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Space Station 13

+18
Volke
Shadow
Pyronix
Rage
Thoru
Alderos
Mrsebi
Hunter Reckoning
Tom Gaskarth
Xusha
Flaw of Insanity
Darre
V
Cial
Tim Hortans
Erik
Peregrine
DigDog
22 posters

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Post by Tim Hortans Sun Aug 28, 2011 11:04 pm

Well I found the wiki's description kind of confusing. Might have just been me.
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Post by Tom Gaskarth Mon Aug 29, 2011 12:04 am

MrSebi wrote:Just remember to use your brain when making calls.

Because you always do that Sebi.

Also, GAME TIME B'S
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Post by Tim Hortans Mon Aug 29, 2011 12:15 am

once i finish this Popsicle i'll get on
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Post by Peregrine Mon Aug 29, 2011 5:13 am

Space Station 13 - Page 20 2ymesdw

"Captain, I got good news and bad news. The bad news is that your office is gone along with half the bridge, AI core and teleporter room, and instead now there's a huge hole in the station from which we're venting atmosphere. Also, your pet monkey is dead.

The good news is that my bomb works and I can begin mass production immediately."
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Post by Cial Mon Aug 29, 2011 6:16 am

HOLY CRAP I WANT ONE.
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Post by DigDog Mon Aug 29, 2011 10:29 am

I WARNED YOU ABOUT DEMOLITION EXPERTS BRO!!!!

I TOLD YOU DOG!
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Post by DigDog Mon Aug 29, 2011 4:38 pm

Implemented r2052 to r2064.

Some of the interesting changes include:
- Research is no longer in MedBay but directly connected to the hallway, meaning scientists have no longer access to MedBay.
- Ionstorms are back in the random events which have a 10% chance to fry bots (not cyborgs) which makes them behave like they are emagged.
- Hydroponics got a plant bag (I assume this works like a mining satchel, but for plants. No more dragging boxes around!)
- Wizard spells now play sounds. EI NATH.
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Post by Cial Mon Aug 29, 2011 10:49 pm

Interesting. Let's play perhaps?
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Post by DigDog Tue Aug 30, 2011 12:52 am

PLAYING NOW.
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Post by Erik Tue Aug 30, 2011 6:35 am

Are you getting large amounts of people on the weekdays? I know lots of people have school, and if you are able to get a workable game, I'm jelly.
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Post by Peregrine Tue Aug 30, 2011 6:37 am

Yeah, we play almost every night with 6+ players.
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Post by Erik Tue Aug 30, 2011 6:46 am

Night in your timezone or mine? Like when Dig posted today, were there plenty of people on?
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Post by Peregrine Tue Aug 30, 2011 7:02 am

I wouldn't call it plenty, but yeah we had a few people on when DigDog posted. Of course we usually don't get up to 6+ people until someone posts in this thread so it might be a bad example.
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Post by DigDog Tue Aug 30, 2011 10:56 am

r2068 wrote:Changeling mode now has 4 changelings, each working on its own objectives, but
possessing the ability to hivemind with the others.
It'll be fun, I promise.
Multiple changelings now, fun. If you absorb another changeling you get all the genomes he has absorbed so far.

I changed that from 4 to a random amount of 1 or 2 though, since we don't have enough players to warrant 4 changelings. So this means there now could be two changelings in changeling rounds, or just one. Traitorchan rounds still have only one changeling and one traitor though.

Since our traitors have evolved and no longer kill everyone on sight at the beginning of the rond and are more subtle instead, I also changed the traitor scaling in traitor rounds while I was at the code. There should now be one traitor for every 3 players on the server. Which means as soon as we reach 6 players there will be more than one traitor in traitor rounds.
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Post by Cial Tue Aug 30, 2011 11:33 am

Ineteresting. So if there are multiple changelings with a hivemind, one could go genome harvesting whilst the other poses as those who have been harvested to dispell rumors of death and/or lure other victims.
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Post by DigDog Tue Aug 30, 2011 4:47 pm

No, they have a hivemind but don't share their genomes. So only the one who actually absorbed the person can pose as the person.
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Post by Peregrine Tue Aug 30, 2011 5:53 pm

DigDog wrote:Since our traitors have evolved and no longer kill everyone on sight at the beginning of the rond and are more subtle instead

Only most of them.

Tom "blitzkrieg" Gaskarth, I'm looking at you.
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Post by Cial Tue Aug 30, 2011 11:41 pm

LET'S PLAY GOGOGOGOGOGOGOGO
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Post by Mrsebi Tue Aug 30, 2011 11:42 pm

No
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Post by Cial Tue Aug 30, 2011 11:46 pm

I don't care of you play Sebs, you're never fun anyway.


Unless I turn you into a woman.
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Post by Tom Gaskarth Wed Aug 31, 2011 1:10 am

LET'S DO THIS
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Post by DigDog Wed Aug 31, 2011 10:34 am

Added r2072 - r2076.

Most important update? MMIs are now in Robotics, together with a surgery table.
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Post by Mrsebi Wed Aug 31, 2011 4:51 pm

Cial wrote:I don't care of you play Sebs, you're never fun anyway.


Unless I turn you into a woman.

Creep.
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Post by Peregrine Wed Aug 31, 2011 5:34 pm

DigDog wants us to put this to a vote: Should we have forced captains?

I vote no.
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Post by DigDog Wed Aug 31, 2011 6:09 pm

There's three options as far as I see it:

1. Keep forced captainship and have annoyed captains now and then
2. Remove forced captainship and face imbalanced nuke rounds because the nuke disk will just sit there in the captain's quarters for the first syndicate agent that comes along with an emag
3. Remove forced captainship and remove nuke rounds

Removing forced captainship would also have the effect of the spare ID lying around in the quarters in almost every round for traitors/changelings/monkeys to be taken. This can be a good or a bad thing.
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