Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Completed Let's Play Alien Legacy.

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,147
AL%20000003.png

AL%20000006.png

AL%20000007.png


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.

"Officer on Deck!"

The crew snaps to attention.

"Welcome to the Bridge, Captain," says your Science Officer.

"As you were," you say as you return the salutes of your Bridge officers and turn to view the Space Map. The star centered in the display is larger than Sol, and its harsh bluewhite glare makes you squint despite the Space Map's heavy liters. This is Beta Caeli, over 55 light-years from Earth. It is to be your new sun.

You're freshly awakened from many years of cryogenic sleep. As the rejuvenating vitamin injection returns your body to real-time, you realize you can spare only a few moments to enjoy the view. You must start making vital decisions here, and quickly. You have just resumed command of the United Nations Ship Calypso. Your bridge crew awaits your orders. And as you are soon to find out, far more than your career is now at stake.

Welcome to Alien Legacy. The seedship UNS Calypso is an ark packed with the human refugees of a horrendous interstellar war. Your mission here, in this unknown quadrant of the galaxy, is to continue the human race. The challenges facing you are truly awesome, as are the odds.

You must explore planets and moons to discover viable colony sites in potentially hostile environments. To ensure the survival of the colonies, you must locate critical resources such as ore and energy, and establish reliable supply lines. You must direct the growth of your colony sites, balancing population growth against production capacity and resource consumption. You'll have to make hard choices between essential priorities: building habitats for life support, power plants for energy, factories for robots and vehicles, or esearch labs for the advanced technologies and knowledge that will be your ultimate salvation.

And those are the least of your challenges. Beta Caeli is lethal to the unwary, and a harsh teacher to the unwise. You may be facing cataclysmic natural disasters, hostile life forms, and even colonial rebellions if you start losing control. What's more, the blackness around you teems with ancient, sleeping mysteries: some that can save your fledgling civilization, and others that can totally annihilate it. You are racing the clock to find out about them before they find out about you.

From the bridge of the Calypso, you will control, guide, and pnspire the activities of thousands of people. But with this power comes grave responsibility. These people may represent the last tiny remnant of humanity. You must lead wisely to maintain their confidence and assure the success of the colonies. While you may be able to delegate some tasks to your expert Advisors or trusted Planetary Governors, you bear ultimate responsibility for the mission at all levels. The clock is ticking. There is no alternative. And there is no going back.

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.

Historical Briefing.

This section quickly recaps the origin and intent of the Calypso's mission and your directives.

Human history in the first half of the 21 st century differed little from the centuries before it: always more people competing for always fewer resources, with technology playing an ever greater role in the pace and magnitude of events. Most developed countries launched exploration and colonization missions into near space in the perpetual search for new resources and living space for their swelling populations. Even in the asteroid belt, however, national rivalries and territorial conflicts kept humans spending much of their energy battling each other rather than the harsh realities of this ultimate frontier.

But then, in 2043, everything changed forever. What first was thought to be a previously unknown comet was suddenly discovered to be the vast "light-sail" of an alien probe apparently originating from Alpha Centauri. The U.S. scout ship Friendship was diverted from a mining survey of the Neptunian moon Titan to intercept. The first Friday in October, 2043, after days of repeated attempts to contact the visitor, the Friendship closed to within 200 miles of the alien probe. Suddenly, without any sign of acknowledgment, the alien ship locked on to the unarmed U.S. ship and opened fire with powerful energy-beam weapons, destroying the Friendship within seconds.

Despite subsequent counter-attacks by other vessels in the following weeks, the probe drove on relentlessly toward Earth. The probe survived several missile barrages and finally fired missiles of its own. Most of these missiles were successfully intercepted by Earth-based ABM systems, but one struck on the reclaimed croplands of the Sudan, killing millions with a murderous viral weapon. At heavy cost to all of Earth's governments, the probe was finally destroyed. Thus began the Human-Centaurian War.

