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Author Topic: Space Station 13: Urist McStation  (Read 2157944 times)

ShoesandHats

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Re: Space Station 13: Urist McStation
« Reply #1455 on: March 15, 2013, 03:45:31 pm »

Also, for those concerned about the Highlander event on Vactor's server, the round started too quickly and no one got to set up their characters, so that was just an inbetween round for fun.
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #1456 on: March 15, 2013, 03:58:14 pm »

any feedback regarding how the temp server has been running?  I play it locally so i can't really see any issues.
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Wreck of Theseus: My 2D Roguelite Mech Platformer
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USEC_OFFICER

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Re: Space Station 13: Urist McStation
« Reply #1457 on: March 15, 2013, 04:02:05 pm »

Seems to be working great, connected like a breeze. Only at... 9 players now, so we'll still have to see about that lag.
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Gruntdonttoot

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Re: Space Station 13: Urist McStation
« Reply #1458 on: March 15, 2013, 04:04:00 pm »

any feedback regarding how the temp server has been running?  I play it locally so i can't really see any issues.

Least lag I've had between all the servers (goon, tg, bay12, and yours) I've played on. Keep it up! :D

EDIT: Just have to wait and see with more players on. *crosses fingers*
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Aklyon

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Re: Space Station 13: Urist McStation
« Reply #1459 on: March 15, 2013, 04:25:20 pm »

In a rev round, what happens to the new department heads that join? Like we got a CE and a medical head, but my notes didn't show them as targets.  Could they be flashed into being revs?

Only the heads who join at round start are considered targets, those who join later are not. I'm not sure whether these new heads could turn into revs or not, but I don't think so. But I've never tried or hear about someone who tried so... no idea. I can see it going either way, to be honest.
When we had an RP RD rev-ing, I had to change his 'role' (didn't seem to affect his ID though) before it would even give me the option to trigger rev on him. The revhead didn't think he would be able to actually convert him otherwise.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

miauw62

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Re: Space Station 13: Urist McStation
« Reply #1460 on: March 15, 2013, 04:41:10 pm »

Sucks that I missed that alium round. If it would've worked properly and if I didn't get stuck, we would have won. And if the aliens worked together, ffs.
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revo

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Re: Space Station 13: Urist McStation
« Reply #1461 on: March 15, 2013, 04:57:11 pm »

where's the link to the temp server? i can not seem to find it.
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Jacob/Lee

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Re: Space Station 13: Urist McStation
« Reply #1462 on: March 15, 2013, 04:57:53 pm »

where's the link to the temp server? i can not seem to find it.
byond://24.240.44.164:59359

USEC_OFFICER

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Re: Space Station 13: Urist McStation
« Reply #1463 on: March 15, 2013, 04:58:10 pm »

It's also on the OP.

Temporary server hosted by Vactor is running at:

byond://24.240.44.164:59359

See?
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revo

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Re: Space Station 13: Urist McStation
« Reply #1464 on: March 15, 2013, 05:00:00 pm »

i see said the blind man
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Hanslanda

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Re: Space Station 13: Urist McStation
« Reply #1465 on: March 15, 2013, 05:25:57 pm »

The following Alien round was quite fun.  Aliens > Humans. But Humans w/ fire > Aliens. Plasma is the most effective weapon against teh alium menace by far.
Aparently they're weak to fire. But also healed by plasma.

...If only they had some sort of scaling Laser resistance. ::)


Nah, all you have to do is apply a whole energy gun charge to one. This is why you carry like 4 or 5 energy guns, preferably with one being the Captain's Antique laser pistol. Oh, and incendiary grenades work FANTASTIC for area denial too. Not for killing the aliens, but you throw one in a hallway, the fire alarm goes off, and you might just trap the gribbly in there with the superheated air.
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wlerin

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Re: Space Station 13: Urist McStation
« Reply #1466 on: March 15, 2013, 05:29:16 pm »

Nah, all you have to do is apply a whole energy gun charge to one. This is why you carry like 4 or 5 energy guns, preferably with one being the Captain's Antique laser pistol.
Or a single m1911-P.

But the admins will never give me one. I swear it makes sense IC. >_>
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...And no one notices that a desert titan is made out of ice. No, ice capybara in the desert? Normal. Someone kinda figured out the military? Amazing!

Twiggie

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Re: Space Station 13: Urist McStation
« Reply #1467 on: March 15, 2013, 05:54:31 pm »

smgs from R&D are the way to go, really
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Vactor

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Re: Space Station 13: Urist McStation
« Reply #1468 on: March 15, 2013, 05:55:51 pm »

20 players right now and it seems to be running fine. i'm using about 2% of this machine's CPU and a tiny amount of RAM, so i think i'll be ok setting up a smaller dedicated machine on this connection if I need to.
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Wreck of Theseus: My 2D Roguelite Mech Platformer
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My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Aklyon

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Re: Space Station 13: Urist McStation
« Reply #1469 on: March 15, 2013, 07:19:41 pm »

20 players? That sounds like a record for here.
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Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.
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