More Mad, Part Three
I do believe this sucker is ready. I just finished my last recruiting run. Just for the hell of it, I decided to walk up from Wildwood Cemetary. This is the first glimpse of Zimonja
A bit closer
And then on top of the rock outcrop
I think it's safe to say that my resolution to respect physics has definitely failed by this time.
This is how the gatehouse ended up. the odd spur with the spotlight was an experiment to see if I could light up the ground any further out from the gateway. Turns out, it doesn't seem to matter how high I put the lights or how far forward I place them, the area lit remains about the same. That might have something to do with the slope of the ground, admittedly. I might try and fudge it later with some SOE light sources, but this will do. I'm leaving the extended spotlight because it looks odd, and odd is good for a build like this.
Inside, all the slots are filled and everyone is one their spot. Almost. I got the occasional slave who got very confused about where she was supposed to be...
... but nothing that couldn't be fixed by having sex with her to force a package re-eval. (I was tempted to leave her standing in mid-air there, just to reinforce the mad science theme, but I decided I'd sooner have her stall occupied).
Of course, they do the usual AI thing of knocking off when the boss is away, and then when I get back, there's a rush to get back on spot. This one is running a little late for some reason.
Actually, I'm quite proud of the attention to pathing for this build. Everyone can get to where they're supposed to be. With the possible exception of the roof of the VIP platform, and I think that might be too high for the packaging to pick up.
I neded up having to build a second set of crosses as temporary slave storage. I need to keep them standing still and out of the way. Then I can assign them one by one and if I need to fiddle with track lights, I can do it without having milling slavegirls standing in the way.
Tinker Tom's platform is pretty much unchanged from last time.
I had a lot of empty space under the dish that I didn't know what to do with. I ended up just adding a row of kneeling slaves.
Seems to work.
I finally got the VIP platform set up more or less as I want it.
I wanted to tweak mohak-girl's position there, so I welded a set of cuffs to the safety rail.
I decided I quite like her there. I did assign Curie to the spare kneeling slot, but she's off somewhere. Science-ing, I expect. She can't be too far because I get my lovers comfort bonus if I sleep there. I'm sure she'll turn up.
I put a ladder up the side, and used the roof of the VIP area to add some workstations.
(If this was Skyrim, I'd be just a couple of mannequins short of a "fully featured player home" at this point). Of course, then hooked up with Ada and realised I had nowhere to put a robot workbench. So I extended the platform, and physics be damned!
Yep, I'm using oil lamps. You would not believe the things I'm running short of, resource wise. That said, I kind of wish I'd used them a bit more - I like the effect.
Here's the original Zimonja buildings, looking a little lost now.
Northern T&A gallery. No purpose besides decoration.
Normally I fuss like crazy with little track lights to get everyone to show up properly, but there's that much ambient light at this point that I didn't need to bother. I did add some lights for the flags, but the girls are lit by light from ... from where I know not. Oh well, whatever works.
Standing on the end of that platform gives a nice view of Tinker Tom's platform. I'm tempted to put a walkway across and join them.
There's nothing for it...
I think I'm finally going to have to use this sucker. It is going to be so disappointing to come back and find all the components burned out. I mean I'll scrap them and put in lookalikes from SOE or whatever so it still looks good.
Still, after all this, the actual Institute is going to seem a wee bit anti-climatic.
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