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cogblap v0.98 | beta testing will be happening occasionally - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +---- Forum: Good ideas! (https://forum.ss13.co/forumdisplay.php?fid=19) +---- Thread: cogblap v0.98 | beta testing will be happening occasionally (/showthread.php?tid=221) |
Re: cogmap // v0.93 - current code update - Dachshundofdoom - 01-22-2013 Disposals is looking pretty excellent. Oh, and I couldn't help but notice that the AI upload/module storage turret and window placement appears to now make it even harder to safely shut off the turrets if the AI goes rogue and sets them to laser. Not that a dedicated AI player like myself has a problem with that. ![]() Re: cogmap // v0.93 - current code update - Kaet - 01-22-2013 I like where that banana is placed Re: cogmap // v0.93 - current code update - Cogwerks - 01-22-2013 Dachshundofdoom Wrote:Disposals is looking pretty excellent. Yep. It'll take some teamwork now to deal with a rogue AI. By teamwork I mean throw an assistant in to distract the turret. Re: cogmap // v0.93 - current code update - Dachshundofdoom - 01-22-2013 Cogwerks Wrote:Yep. It'll take some teamwork now to deal with a rogue AI. By teamwork I mean throw an assistant in to distract the turret. Good to hear the old "toss someone useless at the bad thing" tactic will be getting used for something beyond testing for shocked doors. Re: cogmap // v0.93 - current code update - atomic1fire - 01-22-2013 Actually one round I just pushed a brain dead griefer into electrified doors to test them. Re: cogmap // v0.93 - current code update - Nightgunner5 - 01-22-2013 Why not just throw one of the nude epileptic monkey-turned-human things the geneticists make at it? Re: cogmap // v0.93 - current code update - Dachshundofdoom - 01-22-2013 Nightgunner5 Wrote:Why not just throw one of the nude epileptic monkey-turned-human things the geneticists make at it? Because, they're far more intelligent and useful than assistants or captains. Can't afford to waste the monkey men when you have access to far cheaper throwin' material. Re: cogmap // v0.93 - current code update - Cogwerks - 01-22-2013 oh dear god i think i found a way NOT to start the engine ![]() ![]() ![]() The generator starts smoking! The generator erupts in flame! I'm rewriting the electrocution procs to be more based on the available electricity. I just kicked the 2-megawatt charged grille above the engine and got instantly critted and set on fire. EVERYONE IS DEAD. RESTARTING IN 30 SECONDS Re: cogmap // v0.93 - current code update - gloryX12 - 01-23-2013 This new engine sounds fun and dangerous at the same time, nice to actually say, "we set up the engine" over the radio instead of singularity... Re: cogmap // v0.93 - current code update - Klayboxx - 01-23-2013 ugh, you play in a stretch to fit format how can you even stand that dude Re: cogmap // v0.93 - current code update - Cogwerks - 01-23-2013 oh boy everything is going nicely trying out another experimental coolant setup wow sure is going great oh dear sirens oh god no why is it at two megawatts a second later and SEND HELP ![]() ![]() Re: cogmap // v0.93 - current code update - Klayboxx - 01-23-2013 the disposals look FUN and so does that death engine. cogwerks if you don't like fun you made this map wrong Re: cogmap // v0.93 - current code update - FrontlineAcrobat4 - 01-23-2013 Dr. Cogwerks are you still on fire? if so should we help? Re: cogmap // v0.93 - current code update - Nightgunner5 - 01-23-2013 FrontlineAcrobat4 Wrote:Dr. Cogwerks are you still on fire? if so should we help?No, I think he'd have wanted it to end this way. Re: cogmap // v0.93 - current code update - h3half - 01-23-2013 If the engine can fail that horrible and catastrophically... I love it. Giant plasmafire spreading from Engineering is way cooler than a big black circle eating stuff. |