This first violent contact was the catalyst that finally joined the great governments of the Earth under the leadership of the United Nations. They realized that only by combining their strenght would they be able to mount an effective defense against this obviously advanced and ruthless alien menace.

The attack also ignited a furious technological revolution, causing explosive growth in human technology. Transcendent breakthroughs came quickly in the fields of electronics, super-construction, and propulsion, including the first working Bussard ramjet. This innovation used a gigantic scoop to capture and store the trace hydrogen in the interstellar medium as fuel for fusion engines. This meant an almost endless fuel source for long voyages, and allowed the design of huge new ships with few limits on size or mass. Previous space classes that had to carry all of their fuel could never accelerate for long, while ramjet-equipped starships could accelerate halfway to their destination before having to turn and decelerate.

Within just a few short years, the United Nations was ouilding the first interstellar battle cruisers, intended to take fight to the Centaurians and destroy them before they could destroy Earth. In tandem with this great war errort was the attempt by mankind to persevere in the face of potential extinction. The great Odessa-class seedships were designed as gigantic arks to carry mankind from the cradle of Earth to systems known to contain M-class (Earth-like) worlds.

In 2119, the Odessa Class 3-B seedship UNS Calypso was launched towards the Beta Caeli star system. At over 17 Darsecs from Earth, Beta Caeli was the farthest colony yet attempted. For that reason, it was considered to be the colony with the best ultimate chance of success at evading the Centaurian's genocidal wrath. The UNS Tantalus was launched in 2135, also to Beta Caeli. Thanks to its new Ramikin fusion engine, the Odessa Class 4-C Tantalus was expected to arrive at the Beta Caeli system some 21 years ahead of its older sister ship.

Preliminary scanner reports from Navigation reveal no evidence of the Tantalus or any of the colony sites it is presumed to have founded. Further reports will be forthcoming from your Advisors as soon as possible. Despite this troubling news, you must proceed with the mission with all possible dispatch. Time is of the essence.

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.

AL%20000008.png

AL%20000009.png

AL%20000010.png

AL%20000011.png

AL%20000012.png

AL%20000014.png

AL%20000015.png

AL%20000018.png


Earth-like world on which one of our probes impacted. The probe's telemetry indicates the current location is an excellent place to start our first colony.

The probe has already initiated the colony at grid coordinates D-2 on the Mercator map. We should send the resources Engineer Antonelli requests to that colony as quickly as possible.

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.

Name: Hausmann, Otto

Rank: Commander, Science Staff

Date of Birth: 2090 (Biological age: 28}

Education: University of Munich

Previous Positions: Lead Science Advisor for UNS Prague, Asst. Department Head at U.N. Medical Research Facility II49

Personality Profile: Otto has a checkered service record, reflecting both his excellent command decisions and contributions to the U.N. Science Program, and his unfortunate difficulties dealing with authority figures. Otto was transferred off of the UNS Prague after he almost assaulted its Captain. When asked why the near-attack took place, Otto broke into a rage, screaming the word "Incompetent!" and then would speak no more of it. After a sterling record of service os Assistant Department Head at U.N.Medical Research Facility 1149, Otto has returned to service in space, his past difficulties behind him.

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.

AL%20000020.png


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.

AL%20000021.png


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.

While en route to Beta Caeli, we flew through a magnetic storm. I am in the process of rebuilding our main memory core. I will alert you as each section is brought back on-line.

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

We move on to the PDA.

AL%20000024.png


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.

AL%20000025.png


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.

AL%20000026.png


she deems fit.

Your new orders are to rendezvous with Captain Johannson of the U.N.S. TANTALUS. Captain Johannson is your superior, so you will relinquish command of the CALYPSO to her when you reach New Terra headquarters.

We thank you for your excellent service to this point. We trust that Captain Johannson will be able to fully utilize your proven capabilities.

Signed by Nguyen Kahn. Secretary General, U.N.

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

AL%20000028.png


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.

