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Poll

Which update would you like the most?

Randomized Backstories
- 67 (25.9%)
Genetic Additions
- 98 (37.8%)
Mess Hall
- 50 (19.3%)
Revamped Area
- 44 (17%)

Total Members Voted: 257


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Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 808456 times)

head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13620 on: June 15, 2010, 11:16:27 am »

So wheres the address anyway?.

But i want to keep our sprites as it set us apart from the other servers.
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alfie275

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13621 on: June 15, 2010, 11:45:48 am »

Yeah, I think it is important to have our own sprites.
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Deon

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13622 on: June 15, 2010, 12:20:09 pm »

Why not to draw them then? :) When can I see my door implemented? :D
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jupotter

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13623 on: June 15, 2010, 12:48:17 pm »

My opinion on the sprites ----> I dont really like most of them, but I do like the ones for the siphons and canisters. Those have a lot more detail. I miss our Bay12 doors.  :'(


I havent seen too many of the sprties, but the really detailed ones I would like ot keep. Maybe the uh...what are they called, eh "mounted communication devices" we may want to keep too, though it doesnt really look like its on the wall....eh.

I agree with you, most of the new sprites don't feel like Bay12. Most of the goon's sprites seems to "smooth" for me, I prefer the edgy feel of the Bay12 station
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supernorn

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13624 on: June 15, 2010, 01:10:30 pm »

I too, fear change. :o
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13625 on: June 15, 2010, 01:12:58 pm »

There's only one way to find out what will work best.

And that is to do things the DF way and experiment.
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jupotter

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13626 on: June 15, 2010, 01:18:14 pm »

release plasma and O2 on the sprites, throw a lit welder, and see how they react. That's the space-dwarven way.
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thobal

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13627 on: June 15, 2010, 01:20:20 pm »

Ugh, just once I'd like to play a traitor who dosnt get upstaged by some bored insane person. I'm going to hide my bombs and the radio is producing ominous reports, I'm debating getting internals.

Actually, that's not what happened. I make the bombs, station is going to shit. I finally open door to plasma to find a hard vacuum. A fire bomb exploded on my way up the hall.
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Apple Master

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13628 on: June 15, 2010, 01:25:46 pm »

Someone Pm me server address plox.
also am I the only one who wants GVADwhatever to stop talking?
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x2yzh9

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13629 on: June 15, 2010, 02:04:05 pm »

Someone Pm me server address plox.

westsider_gw

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13630 on: June 15, 2010, 02:28:49 pm »

Why isnt our SS13 branch based off Dwarves? Space Dwarves lol
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nuker w

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13631 on: June 15, 2010, 02:53:39 pm »

I don't really care about the icons, there is nothing wrong with the ones we have, but if you want to use the new ones, doesn't matter. As long as there is no poo or stuff, and we keep having rp admins (as opposed to deathmatch), it's fine for me. What I would really like to see is a roboticist (robotocist? roboticer?). One with basic routines like "clean floor - move forward - if wall turn left, else repeat". But that's probably quite hard to code. An alternative is what I think is the goon code (only played it once, so I'm not sure) with a set of pre-programmed robots you can build. Even coolerer would be to build a robot that can be remote controlled, via the computer in robotics. Of course, in that case, the bridge would have a robotics killswitch. Those RC robots are basically NPC's which are sometimes PC's (when someone logs in to the computer) but are tougher, more resistant to cold, and need no air. Would be very usefull if, for instance, there is a hull breach in EVA, or plasma lab is infected so the robot can siphon the stuff, etc.

Also, because I'm just curious, do you have any plans regarding the space where the AI used to be?

Well, out of Byond, A.I coding isint hard, how ever, coding in byond, well I havint tried it my self. And that AI area could always be used for the mining arch if we ever get around to it...
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Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13632 on: June 15, 2010, 03:17:58 pm »

If you mean in the current station, then yes we did have plans.  If we switch to the goon codebase and bring our stuff with us, we'll be making another station however.
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Cajoes

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13633 on: June 15, 2010, 03:22:16 pm »

Seconding the motion on Spess Dorfs,

Also: Automated AI Drill-Bot?

(Well more of a operatable drill machine.. Anyone else ever played Digger?)

We're renovating the station entirely? Again?

Will we be getting proper compartmentalization this time around? One hull breach and the station is basicly kaput.
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x2yzh9

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #13634 on: June 15, 2010, 03:23:09 pm »

I'd like(if we make a new station) it if we made our station sort of like a ship, not too wide but rather lengthy, and preferably 2-3 Z levels on it. It'd be pretty cool, RP wise.
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