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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


Pages: 1 ... 590 591 [592] 593 594 ... 950

Author Topic: Space Station 13 *READ RULES ON FIRST POST*  (Read 825642 times)

Googolplexed

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8865 on: March 23, 2010, 09:06:10 pm »

Johbson is here with awesome code, weeeeeee, server is up now.

EDIT- Oh, Googoplex already has a server up, my bad, mine is down for now then.

Can you start hosting again ?
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Micro102

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8866 on: March 23, 2010, 09:06:23 pm »

But then all they would have to do is grab the disk and space it, no risk of having to get it back tot he nuke enter the code, the wait and hold off the enemy.

Does the nuke even have to be on the station?
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MagmaDeath

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8867 on: March 23, 2010, 09:08:02 pm »

Johbson is here with awesome code, weeeeeee, server is up now.

EDIT- Oh, Googoplex already has a server up, my bad, mine is down for now then.

Can you start hosting again ?
Please
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zac4213

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8868 on: March 23, 2010, 09:09:46 pm »

1. Zombies can turn canisters on. No need for clawing.

2. When I am faced with plasma, I start breaching the hull and wipe out all the atmosphere on the station.

Someone dragging a plasma canister around the hallways is instant loss for zombies unless they ban together and rip the shuttle apart, which is dangerous because they can be pushed off the station easily.

When a round starts, the captain needs to do what I do and gather a group of people and collect all the lasers then rip the zombies apart.

Turning on a canister /=/ DESTROYING IT TO GET IT OUT OF THE WAY

Sukasa

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8869 on: March 23, 2010, 09:11:09 pm »

Zombies can also pull canisters
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8870 on: March 23, 2010, 09:11:38 pm »

1. Zombies can turn canisters on. No need for clawing.

2. When I am faced with plasma, I start breaching the hull and wipe out all the atmosphere on the station.

Someone dragging a plasma canister around the hallways is instant loss for zombies unless they ban together and rip the shuttle apart, which is dangerous because they can be pushed off the station easily.

When a round starts, the captain needs to do what I do and gather a group of people and collect all the lasers then rip the zombies apart.

Turning on a canister /=/ DESTROYING IT TO GET IT OUT OF THE WAY
Please allow us to bust up canisters.
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Dr. Johbson

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8871 on: March 23, 2010, 09:59:07 pm »

I just bought LFD2, let me try it out, at least.  :P
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zac4213

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8872 on: March 23, 2010, 10:01:58 pm »

Zombies can also pull canisters

Pulling is useless when you are trapped by them.

eerr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8873 on: March 23, 2010, 11:00:00 pm »

Zombie destruction of canisters =required.
« Last Edit: March 23, 2010, 11:55:47 pm by eerr »
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beorn080

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8874 on: March 23, 2010, 11:05:06 pm »

Fire extinguisher, not welder. Don't want to set the crap on fire by zombie attacks.
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zchris13

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8875 on: March 23, 2010, 11:09:09 pm »

instead of, "Zombies drop things when they pick them up" make it so that "zombies always have zombie claws/hands in their hand slots".  So much easier.  You can't drop them either.
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quinnr

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8876 on: March 23, 2010, 11:43:38 pm »

Am I still an admin on your server Jobhson?
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head

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8877 on: March 24, 2010, 02:25:05 am »

Houston we have a crash bug i think.
just before everyone dced
Code: [Select]
Undefined variable /area/chapel/chapel/var/wet.
Undefined variable /area/chapel/chapel/var/wet.
Undefined variable /area/chapel/chapel/var/wet.
Undefined variable /area/chapel/chapel/var/wet
« Last Edit: March 24, 2010, 02:29:52 am by head »
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bluephoenix

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8878 on: March 24, 2010, 03:06:30 am »

instead of, "Zombies drop things when they pick them up" make it so that "zombies always have zombie claws/hands in their hand slots".  So much easier.  You can't drop them either.
But how are you going to get that gasmask off your face to bite someone?

EDIT: I just noticed that the new pretty graphic for the thermo-electric generator in the engine controll room has its first or second frame in its animation lower than the rest.
« Last Edit: March 24, 2010, 03:39:29 am by bluephoenix »
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Shadowgandor

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Re: Space Station 13 *READ RULES ON FIRST POST*
« Reply #8879 on: March 24, 2010, 03:58:58 am »

Is it allowed to put the disc in a locker in the engine and light it? It doesn't destroy the disc but does make it challenging to get it :)

Er, near impossible to get it. Isnt that meta gaming anyway, we hadnt even stepped foot in the station yet, from what I saw.

Thats like saying if I eject the engine with the disk in its, its still there, on another Z-level thats impossible to reach.

We need to do something with the nuclear disk, its too player orriented.

Well, you can weld a hole through the outer engine walls, releasing the content of the engine inside the cooling area. The person welding better have quick reflexes though, else he'll burn to a crisp. Also: Bombs.
 Anyway, it's not metagaming, Cent.Comm sends a message saying that Syndicates are going to attempt to locate the disc in order to activate a nuke. The communication console even prints the message ^^
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