According to this troper's calculation, the Calypso travelled for more than 90000 years to reach Beta Caeli. Sounds like a lot, but keep in mind that the Tantalus took about 37 years less while only being 0.04% faster.

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

AL%20000029.png


life is present on the planet.

Distance from Star: 2.54.06x10(8) kilometers.
Period of revolution (Terran): 793.98 days.
Period of rotation (Terran): 22.32 hours.
Equatorial diameter: 12,224 kilometers.
Mass (Terra=1): 0.97.
Density (water=1): 5.4.
Atmosphere: Nitrogen, Oxygen.

Mean temperature: Visible surface; Celsius): 20 equator/-2 polar.
Surface gravity (Terra=1): 0.96.
Inclination of axis: 27.24 degrees.
Inclination of orbit to ecliptic: 0.0

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.

AL%20000033.png

AL%20000034.png


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

AL%20000035.png


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

Engineer Antonelli will know what resources we will need for your first habitat. You may want to confer with her.

That was informative.

This is the Technology screen:

AL%20000038.png


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.

AL%20000040.png


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

Name: Wu, Mai-lin

Rank: Lieutenant, Navigation Staff

Date of Birth: 2080 {Biological age: 38)

Education: U.N. Astrophysics Academy at Singapore

Previous Positions: Assistant to the Head Astronomer, Mt. Lick Observatory

Personality Profile: Mai-lin has always felt a deep attraction to space, and spent the years of her youth watching the sky and identifying constellations with her homemade telescope. It was natural for her to pursue a career in astronomy, and her interest wos strong enough to attract the attention of her teochers, who recommended her for a scholarship to the Astrophysics Academy. She graduated with honors. After completing an internship at the Mt. Lick Observatory, she rose on her merit to become Assistant to the Head Astronomer. Moi-lin applied for a space assignment with the hope of getting closer to the stars that she loves.

They forgot "And die horribly."

As usual we first ask for advice.

One ship has enough room to transport the robots we need to construct our first habitat on Gaea. We should not send any humans to a new colony until there is a habitat there to house them.

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.

AL%20000042.png


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.

AL%20000043.png


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

Name: Antonelli, Gianna

Rank: Lieutenant, Engineering Staff

Date of Birth: 2104 (Biological age: 22)

Education: Massachusetts Institute of Technology

Previous Positions: None

Personality Profile: Gianna has always had a happy, positive outlook on life and a desire to help others. At the age of 18, Gianna decided to become an engineer and try to improve the world and the lives of its people through the use of technology. She was an apt pupil and graduated near the top of her class. Fresh out of college, Gionna is eager to provide a home for the future generations that the Calypso has brought to space.

We ask for her advice.

Our pre-seeded colony on Gaea seems to have all of the necessary materials except robots. At least 5 robots should be sent to the Gaea colony to begin constructing a habitat. We should not send any personnel until we have provided shelter for them.

As if I could. :roll:

This is the colony interface:

AL%20000045.png


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.

AL%20000047.png


This is the chief of our military forces.

Name: Romanov, Dimitri

Rank: Colonel, Military Staff

Date of Birth: 2115 (Biological age: 31)

Education: West Point Military Academy; Sun Tzu Academy of War; U.N. Strategy and Tactics School

Previous Positions: Commanding Officer, Zweibrucken Air Base; Commander, 5lti U.N. Armored Attack Group; Commander, U.N. European Defense Command

Personality Profile: Dimitri has been considered very intense since early childhood, and both teachers and his parents have always found him to be somewhat aloof. Graduating from high school early with spectacular success, Dimitri was nominated and admitted to the West Point Military Academy. His exceptional performance there earned him a recommendation and finally an invitation to attend the prestigious Sun Tzu Academy. After completing his schooling, he joined the U.N. Military Forces ond rose rapidly through the ranks. He was assigned to the UNS Calypso with the task of assuring the survival of the colonies which could well be humanity's last bastion of civilization.

