000 Spinmetal + 1 Mod Slot
-Type 2 Hangers are actually integrated into the design, and can no longer function as cargo areas. Specialized launching catapults and optimized consumption of free space halves the launch time for fighters and doubles the number that can be stored in the same space. (+48 Skiffs) + 2 Turns +250,000 Glimmer + 400,000 Spinmetal + 1 Mod Slot
-External Fighter Mounts are hardpoints on the hull of the ship that allow for many smaller vessels to dock and be carried to another destination. This allows for an extremely large parasite craft to be carried elsewhere, however uncomfortable and unprotected they will be. Entering combat with parasite craft will inevitably result in early losses. (+48 for Light Ships, +96 for Cruisers, +120 for Battlecruisers)
Cost to Mount: 1 Turn + 100,000 Glimmer + 150,000 Spinmetal + 2 Mod Slots
-Extra Bunking and Life Support allows a troop presence on board in the form of 500 extra troops. This allows the ship to not only be secured against enemy action, but also carry a force to other worlds.
Cost to Mount: 2 Turns + 100,000 Glimmer + 100,000 Spinmetal + 1 Mod Slot
-Sleeping Pods are a step backwards in terms of comfort, but you can't deny the expensive pods are effective. By reducing the space required for troops and taking some of the life support load off the ship itself the number of troops can be double. However, in case of boarding action, the frozen troops obviously cannot be sent to defend the ship.
Cost to Mount: 1 Turn + 100,000 Glimmer + 100,000 Spinmetal + 1 Mod Slot
[] Search the databanks for any other Platforms. (1 Action + 1 Servitor)(1d100 Salvage Roll, +20 Bonus)
[] Repair Network Nodes (4 Actions, 1000000 Spinmetal + 250000 Glimmer)(Result: 1d10 Roll to Determine maximum number of Rolls on Research and Technology)
+10,000 Minor Servitor Shells (75% off Servitor Production for the next 10k Minor Servitors)
bases/possible bases:
100 Creches in IDRF = population boom in Chapter 1.36 (+5000)
300 Creches in Capricorn = population boom in Chapter 1.35 (+10'000) and Chapter 1.36 (+5000)
• Ishtar Deep Research Facility [IDRF]
28 Autocannon batteries
8 Missile Batteries
Infrastructure:
1 Command & Control Center (+1 Action) 1 Network Nodes (+4 Research Roll Saves: One research option can be rerolled up to four times.)
5 Network Nodes (+5 to 1 Research Roll, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)(Can Stack)
4 Hangar Bays (36 Craft each)
1 Naval Yard Complex (Can Build 1 Capital Ship or 2 Light Ships)
10 Robot Assembly Plants
Fleet:
14 Heavy Cruisers
1 Battlecruisers
1 Carrier
Garrison:
50 Arbiters
100 Elder Servitors
500 High Servitors
1000 Minor Servitors
20 Pilot Servitors
• Capricorn Station/Twilight House
Particle Beam Arrays & Missile Batteries
1 Zero Point Reactor
3 Main Hangars
92 Minor Hangars
Infrastructure:
120 Spinmetal Farms (+100,000 +500,000 per Turn)
50 Shadow Bloom Farms (+250,000 per Turn)
1 Glimmer Drill Platform (+20,000 per Turn)
1 Command & Control Center (+1 Action)
4 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships) (currently 2 active)
100 Creches (+5000 Dregs per 4 Turns {population boom in 1.31}) + ( 100 Creches (+5000 Dregs per 4 Turns {population boom in 1.32}) )
40 Robot Assembly Plants (currently 10 active)
15 Mechworks ()
10 Network Nodes, (+5 to Research, -1 Turn to Research, -1 Turn to Decryption, +1 Alien Tech for Analysis)
50 Foundries (Opens upgrades to arms and armor) (currently 15 active)
{+5 Additional Rolls to Research per Turn, apply as necessary}
3 Helium-3 Extractors (up to 15'000 Helium Filament per Turn)
Fleets:
None.
Garrison:
Everyone else.
• February Asteroid Base
Internal Defense System (+15 to battles inside the station)
1 Main Hangar Basic Stealth (Outwardly resembles a large asteroid) (With Naval Yard Complex NO STEALTH)
February Asteroid Base systems:
C'n'C complex (+1 Action) 1 Naval Yard Complexes (Can Build 1 Capital Ship or 2 Light Ships) (INACTIVE)
Habitat Modules (+5000 Population)
Fleets:
3 Frigates
2 Destroyers
1 Heavy Warlock
Garrison:
4000 Dregs
850 Vandals
150 Captains
• Neptune's moon, Proteus ({North}Half belongs to Cassini )
20 Relic Iron Mines
20 Shadow Bloom Farms
44 Habitat Modules
1 Colony Ship (1 C&C Center, 22 Hydroponic Farms, 4 Foundries, 4 Robotic Assembly Plants, 2 Network Nodes, 1 AVI) (NOT IN USE)
11,000 Awoken (in stasis)
30 Naval Yard Complexes (Inactive, no staff)
100 Robot Assembly Plants (Inactive, no staff)
• Mars - Olympus Mons
Ascetic corvette acts like a beacon to transmat ships and supplies
150 Light Plasma Turrets
Infrastructure:
1 Command & Control Center (+1 Action)
+ 50'000 Helium-3 Units per turn
5 Helium-3 Extractors (up to 25'000 Helium Filament per Turn)
•
Located at House Twilight main base
{aka Capricorn}
14 transport (1 Foundlings Gyre)
1 Heavy transport
5 Frigates
5 Light Cruisers (1 Heavily Damaged)
5 Corvettes
5 Heavy cruisers (3 has Ion Cannons)
2 Golden age Cruisers
12 Ascetics (+2 ready in 5 Turns)
2 Battle Cruisers (+1 in repairs ready in 3 Turns)
21 Destroyers (6 Destroyers with Photon Cannons)