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Messages - Android

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301
Other Games / Re: Space Station 13: Urist McStation
« on: March 06, 2013, 04:21:59 pm »
From a RP perspective, calling the shuttle is basically mission failure, no? I mean, we're supposed to be researching plasma and what not, then the syndicate or whoever tries to mess that up. If we all go home, haven't they succeeded? Shouldn't the ultimate victory against a traitor be locking him in the prison compartment of the shuttle and just sending him home? Or failing that, sending his body, or just telling centcom you found and killed a traitor?

First off, no, because a lot of players dont like seeing the shuttle as the way to escape a fucked place only but rather choose to see it with a more utilitarian approach. But yeah, bring the traitor in the brig part or bringing his body back is in my mind a strong victory.

302
Other Games / Re: Space Station 13: Urist McStation
« on: March 06, 2013, 03:53:45 pm »
Also, why does the round keep going after the antagonists are killed? Shouldn't something happen? Is there a win condition for the crew in traitor rounds, aside from taking the shuttle with the traitor dead/in jail?  I mean, shouldn't there be a way to end the round with something like "And they continued normally on the space station for the rest of their shift"?

Its normal for players on other servers to just call the shuttle once they believe all the traitors are in custody or killed. That custom hasnt really followed to this server though.

303
Other Games / Re: Space Station 13: Urist McStation
« on: March 06, 2013, 02:44:46 pm »
All of the things that are impossible to replace on the station last for practically forever, so in essence it is possible to play a round indefinately

304
Other Games / Re: Space Station 13: Urist McStation
« on: March 06, 2013, 12:14:42 pm »
There are also now cables running to the SMESs in Communications and the AI room so they can be recharged if needed.

There is an incredibly important reason why they are left unconnected from the main system. Plus, they like never run out because the rooms they power have an artificially low drain.

305
Other Games / Re: Space Station 13: Urist McStation
« on: March 05, 2013, 07:51:02 pm »
Holopads are like everywhere already


There are a lot of holopads, but they way they are placed means that the AI avatar can't 'walk' more than like, 15% of the station. You can only walk about 7 tiles away from the pad, and most of the pads are like 12-15 tiles from each other.

They dont work how you are thinking they might. The hologram will ALWAYS be limited to range from the originating pad, cannot jump between pads automatically (because there are some areas where the pads are close enough where it would work if possible)

306
Other Games / Re: Space Station 13: Urist McStation
« on: March 05, 2013, 07:12:39 pm »
Holopads are like everywhere already

307
Other Games / Re: Space Station 13: Urist McStation
« on: March 05, 2013, 03:48:46 pm »
That's fair i suppose.

What about a singularity destroyer? An additional piece you can put in that automatically destroys the singularity if containment is breached? A saboteur can destroy a working singularity if they like.

Its called a bag of holding

308
Other Games / Re: Space Station 13: Urist McStation
« on: March 05, 2013, 01:49:52 pm »
Would it be hard to make their locations semi-random? I don't really support electrifying all of the exterior grilles. Carps smashing the exterior windows and grilles and thus decompressing some maintenance shafts is pretty cool, imho.

Not really, but it may come with the risk of the event becoming meaningless if the rolls go a certain way. I have already taken a position just to reduce the frequency of which the event occurs.

309
Other Games / Re: Sim City 5
« on: March 05, 2013, 01:46:38 pm »
Just found out my preorder wont be shipped until the 8th.. The costs of saving $20  :-\

310
Other Games / Re: Space Station 13: Urist McStation
« on: March 05, 2013, 12:56:50 pm »
What's the point of electrifying the exterior if you can simply disable carps from breaking glass?
It's the same concept as flooding a river with magma to kill off the carp in Dwarf Fortress instead of modding their damage to a reasonable level. We could make them less overpowered, or we could kill them with fire/magma/electricity. I just went for the more dangerous and awesome solution.

The problem with carp, from my side as a semi-coder for this, is not their strength but their quantity. Each migration spawns a fixed number of carp at fixed locations. Nothing really random or unique about it.

311
Other Games / Re: Space Station 13: Urist McStation
« on: March 04, 2013, 01:55:11 pm »
Alien queens cannot crawl through vents, and therefor makes vent crawling nearly useless to aliens in the macro stragety once they have a nest (since they cant bring stunned humans back through the vents to get facehugged). Once you know aliens are around, weld ALL the vents shut, contain the alien threat, then eliminate them.

312
Other Games / Re: Space Station 13: Urist McStation
« on: March 03, 2013, 08:04:54 pm »
Took my server down, hope you had fun while on it

313
Other Games / Re: Space Station 13: Urist McStation
« on: March 03, 2013, 04:38:54 pm »
I will run a temp server on my computer until KG restarts his, or when I turn my PC off for the night, whichever comes first. Click spoiler for the info.
Spoiler (click to show/hide)

It is running the LATEST TG build, so enjoy.

edit: I did a speedtest too, I get 20x better up speed that KG  :-\

314
Other Games / Re: Space Station 13: Urist McStation
« on: March 03, 2013, 01:03:35 pm »
can you send me the .dmm so i can evaluate it in a non .jpg format?

Also idk what the odds are that it will be compatible with TG code

315
Other Games / Re: Space Station 13: Urist McStation
« on: March 03, 2013, 12:17:55 am »
It's a shame. I'm wondering if the Space Carp code could be optimized however, as they seem to do very little to warrant those kinds of cpu cycles.

Carp are not causing the lag on the server. KG believes its bandwidth related.
Or Byond.

Something to do with how the game handles everyone's health, which puts a massive strain on the game.

Anything more with a not-so-powerful server and poof, lag.

KG said the CPU he dedicated to the server was not being maxed out. That question was like the first two things I asked him after we started experiencing it.

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