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Author Topic: Die2Nite  (Read 168769 times)

Tres_Huevos

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Re: Die2Nite
« Reply #765 on: November 10, 2010, 11:20:16 pm »

I'll send one your way.
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kilakan

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Re: Die2Nite
« Reply #766 on: November 10, 2010, 11:31:27 pm »

aweeesome
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Fikes

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Re: Die2Nite
« Reply #767 on: November 10, 2010, 11:34:58 pm »

Anyone can PM me for keys. It is looking like Colosseums of armageddon will make it through day 4 (today) without any zombies breaking through. I think we have a good shot at day 6.

I think we have 25 people alive and active. One or two MIGHT have an infection, but beyond that, I don't expect any losses.

The town start off a little rocky but really came together over the last two days to become fully kick ass.

Tomorrow I am hoping we can plan an expediton to one of the unsearchable zones, but I'll be out most of the day.

kilakan

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Re: Die2Nite
« Reply #768 on: November 10, 2010, 11:51:09 pm »

Uh what's hero mode, whenever I try and do anything it asks to activate it, but never lets me, do I have a bug?
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Megaman

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Re: Die2Nite
« Reply #769 on: November 11, 2010, 12:36:13 am »

I think hero mode can be activated by buying it (GRRR) or being the 'last man standing' when your town falls.
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Sowelu

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Re: Die2Nite
« Reply #770 on: November 11, 2010, 01:21:49 am »

Hero mode is basically an unavailable-during-beta premium thing.

If you survive to day 5, you *might* get it for a small handful of days.  Don't know for sure.  But there's no other way.
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Shades

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Re: Die2Nite
« Reply #771 on: November 11, 2010, 03:52:22 am »

Y'know, I'm probably gonna keep playing this game at least until I get the "100 soulpoints" thing.  Having enough to be in a town of the competant sounds awesome.

Of course the people with all the soul points might have been because they took all the towns resources and built an invincible shack to hide in.
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OperatorPants

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Re: Die2Nite
« Reply #772 on: November 11, 2010, 04:53:54 am »

Colosseums of Armageddon is on day 4, this is the best town I've been in yet. All I've been doing is spending 12 AP in construction every day.
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Neyvn

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Re: Die2Nite
« Reply #773 on: November 11, 2010, 05:30:25 am »

If anyone wants to join, pm me and I will send a code...
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Sappho

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Re: Die2Nite
« Reply #774 on: November 11, 2010, 06:40:35 am »

In the Frightful Store of Temptation at 5, 0.  It's depleted and there's no zombies.  There's a zone just to the south of me that has "isolated zombies."  If I go there how many zombies are there likely to be?  If there's one, can I still search?  If two, am I screwed unless someone comes to get me?  All the safe zones are depleted so if we're going to get any decent building materials for that workshop, we'll have to venture into more dangerous ones...  But I won't be around much today so I can't really set up an expedition or anything.  I'm considering just going down there and trying to take out any zombies that are around with my bare hands, bring back any materials I get for the good of the town, and pray I don't get killed...

Leafsnail

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Re: Die2Nite
« Reply #775 on: November 11, 2010, 06:44:30 am »

Y'know, I'm probably gonna keep playing this game at least until I get the "100 soulpoints" thing.  Having enough to be in a town of the competant sounds awesome.

Of course the people with all the soul points might have been because they took all the towns resources and built an invincible shack to hide in.
No good having an invincible shack if you're hanging from the end of a noose.
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Shades

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Re: Die2Nite
« Reply #776 on: November 11, 2010, 06:49:42 am »

No good having an invincible shack if you're hanging from the end of a noose.

Best thing to do with players like that, but they seem to get away with it reading the forums. My current town seems good though, just a few new players making minor mistakes but at least they are reading the forums. And it looks like we have both the workshop (built) and the watchtower (ready to build) by the end of day one :)
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

webadict

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Re: Die2Nite
« Reply #777 on: November 11, 2010, 07:36:35 am »

No good having an invincible shack if you're hanging from the end of a noose.

Best thing to do with players like that, but they seem to get away with it reading the forums. My current town seems good though, just a few new players making minor mistakes but at least they are reading the forums. And it looks like we have both the workshop (built) and the watchtower (ready to build) by the end of day one :)
Let's rock.
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Shades

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Re: Die2Nite
« Reply #778 on: November 11, 2010, 07:39:00 am »

There's a zone just to the south of me that has "isolated zombies."  If I go there how many zombies are there likely to be?  If there's one, can I still search?  If two, am I screwed unless someone comes to get me? 

Isolated is normally one or two and in either case your okay then.
With three you'll need to kill one or ask for help to get away with no risk of injury or infection.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Ozyton

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Re: Die2Nite
« Reply #779 on: November 11, 2010, 12:08:29 pm »

You guys got the workshop on day one? Why can't I get into a town like that? =/
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