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

When we get the chance, sir, I suggest we attempt a few recon missions on Gaea. I hope we can discern something of the TANTALUS'S fate -- assuming it arrived here.

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.

AL%20000051.png

AL%20000053.png


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.

AL%20000057.png


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.

AL%20000060.png

AL%20000061.png


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. :(

AL%20000064.png


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.

AL%20000065.png


We should investigate any possible signs of the TANTALUS or its colonies. I'm concerned that there has been no contact with anyone, and that there is no visible trace of them ever being here, sir.

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.

AL%20000068.png


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.

AL%20000070.png


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.

AL%20000071.png


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.

AL%20000072.png

AL%20000073.png


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.

AL%20000075.png


Mathematics Find: A meteor streaks across the sky, creating a straight line of fire as it burns up while entering the atmosphere.

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

You have located an obscure rock formation radiating high magnetic pulses. This may help our scientist to understand Gaea's surface, and allow us to find optimal areas for colonization.

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.

AL%20000080.png


Astronomy Find: You name this area Copernicus, in honor of the Polish astronomer Nicolaus Copernicus.

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.

AL%20000082.png


Physics Find: A mineral outcropping contains radioactive elements.

Okay.

Astronomy Find: You find a semi-circle of rocks which form an accidental solar calendar.

I reckon Scientists are weird people.

AL%20000087.png


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.

AL%20000091.png


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.

AL%20000093.png


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

AL%20000095.png


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.

AL%20000098.png


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

AL%20000099.png


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.
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
The whole officer setup reminds me of Starflight. So it is a space exploration/4x hybrid? Interesting.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,701
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)
 

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,147
@ 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

AL%20000100.png


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.

sci.png
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.

sec.png
Vehicles are a vital part of our infrastructure. We should continue to produce them at regular intervals.

nav.png
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?

nav.png
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.

eng.png
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!

rob.png
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.

AL%20000114.png


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.

AL%20000119.png

AL%20000121.png


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...

rob.png
Eureka!

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

AL%20000125.png


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

eng.png
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.

eng.png
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.

eng.png
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.

nav.png
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.

nav.png
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.

sci.png
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.

sec.png
There are numerous life forms on the planet, but none of them seems hostile towards us.

Famous last words.

sec.png
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.

rob.png
System efficiency at 93 percent. I am applying new shielding to aid in protecting the core from any further radiation damage.

Good to know.

rob.png
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.

AL%20000153.png


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.

AL%20000155.png


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

sci.png
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.

sec.png
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.

AL%20000164.png

AL%20000165.png

AL%20000166.png


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.

AL%20000170.png

AL%20000171.png


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

AL%20000172.png

AL%20000173.png


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.

AL%20000180.png


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

sci.png
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.

AL%20000183.png


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.

sci.png
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.

AL%20000199.png


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...

rob.png
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.

sci.png
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.

sci.png
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.

AL%20000202.png


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.

AL%20000204.png


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.

eng.png
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.

eng.png
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.

AL%20000209.png

AL%20000210.png

AL%20000212.png


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.

eng.png
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.

eng.png
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.

AL%20000220.png


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.

AL%20000743.png


No intelligent species have been detected. Indeed, most species have rather small brains, similar in size to Terran dinosaurs. All species have an unusual brain lobe, which is unlike any feature found in Terran species; the use for this lobe has not yet been determined.

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.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,701
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:

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.
 

GreyViper

Prophet
Joined
Jan 10, 2011
Messages
1,523
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".
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,701
Shadorwun: Hong Kong
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".

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.
 

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,147
@ 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.
 

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,147
III. Through the valley of the shadow of SCIENCE!

AL%20000222.png


Please don't jinx us.

nav.png
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.

AL%20000228.png

AL%20000234.png


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.

AL%20000231.png


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.

AL%20000238.png


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

sci.png
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.

AL%20000245.png

AL%20000247.png


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.

nav.png
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.

rob.png
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.

rob.png
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.

