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Author Topic: Space Station 13: Urist McStation  (Read 2162635 times)

scrdest

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Re: Space Station 13: Urist McStation
« Reply #19830 on: October 23, 2014, 12:28:50 am »

Been reading the Baystation 12 wiki and I see there are Space Carp did anyone else lol when they saw that? Even in this game Carp are still trying to kill us.

That's the joke. SS13 is held together by references, clowns and bad code.

And, in the case of SOME codebases *cough* *cough*, frivolous renaming projects.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

BadLemonsXI

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Re: Space Station 13: Urist McStation
« Reply #19831 on: October 23, 2014, 01:14:16 am »

Well I can't even get the game open -_- I have no idea how to do this.
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Darvi

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Re: Space Station 13: Urist McStation
« Reply #19832 on: October 23, 2014, 01:21:50 am »

So we just had a nice round. Tater identified and brigged within like half an hour, HoShaun, Asher and I gave the sec-officer she killed an eulogy (Danielle Young lived like her name implied. Not for long.), engine got set up and atmosia got enough power. Basically the perfect breeding ground for extended RP.


Naturally, we voted for restart.
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BadLemonsXI

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Re: Space Station 13: Urist McStation
« Reply #19833 on: October 23, 2014, 01:24:07 am »

I have byond installed and I have an account how do I open the game?
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Darvi

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Re: Space Station 13: Urist McStation
« Reply #19834 on: October 23, 2014, 01:26:50 am »

Open>enter the url in the first slot (byond://24.240.44.164:59359) > optional: save as bookmark, > OK
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BadLemonsXI

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Re: Space Station 13: Urist McStation
« Reply #19835 on: October 23, 2014, 01:36:35 am »

Well its still not working and I've got to go so I'll try again when I get back on. Cya's
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blazing glory

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Re: Space Station 13: Urist McStation
« Reply #19836 on: October 23, 2014, 01:47:50 am »

Or you could just use the filter on the top left to active games (SS13 always has the most players.) and then favorite it on the top right when you're presented with the server list.
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miauw62

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Re: Space Station 13: Urist McStation
« Reply #19837 on: October 23, 2014, 09:31:06 am »

Been reading the Baystation 12 wiki and I see there are Space Carp did anyone else lol when they saw that? Even in this game Carp are still trying to kill us.

That's the joke. SS13 is held together by references, clowns and bad code.

And, in the case of SOME codebases *cough* *cough*, frivolous renaming projects.
Or removal of bad code in certain cases...
Tgstation 4 lyfe
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scrdest

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Re: Space Station 13: Urist McStation
« Reply #19838 on: October 23, 2014, 03:37:11 pm »

It seem that Diona are MASSIVELY overpowered. They don't, as far as I know, get viruses, they can regen almost any damage quickly, they lack organs to be damaged... And they lack drawbacks that would logically go with that, like chemicals not working on them properly due to their foreign biochemistry (at least Unathi and Skrell all animal-like...), or as some people brought up, death implants working on them despite having no pulse to detect.

AND they can be spawned as.

The only thing that works against them is the need for light, which isn't all that dire, and the slowness, which impacts almost nothing at all.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

KingofstarrySkies

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Re: Space Station 13: Urist McStation
« Reply #19839 on: October 23, 2014, 03:48:48 pm »

I disagree with the slowness affecting them, but alas! Diona are a bit OP. They burn good, though, from what I hear.

Frankly, if we could get a hyper-nerfed version of the Machine race, I'd be happy.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #19840 on: October 23, 2014, 03:56:34 pm »

It seem that Diona are MASSIVELY overpowered. They don't, as far as I know, get viruses, they can regen almost any damage quickly, they lack organs to be damaged... And they lack drawbacks that would logically go with that, like chemicals not working on them properly due to their foreign biochemistry (at least Unathi and Skrell all animal-like...), or as some people brought up, death implants working on them despite having no pulse to detect.

AND they can be spawned as.

The only thing that works against them is the need for light, which isn't all that dire, and the slowness, which impacts almost nothing at all.

And they die to like two lasers because they're incredibly weak to burn damage. Also, they'll have organs and some other things in the next bay update.

scrdest

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Re: Space Station 13: Urist McStation
« Reply #19841 on: October 23, 2014, 04:00:00 pm »

I disagree with the slowness affecting them, but alas! Diona are a bit OP. They burn good, though, from what I hear.

Frankly, if we could get a hyper-nerfed version of the Machine race, I'd be happy.

Well, IPC are actually pretty damn similar to Diona post-logical nerfs already. Can't survive space (darkness vs. overheating), does not process reagents...

@Glloyd - didn't BS12 remove their organs altogether? I'm under the impression that was the idea, what with them being plants and all.

And the burn damage thing, I've actually been wondering, but didn't check. I know for sure Xenos have fire damage doubled.

By the way - how's the update coming up? I know it's early to ask, but wouldn't it work better before we accumulate differences?
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Cheedows

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Re: Space Station 13: Urist McStation
« Reply #19842 on: October 23, 2014, 04:19:47 pm »

It seem that Diona are MASSIVELY overpowered. They don't, as far as I know, get viruses, they can regen almost any damage quickly, they lack organs to be damaged... And they lack drawbacks that would logically go with that, like chemicals not working on them properly due to their foreign biochemistry (at least Unathi and Skrell all animal-like...), or as some people brought up, death implants working on them despite having no pulse to detect.

AND they can be spawned as.

The only thing that works against them is the need for light, which isn't all that dire, and the slowness, which impacts almost nothing at all.

Yep, this has the added effect of them spacewalking like a lovely stroll in the park. All you need is oxygen.
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Glloyd

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Re: Space Station 13: Urist McStation
« Reply #19843 on: October 23, 2014, 04:21:52 pm »

I disagree with the slowness affecting them, but alas! Diona are a bit OP. They burn good, though, from what I hear.

Frankly, if we could get a hyper-nerfed version of the Machine race, I'd be happy.

Well, IPC are actually pretty damn similar to Diona post-logical nerfs already. Can't survive space (darkness vs. overheating), does not process reagents...

@Glloyd - didn't BS12 remove their organs altogether? I'm under the impression that was the idea, what with them being plants and all.

And the burn damage thing, I've actually been wondering, but didn't check. I know for sure Xenos have fire damage doubled.

By the way - how's the update coming up? I know it's early to ask, but wouldn't it work better before we accumulate differences?

I'm going to be super busy over the next couple weeks with school, so it'll probably happen in two weeks or so.

As for dionas, they specifically added some organs with Zuhayr's organ rewrite.

Aedel

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Re: Space Station 13: Urist McStation
« Reply #19844 on: October 23, 2014, 05:15:13 pm »

It seem that Diona are MASSIVELY overpowered. They don't, as far as I know, get viruses, they can regen almost any damage quickly, they lack organs to be damaged... And they lack drawbacks that would logically go with that, like chemicals not working on them properly due to their foreign biochemistry (at least Unathi and Skrell all animal-like...), or as some people brought up, death implants working on them despite having no pulse to detect.

AND they can be spawned as.

The only thing that works against them is the need for light, which isn't all that dire, and the slowness, which impacts almost nothing at all.

Diona were coded with the idea "we will ban people who go against RP and be hyperviolent, join security, join fights, or becomes a nazi" in mind. Unlike Bay, we're(to my knowledge) not enforcing pacifist diona like they're "supposed" to be. Because of this, diona are fucking OP.

Also, those "organs" are literally diona nymphs. Diona got no organs, only nymphs you can cut out.
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