Game Development: Theatrum Chemicum

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Re: Game Development: Theatrum Chemicum

Postby Darwoth » Fri Apr 19, 2013 6:54 am

derlaid wrote:
Darwoth wrote:
no it isn't a bug, it is a commonly known mechanic called splash damage and the reason why everybody redesigned their bases.

*****.



No that's uh, that's a bug. You can call everyone you disagree with a ***** but that doesn't really change the truth of the matter. And you admitted to using it. I know the devs don't care and wont punish anyone over it but holy **** this game



not it isn't. it is an intended mechanic, hence the reason it was specifically introduced. if you choose not to take it into account when making a base you have nobody to blame but yourself.
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Re: Game Development: Theatrum Chemicum

Postby Darwoth » Fri Apr 19, 2013 6:55 am

IronicToast wrote:Oh, sorry, didn't mean to post a picture of Coles, oops. Here's Darworthless.

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actually that is "oddball" from subguns.com circa mid to late 90s :lol:
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Re: Game Development: Theatrum Chemicum

Postby derlaid » Fri Apr 19, 2013 7:03 am

Darwoth wrote:
derlaid wrote:
Darwoth wrote:
no it isn't a bug, it is a commonly known mechanic called splash damage and the reason why everybody redesigned their bases.

*****.



No that's uh, that's a bug. You can call everyone you disagree with a ***** but that doesn't really change the truth of the matter. And you admitted to using it. I know the devs don't care and wont punish anyone over it but holy **** this game



not it isn't. it is an intended mechanic, hence the reason it was specifically introduced. if you choose not to take it into account when making a base you have nobody to blame but yourself.


I'm confused as to why the devs would allow splash damage to carry over into town claims but also include waste claims in the game. There are loads of other reasons other than this specific reason to have splash damage in the game. Where did the devs say this was intended?
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Re: Game Development: Theatrum Chemicum

Postby colesie » Fri Apr 19, 2013 7:24 am

The wall can be damaged to 99.9% and it'd be just as effective as it was at 100% providing you are not waste claimed.
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Re: Game Development: Theatrum Chemicum

Postby Morlock » Fri Apr 19, 2013 9:23 am

Just have your town claim extend 6+ tiles beyond your outer walls, problem solved.
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Re: Game Development: Theatrum Chemicum

Postby thl111 » Fri Apr 19, 2013 10:18 am

Recently, this part of the forum has more drama than the theatre of HoB. Irritating but I do enjoy your tear whenever you cry "Wipe the server".Here's your roll, go wipe it.
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Re: Game Development: Theatrum Chemicum

Postby Moblin » Fri Apr 19, 2013 1:39 pm

PRAS!
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Re: Game Development: Theatrum Chemicum

Postby darnokpl » Fri Apr 19, 2013 3:28 pm

Please add "time to next tick" in cookers and alchemy items, without it using them clearly sucks :|
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Re: Game Development: Theatrum Chemicum

Postby lachlaan » Fri Apr 19, 2013 3:56 pm

Or at least some sort of warning before stuff is going to break. Perhaps a fizzing sound coming from the tubes. Or perhaps a message in area chat along the lines of "SURPRISE BUTTSECKS IN 10...9....8...7....6" etc. ¦]
Exactly 6.022 x 10^23 worth of Lach molecules.
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Re: Game Development: Theatrum Chemicum

Postby Avarice » Fri Apr 19, 2013 6:35 pm

Alchemy items need a progress bar like other items currently have, (tanning tub, drying frame, etc.), and a second red progress bar that fills as your chance of an accident increases.

Without these two things we are forced to constantly check 4 rows of numbers again and again and again until we go mad...Mad I tell you, absolutely mad!
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