AL%20000254.png


The planet's large moon is probably responsible for preventing a runaway greenhouse effect (as happened on Venus) because it stripped away the lighter gases before the surface temperature climbed too high to be deadly to life. The appearance of life also stabilized the atmosphere by removing much of the carbon dioxide and creating a protective ozone layer.

Spectroscopic analysys reveals the presence of iron and iron compounds on the planet. The strong magnetic field and high density indicate a large liquid interior.

Distance from Star: 1.63x10(8) kilometers.
Period of revolution (terran): 360.53 days.
Period of rotation (terran): 16.21 hours.
Equatorial diameter: 15,996 kilometers.
Mass (Terra=1): 2.50.
Density (water=1): 5.3.
Atmosphere: Nitrogen, oxygen.

Mean temperature (visible surface; Celsius): 49 equator/25 polar.
Surface gravity (Terra=1): 1.76.
Inclination of axis: 8.18 degrees.
Inclination of orbit to ecliptic: 2.1 degrees.
Eccentricity of orbit: 0.09620.

I feel smarter after playing this game.

AL%20000260.png


The launchings of the TANTALUS and the SHAKA ZULU bring to a total of 16 the number of seedships en route or currently establishing new colonies for humanity. Mankind has indeed left its cradle.

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

rob.png
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.

AL%20000267.png


similar to that of the Centaurians and to the creation of more interstellar seedships.

AL%20000270.png


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.

nav.png
From the probe data available in the computer library, I recommend we begin colonizing Rhea as soon as possible.

eng.png
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:

AL%20000280.png


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.

sci.png
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?

sec.png
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?

sec.png
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.

AL%20000296.png


A ship bearing the insignia of the TANTALUS is parked here. With minimal effort your engineers can restore the ship, adding another vehicle to your fleet.

The circle of empty buildings was once a performing arts center.

You walk through the rubble that once constituted the main radio communications center for Gaea and the rest of the system. The settings on the main prompter indicate that the last messages were broadcast to sectors A-0, B-1, C-2, and D-3 on Prometheus.

Prometheus is Rhea's moon.

sec.png
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.

AL%20000308.png


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.

Geology Find: Your instruments show that this area is sinking and is turning into a rift valley.

Geology Find: You find petrified remains of some tree-like flora.

Then we visit the abandoned installations we came looking for.

AL%20000321.png


Among the shattered remains of a town you find enough evidence to indicate that this place was called Lands End City.

All that remains in the empty office you examine is a hologram trophy display with glowing text: 'First Prize. Mathematics Division. To Wanda Lemfort for her research on the Duplication Theory. Presented by the Gaean Euclidean Society, New Frisco Chapter, Sector D-0.'

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.

AL%20000332.png

AL%20000333.png


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.

Biology Find: Despite the aridity on this strip of land, various forms of lichen survive on the salty rock surface.

Biology Find: A lengthy row of sweet smelling flora form a zigzag pathway along this ridge.

Biology Find: A large bush, similar to the Terran creosote, has spread its roots across the surface to steal nutrients from the surrounding vegetation.

Biology Find: These grassy hills serve as home for small rodent-like creatures that feed on grass seed.

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.

AL%20000350.png


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

AL%20000353.png


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

sci.png
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.

sci.png
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.

sci.png
You'll want to have exploration teams examine planet surfaces most carefully for unusual scientific curiosities.

Not yet.

sec.png
Our early settlements are coming along quite nicely, sir.

Why, thank you.

sec.png
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.

nav.png
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.

nav.png
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.

eng.png
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?

eng.png
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.

rob.png
I have tested our complement of robots. They all survived the magnetic storm without damage, sir.

Tell Antonelli about it.

rob.png
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.

sec.png
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.

AL%20000382.png


bombarded throughout its history by meteors of various sizes.

The nitrogen atmosphere seems to be a result of occasional volcanic outgassing. The moon's low gravity cannot prevent the gas from escaping into space.

