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Author Topic: Space Station 13: Urist McStation  (Read 1986269 times)

My Name is Immaterial

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Re: Space Station 13: Urist McStation
« Reply #24570 on: December 18, 2016, 02:11:56 pm »

I haven't seen many security at all lately. Of course, that might be to low pop.

Still mostly Bay, AFAIK.

Aseaheru

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Re: Space Station 13: Urist McStation
« Reply #24571 on: December 18, 2016, 03:39:23 pm »

 Its still Bay+alot of stuff.
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Naverin

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Re: Space Station 13: Urist McStation
« Reply #24572 on: December 21, 2016, 07:28:28 pm »

Was trying to play with genetics today.  I tried following some Bay code guides but I must be missing something.  all I did was keep nuking the monkeys and they would twitch and cough and end up dead lol.

Is there anyone that can explain best practice on figuring out which blocks do what so i can like give myself super powers?
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Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #24573 on: December 22, 2016, 12:53:34 am »

Gahaha! Just finished a long round on Colonial Marines where I was a starting xenomorph. Went Spitter pretty early on and lived for the entire 5 hours or so. At one point we were down to ~10 aliums, no queen or drones or larva, 50 tallhosts left, and only a single infected monkey as our hope (we had an infected marine as well, but he decided that he didn't want to be Queen and that a Young Sentinel would be more useful). As soon as that popped and hit drone I pumped him full of plasma so he could go SSJ2 and insta-queen, then we robusted the shit out of the marines and took the ship easy-peasy, even though it was basically the Queen, myself (Ancient Spitter), my Ancient Praetorian buddy, an Elite boiler, and a swarm of Runners and Hunters that were almost all Young.

Also something like four Predators showed up but I'm not sure if they managed to kill any of us before we brought them down.

But man, fuck the stealth modo pounce behead game, I love being the acid & stun machinegun, and the plasma reservoir + recharge means you can just force-boom your macro if you stick to the queen and keep transferring.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Dorsidwarf

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Re: Space Station 13: Urist McStation
« Reply #24574 on: December 22, 2016, 04:03:55 am »

You make colonial marines sound like a MOBA, haha
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Flying Dice

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Re: Space Station 13: Urist McStation
« Reply #24575 on: December 22, 2016, 07:32:28 am »

Honestly it sort of is, just with all the useless little minion characters also being played by people.  :P
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Lyeos

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Re: Space Station 13: Urist McStation
« Reply #24576 on: December 22, 2016, 04:38:22 pm »

Was trying to play with genetics today.  I tried following some Bay code guides but I must be missing something.  all I did was keep nuking the monkeys and they would twitch and cough and end up dead lol.

Is there anyone that can explain best practice on figuring out which blocks do what so i can like give myself super powers?

Genetics is kind of borked at the moment (thanks Bay), so the monkey's'll just stay monkey instead of turning human, otherwise the blocks work fine. Block are randomized each round, though.
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #24577 on: December 22, 2016, 07:01:56 pm »

Was trying to play with genetics today.  I tried following some Bay code guides but I must be missing something.  all I did was keep nuking the monkeys and they would twitch and cough and end up dead lol.

Is there anyone that can explain best practice on figuring out which blocks do what so i can like give myself super powers?
Aside from what Lyeos mentioned about a bug:

The genetics genes are hexadecimal numbers, from 000 to FFF or in normal-people-speak, from 0 to 4095. Absolutely everything is triggered by the genes it holds being above DAE, although some bad muts may trigger at lower. What the two combined means is that 90% of the time you're best off mutating the first block in a gene - F00 is > DAE for the same reason 20 is > than 19.

Second thing is Power and Duration. Power increases how many the block you're irradiating can change, i.e jump one from A to B on low, or jump FIFTEEN from F to 0 or back. I don't think this is strictly deterministic how big a range you get, I usually go with 4-5.

Duration is largely useless; it increases the precision, i.e. lowers the chance of mutating a block other than selected, at the cost of higher dosage and, damningly, longer wait time. I leave it at 2, it's faster to mutate back an off-target.

The power genes are all SEs, and you can make individual gene injectors. So just make one, inject, see what happens. Keep a backup monkey genome with no mutations so you can fix the bad ones.

Finally, mind you, some bad effects are not bad MUTATIONS: if you turn red, or your limbs shiver, it's a random side-effect that AFAIK can happen any time. They can be countered with common chems and usually leave you damaged quite a bit if you don't fix it.
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birdy51

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Re: Space Station 13: Urist McStation
« Reply #24578 on: December 23, 2016, 04:23:21 pm »

I can't figure out Bay Genetics. It's... Confusing.
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #24579 on: December 26, 2016, 08:23:52 pm »

Server is updated and back up.
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http://www.bay12forums.com/smf/index.php?topic=141525.0

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Nienhaus

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Re: Space Station 13: Urist McStation
« Reply #24580 on: December 29, 2016, 02:47:30 pm »

I made this as a joke. It's related to SS13
Spoiler (click to show/hide)
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SOLDIER First

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Re: Space Station 13: Urist McStation
« Reply #24581 on: January 02, 2017, 04:26:52 pm »

you made two hotkeys 5 and forgot to add 2
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IcyTea31

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Re: Space Station 13: Urist McStation
« Reply #24582 on: January 14, 2017, 04:19:10 am »

Yesterday was fun.

Spoiler: Shenanigans (click to show/hide)
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Iceblaster

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Re: Space Station 13: Urist McStation
« Reply #24583 on: January 14, 2017, 09:52:10 am »

God. I need to get back into this XD

EDIT: Reinstalled it. Might as well try to catch a game later if I can :P
« Last Edit: January 14, 2017, 10:13:27 am by Iceblaster »
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IcyTea31

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Re: Space Station 13: Urist McStation
« Reply #24584 on: January 28, 2017, 06:06:56 pm »

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There is a world yet only seen by physicists and magicians.
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