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cogblap v0.98 | beta testing will be happening occasionally - Printable Version

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+---- Thread: cogblap v0.98 | beta testing will be happening occasionally (/showthread.php?tid=221)

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Re: cogmap // v0.93 - current code update - gloryX12 - 01-29-2013

Also I agree that diseases and viruses would get annoying if they showed up every round, like colds.
we would have to rename the game to: Death station 13.


Re: cogmap // v0.93 - current code update - Nightgunner5 - 01-29-2013

gloryX12 Wrote:Also I agree that diseases and viruses would get annoying if they showed up every round, like colds.
we would have to rename the game to: Death station 13.

As opposed to?


Re: cogmap // v0.93 - current code update - gloryX12 - 01-29-2013

Nightgunner5 Wrote:
gloryX12 Wrote:Also I agree that diseases and viruses would get annoying if they showed up every round, like colds.
we would have to rename the game to: Death station 13.

As opposed to?

Sorry what I meant was if dangerous ones that killed off half the crew where to show up every round, just like the cold usually does. Sorry if that was unclear.


Re: cogmap // v0.93 - current code update - FrontlineAcrobat4 - 01-29-2013

maybe lethal diseases come by event instead of just randomly popping up with no warning?


Re: cogmap // v0.93 - current code update - Cogwerks - 01-29-2013

Boring.


Re: cogmap // v0.93 - current code update - Sitoutumaton - 01-30-2013

I just want to say that the new overpressured canisters are really fun. I did something wrong while in toxins and had four canisters brewing up over 100 000 kPa, bulging and breaking up and catching flame right away.


Re: cogmap // v0.93 - current code update - hipBEE - 01-30-2013

Oh god yes, I love that canisters can burst now. it really makes death gas generation tense

also the combustion engine is great fun, if you know what you're doing you can get a good power output in about 5 minutes, its also p. much the best thing when its generating gigawatts of power


Re: cogmap // v0.93 - current code update - FrontlineAcrobat4 - 01-30-2013

Cogwerks Wrote:Boring.
Yeah, ok how about this: Have the diseases in the shift be randomized, and how you get contract them. So getting food poisoning from eating bad food one shift will infect you with GBS the next shitft after, so people will actually try to be clean and efficient.


Re: cogmap // v0.93 - current code update - Cogwerks - 01-30-2013

I just said a whole bunch of times that the diseases will be randomly generated. Not "they just randomly happen", the diseases themselves are randomized with genetic strings. Symptoms, vectors, suppression, cures, rarity, description, and a bunch of other variables are all generated from a pool of genetic bits.
No GBS.


muncher station / aka cogmap v0.97 - Cogwerks - 01-30-2013

Here's a new bigview version of Muncher Station, screencap courtesy of Aphtonites.
rip cogmap 2012-2013

http://i.imgur.com/K8u6z2G.gif

It's pretty damn close to done.

If anyone wants a laugh, here's what it looked like at v0.7 back in September 2012.
https://dl.dropbox.com/u/89619796/cogmapv07_full.png

look at that ugly baby map


Re: cogmap // v0.93 - current code update - enforcer9 - 01-30-2013

Cogwerks Wrote:No GBS.
frown


Re: muncher station // aka cogmap v0.97 - FrontlineAcrobat4 - 01-30-2013

Oh ok cogs I misunderstood what you said earlier, also the Muncher Station pic is not working for me.


Re: muncher station // aka cogmap v0.97 - Klayboxx - 01-30-2013

That picture is broke, yo


Re: muncher station // aka cogmap v0.97 - Cogwerks - 01-30-2013

It's working fine for me???


Re: muncher station // aka cogmap v0.97 - gloryX12 - 01-30-2013

FrontlineAcrobat4 Wrote:Oh ok cogs I misunderstood what you said earlier, also the Muncher Station pic is not working for me.

Klayboxx Wrote:That picture is broke, yo

Yeah guys both pictures are working for me, you guys must have been drinking to much discount dan's lately.