Distance from planet: 4.12x10(5) kilometers.
Period of revolution (Terran): 360.53 days.
Period of rotation (Terran): 31.13 days.
Equatorial diameter: 3826 kilometers.
Mass (Terra=1): 0.93.
Density (water=1): 4.7.
Surface gravity (Terra=1): 0.46.
Atmosphere: Nitrogen.

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.

AL%20000403.png

AL%20000404.png


That's 11 robots along two points of interest.

Inside the ruins of a huge warehouse you find shelves containing unusual coaxial cables. These mammoth cables may be of some use in developing more efficient power conduits.

Around the area you find several robot crews that bear the insignia of the U.N.S. TANTALUS. The robots are still in working condition; they've just run out of power. A quick trip to the nearest site and they'll be fine.

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

sci.png
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.

AL%20000417.png


The outpost is a mass of decaying ruins. You find a battered vid-phone that bears the advertisement: 'Come to the College of Neo-Roma Expo. Gaea's most reputable school for Applied Physics presents Wanda Lemfort (Sector I,9).'

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.

AL%20000427.png


This was the colony of the Neo-Roma College of Applied Physics. The buildings are in ruins and buried under an ivy-like web of vegetation.

The abandoned college you discover has ivy and weed-covered walls. In the School of Mathematics building, you find an overturned wastepaper basket containing a series of plastic sheets for an overhead projector. The writing on the sheets is still visible.

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.

sci.png
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.

sci.png
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.

AL%20000436.png

AL%20000437.png


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.

AL%20000456.png


Inside a science post half buried in dust you find a diary some scientist left behind. One entry reads: 'The unusual crystals we found were sent to Petrovski at his private laboratory on Ares, Sector B-11. If anyone can make something useful of the crystals, it's Petrovski.'

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

Astronomy Find: You mark this area as a possible site for studying the atmosphere of Rhea.

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

sec.png
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.

AL%20000470.png

AL%20000471.png


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.

AL%20000484.png


water vapor have been detected. There are ice caps at both poles -- probably made of frozen carbon dioxide.

The planet is at the outer edge of the habitable zone of the Beta Caeli system. This region of the star system appears to have little iron ore.

Distance from Star: 4.86x10(8) kilometers.
Period of revolution (Terran): 5.075 years.
Period of rotation (Terran): 34.16 hours.
Equatorial diameter: 8,139 kilometers.
Mass (Terra=1): 0.114.
Density (water=1): 3.1.
Atmosphere: Nitrogen, carbon dioxide.

Mean temperature (visible surface; Celsius): -10 equator/-42 polar.
Surface gravity (Terra=1): 0.42.
Inclination of axis: 22.78 degrees.
Inclination of orbit to ecliptic: 1.5 degrees.
Eccentricity of orbit: 0.08320.

I then send the ship straight to B11.

AL%20000491.png


In an empty outpost dome you find the electronic lab of the late eccentric genius, Anton Petrovski. In the memory chips of his MAX9000 notebook computer you find sketches of an unusual radio and some mathematical equations.

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

sci.png
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.

AL%20000499.png


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.

AL%20000501.png

AL%20000502.png


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.
 

Monocause

Arcane
Joined
Aug 15, 2008
Messages
3,656
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.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,198
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.

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...
 

Renegen

Arcane
Joined
Jun 5, 2011
Messages
4,062
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.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
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
 

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,147
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

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.

AL%20000504.png

AL%20000506.png


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.

AL%20000509.png


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

sec.png
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.

nav.png
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.

AL%20000528.png


An experimental spacecraft from the TANTALUS crashlanded on a deserted island, sustaining devastating damage. A large section of the prototype engine has survived. You can barely make out 'R- -M-I- - -N II' stenciled on the engine's housing.

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

nav.png
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.

sec.png
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.

AL%20000541.png


You find a TANTALUS radio transmitter which has run out of power. Its last message was: 'The Exodus Spaceport at Rhea sector J-31 has been attacked an the last transport vessel destroyed. Without that cargo we cannot survive.'

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

sec.png
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.

AL%20000554.png


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.

AL%20000562.png


At the Exodus Spaceport you locate a transport ship that crashed during take-off. You manage to salvage a crate on which is written: 'Ore Filter Magnets.'

sci.png
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.

AL%20000570.png


Soon afterwards...

sci.png
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.

AL%20000575.png


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.

sec.png
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.

AL%20000583.png


surfaces from spacecraft. We may be able to use this process to track down clues to the fate of the TANTALUS.

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.

rob.png
Eureka!

Alright.

AL%20000587.png


implement the refiner.

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...

rob.png
Eureka!

Once again.

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

sci.png
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...

AL%20000595.png


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.

AL%20000606.png


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.

AL%20000609.png


In an otherwise empty science lab you find a hibernation pod. Inside is the dehydrated body of a TANTALUS colony physicist. His pocket tag reads: 'Dr. Carlos Morales, Prometheus Supermetal Retrieval Team, Sector 7.'

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.

AL%20000622.png


In a deserted solar power station you find a torn wall hanging. It appears to be a recruiting poster and reads: 'Join the pioneers on Ares! Sector H2 is not for cowards!'

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

AL%20000628.png


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

sci.png
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.

RheaRPT.png


areas of the narrow temperate zones. Massive deserts gird the equator. The polar regions are surprisingly rich in species.

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.

AL%20000632.png


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

AL%20000633.png


Sand dunes slowly cover the geodesic dome of a recruiting station. In what must have been the administrator's office, you find some notes in a desk. They read, 'Further analysis of the alloy must wait until we get new samples from Prometheus, Rampo Camp in Sector B-10.'

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.

AL%20000645.png


A glint of reflected sunlight leads you to a rock outcropping where you find a greenish metal.

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

Chemistry Find: Traces of methane from the system's early history can be found deep under the surface.

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

sci.png
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.

AL%20000650.png

AL%20000651.png


What appears at first glance to be large red quartz crystals turns out to be the broken barrel of a hand laser.

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.

AL%20000654.png


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.

rob.png
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.

rob.png
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.

nav.png
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.

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

eng.png
I don't understand what could have destroyed the TANTALUS and the colonies. It's frustrating that we have found nothing but ruins.

sec.png
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.

sci.png
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.

sci.png
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.

sec.png
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.

AL%20000678.png


should look to some other cause for the rapid advancement of life AND oxygen atmospheres on the Caelian planets.

AL%20000674.png


Caeli species share four nucleotides with Centaurians but no nucleotides with humans.

Furthermore, Beta Caelians share 70 percent of the same genetic codes with Centaurians while they share only 2 percent with humans.

The near identicalness of Beta Caelian life forms with each other and their close kinship with Centaurian forms strongly support the Panspermia hypothesis.

That Terran forms are so different from the other two strongly suggests that life arose on Terra uniquely and independently of alien influence.

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.

nav.png
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.

sci.png
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.

AL%20000710.png


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

AL%20000727.png


You find a deserted strip mine. Several metal cannisters have messages painted on them. You finally determine that the message reads: 'Smythe Refineries, Hermes Station. Do not delay return of these absorber canniesters to J-13.'

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.

AL%20000739.png


You find an old TANTALUS mining camp. One crate has the words 'Property of Smythe Refineries, Alpha Asteroid 5 Camp A-4.'

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.

AL%20000753.png

AL%20000757.png


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

AL%20000760.png


You find a museum dedicated to the history of the U.N.S. TANTALUS. The last few panels of a diorama show the starship being dismantled and the fusion engine being transported to Gaea's surface.

...

PicardWTF.jpg


'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.
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
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.
 

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,147
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.
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
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

Arpad

Educated
Joined
Jan 27, 2012
Messages
248
:salute: pretty nice lp of a cool game. Hope you get to the end.
 

Crooked Bee

(no longer) a wide-wandering bee
Patron
Joined
Jan 27, 2010
Messages
15,048
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.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom