Search found 1099 matches

by XDTM
Tue Aug 14, 2018 10:10 pm
Forum: Coding Feedback
Topic: Stun/Slip Rework
Replies: 80
Views: 22744

Re: Stun/Slip Rework

At least if they kill you they have to cut your arm off to get your gun
by XDTM
Thu Aug 02, 2018 8:03 pm
Forum: Ideas
Topic: Make Robeless Casting a Spell
Replies: 6
Views: 1817

Re: Make Robeless Casting a Spell

The idea is that they don't lose all spells when swapping i guess
by XDTM
Wed Jul 18, 2018 8:40 am
Forum: General Chat
Topic: Stories of Awesome (Or something close to it.)
Replies: 2028
Views: 644847

Re: Stories of Awesome (Or something close to it.)

I will need to nerf or remove aggressive replication nanites, they do damage AND add nanites which is a no brainer for a death nanite set, and it's what made nanites still be dangerous that round even if they had no supply to draw from.
by XDTM
Thu Jul 05, 2018 12:52 pm
Forum: Coding Feedback
Topic: [TECHWEBS] THAT TIME OF YEAR AGAIN - IDEAS FOR POINT GENERATION
Replies: 61
Views: 14350

Re: [TECHWEBS] THAT TIME OF YEAR AGAIN - IDEAS FOR POINT GENERATION

A good starting point to detach techwebs from science would be to add some mid-endgame experimental items to each department's protolathe. For example, there's a still unused shield projector that could definitely be an engineering tool; some new guns can make it into sec, medbay some advanced medic...
by XDTM
Thu Jul 05, 2018 12:41 pm
Forum: Ideas
Topic: Restore debrain objectives for lings
Replies: 15
Views: 3376

Re: Restore debrain objectives for lings

Yeah more objective variety is fine actually, i was just worried it would play out the same as a normal kill objective, negating the variety
by XDTM
Wed Jul 04, 2018 4:51 pm
Forum: Ideas
Topic: Restore debrain objectives for lings
Replies: 15
Views: 3376

Re: Restore debrain objectives for lings

> Let's try not using the crutch this time
> Oh wait i got the objective that is much harder without it, i'm getting the crutch
by XDTM
Wed Jul 04, 2018 1:42 pm
Forum: Coding Feedback
Topic: [TECHWEBS] THAT TIME OF YEAR AGAIN - IDEAS FOR POINT GENERATION
Replies: 61
Views: 14350

Re: [TECHWEBS] THAT TIME OF YEAR AGAIN - IDEAS FOR POINT GENERATION

Should definitely move the RnD console to the bridge, people keep thinking rnd is still a full job while complaining about boredom
by XDTM
Tue Jul 03, 2018 8:46 pm
Forum: Ideas
Topic: Easier Colossus?
Replies: 27
Views: 6669

Re: Easier Colossus?

Cultists/other modifiers affect the power levels, not the cooldown, so it's high for everyone. It got this way because someone had to ruin it and use it to murderbone with stun words.
by XDTM
Mon Jul 02, 2018 5:24 pm
Forum: Ideas
Topic: Restore debrain objectives for lings
Replies: 15
Views: 3376

Re: Restore debrain objectives for lings

But this way it becomes not only a 'kill person' objective, but a 'kill person with armblade' objective, which takes away a lot of killing tactics in favor of the classic hack n slash murderbone method. Having to do surgery means having to secure tools and the corpse for an extended amount of time, ...
by XDTM
Mon Jul 02, 2018 5:19 pm
Forum: Ideas
Topic: Easier Colossus?
Replies: 27
Views: 6669

Re: Easier Colossus?

When coding VoG i worried about balance, if colossus is apparently really hard and rarely killed it might be worth a buff
by XDTM
Sun Jul 01, 2018 9:22 am
Forum: Ideas
Topic: Better medical system
Replies: 15
Views: 3600

Re: Better medical system

The current limb damage rework is an attempt to have a more modular health system, might be a good start
by XDTM
Sun May 20, 2018 3:05 am
Forum: Coding Feedback
Topic: Xenomorph tackle spam is seriously broken.
Replies: 23
Views: 5782

Re: Xenomorph tackle spam is seriously broken.

What i really dislike is that the 'official' counterplay to this is to have objects in your hand. Who would see a xeno and spontaneously think of filling their backpack with trash to use as buffer?
by XDTM
Sat May 19, 2018 10:28 pm
Forum: Coding Feedback
Topic: Virtual Reality Feedback/Ideas Thread
Replies: 87
Views: 21038

Re: Virtual Reality Feedback/Ideas Thread

Trying out rare antags is a good thing, in my opinion. Getting down the mechanics in a safe environment will likely lead to more interesting strategies for these antags, since players will no longer have to gamble their rare antag round on first-time trying a gimmicky spell combo or nuke op loadout....
by XDTM
Tue May 08, 2018 9:10 pm
Forum: Coding Feedback
Topic: Weeb jail is not very fun
Replies: 43
Views: 8871

Re: Weeb jail is not very fun

It's meant to be a removal from the round... that's the point. If you don't like it, ghost or suicide or talk with other prisoners. Doing something else is also an option.... you're not glued to the screen. If it's supposed to suck, why have it at all? Just delete the mob altogether if that's your ...
by XDTM
Fri Apr 27, 2018 6:17 pm
Forum: Coding Feedback
Topic: Repeat github prs annoy me to no end.
Replies: 8
Views: 1584

Re: Repeat github prs annoy me to no end.

On the other hand, just because a change was bundled in a PR with a bad change it does not mean it was itself bad. Plus you can try to half-remove things as you described as a middle way, which works in some cases (e.g. cherry bombs not being growable from cherries but available in xenobio if you're...
by XDTM
Sun Apr 22, 2018 9:49 pm
Forum: Coding
Topic: Coding Styles
Replies: 10
Views: 3140

Re: Coding Styles

The most common i've seen is name_of_thing for both procs and vars.
by XDTM
Wed Apr 18, 2018 6:48 pm
Forum: Coding Feedback
Topic: some thoughts on hallucinations
Replies: 14
Views: 2940

Re: some thoughts on hallucinations

Minor snag: 5-10 minutes is a hood timeframe if you have a permanent condition, but stuff like BZ probably shouldn't make you hallucinate for that long. As i said, the issue is timing the effects to not only be immersive, but also effective on a semi-short period of time. That said, i'll put the sug...
by XDTM
Wed Apr 18, 2018 5:35 pm
Forum: Coding Feedback
Topic: some thoughts on hallucinations
Replies: 14
Views: 2940

Re: some thoughts on hallucinations

Singulo/bubblegum (as werll as other stun hallucinations) are supposed to elicit a reaction like "Oh shit why is that there what the fuck run", rather than deception. They do ruin all hallucinations after that. Maybe i should keep thse as "grand finale" hallucinations and only tr...
by XDTM
Wed Apr 18, 2018 5:18 pm
Forum: Ideas
Topic: Medbay changes: Under Needle and Knife
Replies: 26
Views: 6117

Re: Medbay changes: Under Needle and Knife

FYI i'm coding massive changes to diseases so that might help
by XDTM
Wed Apr 18, 2018 5:11 pm
Forum: Coding Feedback
Topic: some thoughts on hallucinations
Replies: 14
Views: 2940

Re: some thoughts on hallucinations

Speaking as the coder for hallucinations, i'm all for them being subtle. If a hallucination becomes predictable or boring it means i screwed up the odds. Thing is, i gotta find a balance that A: is effective; if hallucinations are too scarce odds are they will generally be ignored. B: is not recogni...
by XDTM
Sun Apr 15, 2018 10:38 am
Forum: Video Games
Topic: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?
Replies: 21
Views: 4608

Re: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?

I think their idea would be to play it as a roguelike - go forward until it's unsutainable while researching abnormalities as much as possible. When you start spiraling into mass death, restart with all the abnormality info and bonus research you did; which will allow you to pick and choose the idea...
by XDTM
Wed Apr 11, 2018 4:56 pm
Forum: Coding Feedback
Topic: Midgame antagonists.
Replies: 67
Views: 14585

Re: Midgame antagonists.

I feel like midround antagonists should not have a 50% chance of destroying the station. They're there as a diversion to spice the round up, and so the balance should be in favour of the crew overall. The point being that a crew alone could beat them most of the time, but interference from the main ...
by XDTM
Mon Apr 09, 2018 5:10 pm
Forum: Coding Feedback
Topic: Open Letter About Hallucinations
Replies: 10
Views: 2335

Re: Open Letter About Hallucinations

Hallucinations are fun. I remember one time being in the middle of a raging fire as the station was falling around all about me and a mediborg came up to me to try and heal me. Seconds after he injected me my health status started plummetting down so I just unloaded a full combat shotgun into it. T...
by XDTM
Sun Apr 08, 2018 5:52 pm
Forum: Coding Feedback
Topic: Open Letter About Hallucinations
Replies: 10
Views: 2335

Re: Open Letter About Hallucinations

Yeah slapping hallucinations together with a big red "HEY YOU'RE HALLUCINATING" message ruins the effect. I like them on BZ gas, or in other ways it's subtly applied.
by XDTM
Sun Apr 08, 2018 4:49 pm
Forum: Coding Feedback
Topic: Open Letter About Hallucinations
Replies: 10
Views: 2335

Re: Open Letter About Hallucinations

Speaking as the one who reworked hallucinations into their current state: A - You're right, don't apply hallucinations where not needed especially now that brain damage actually matters, or when you can apply softer status effects. B - I really want people to be fooled by my finely crafted hallucina...
by XDTM
Sun Apr 08, 2018 1:05 am
Forum: Video Games
Topic: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?
Replies: 21
Views: 4608

Re: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?

It's definitely a management game, but i think the artstyle is fine, and every SCP is unique, often with custom animations or status effects (see the comment above about mind control from two different SCPs giving two different facial expressions). It's more polished than i'd expect a flash game to ...
by XDTM
Sat Apr 07, 2018 8:33 am
Forum: Video Games
Topic: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?
Replies: 21
Views: 4608

Re: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?

The english is still kind of awkward, but it's usually understandable, although it does lead to some ambiguity in certain descriptions.
by XDTM
Fri Apr 06, 2018 5:43 am
Forum: Coding Feedback
Topic: Suicide and gameplay implications
Replies: 50
Views: 13210

Re: Suicide and gameplay implications

Goof is right, tactical suicide exists and yes, it involves a hidden autocloner (which is the issue being debated) Example, you're being cornered by sec, suicide, BAM immediately start regenerating in your secret hideout versus try to fight it out, they get a lucky stun, they either kill you or you...
by XDTM
Fri Apr 06, 2018 5:40 am
Forum: Video Games
Topic: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?
Replies: 21
Views: 4608

Re: Xenobio Corporation - WHO THE FUCK LET THEM ALL OUT?

Pretty fun, although i'm always worried about fucking up and losing my progress because of something i don't know yet.
by XDTM
Thu Apr 05, 2018 5:10 pm
Forum: Coding Feedback
Topic: Suicide and gameplay implications
Replies: 50
Views: 13210

Re: Suicide and gameplay implications

Well yeah, the whole point is to make tactical suicide possible. However, the fact that it's instant may be unbalanced.

Making the body carry the DNR status is dumb, by the way, when there are ways to bodyswitch. A DNR ghost verb is far cleaner.
by XDTM
Wed Mar 28, 2018 11:27 am
Forum: Spriting and Mapping
Topic: /obj/machinery that works in unpowered areas
Replies: 1
Views: 1084

Re: /obj/machinery that works in unpowered areas

Best way would be a requires_power var/flag that could be map edited.
by XDTM
Tue Mar 27, 2018 4:52 pm
Forum: Ideas
Topic: The Ludovico Technique from A Clockwork Orange
Replies: 24
Views: 4409

Re: The Ludovico Technique from A Clockwork Orange

I'd rather not rename an existing reagent just because. What you could do, though, is add clockwork oranges to botany which would contain pax.
by XDTM
Mon Mar 26, 2018 9:30 pm
Forum: Ideas
Topic: The Ludovico Technique from A Clockwork Orange
Replies: 24
Views: 4409

Re: The Ludovico Technique from A Clockwork Orange

Adding a check on visible_message is serious snowflake code, though.
by XDTM
Mon Mar 26, 2018 5:12 pm
Forum: General Chat
Topic: Pet Peeves Thread - Little things that REALLY annoy you
Replies: 2282
Views: 611868

Re: Pet Peeves Thread - Little things that REALLY annoy you

Anonmare wrote:When people kill you even though you're not a threat or trying to stop them
This one, so much
by XDTM
Mon Mar 26, 2018 5:09 pm
Forum: Ideas
Topic: The Ludovico Technique from A Clockwork Orange
Replies: 24
Views: 4409

Re: The Ludovico Technique from A Clockwork Orange

Pax already forbids those cases, all it would take is making those checks give sickness as well. Minor issue would be that there is no spam prevention so you could get sick really fast; additionally, getting sick from violence you see is complicated codewise.
by XDTM
Mon Mar 26, 2018 6:22 am
Forum: Video Games
Topic: Warcraft 3 - Custom Games
Replies: 14
Views: 3530

Re: Warcraft 3 - Custom Games

Man i loved those
by XDTM
Sun Mar 25, 2018 8:43 am
Forum: Ideas
Topic: The Ludovico Technique from A Clockwork Orange
Replies: 24
Views: 4409

Re: The Ludovico Technique from A Clockwork Orange

I named it after the latin word for peace, i completely forgot it was a firefly thing as well
by XDTM
Sat Mar 24, 2018 11:31 pm
Forum: Ideas
Topic: The Ludovico Technique from A Clockwork Orange
Replies: 24
Views: 4409

Re: The Ludovico Technique from A Clockwork Orange

This has more or less the same purpose as Pax, although in a more complicated way.
by XDTM
Thu Mar 22, 2018 8:50 am
Forum: Coding
Topic: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START
Replies: 22
Views: 7636

Re: WHY CANT YOU JUST ANNOUNCE THE ACTUAL TIME THAT THE FREEZE WILL START

The freeze sprung up five minutes before i opened a refactor/feature pr, Kor ended up okaying it even without me asking. I do kinda disagree on using early timezones as the freeze start point, but instant pitchforks only make people less inclined to help you.
by XDTM
Tue Mar 20, 2018 5:52 pm
Forum: General Chat
Topic: Little things you learned that are game changing
Replies: 2455
Views: 666532

Re: Little things you learned that are game changing

Addendum: chemical reactions output reagents based on input, so 1u of plasma will do 1u mutation toxin and so on. Inverse is also true for maxi syringes, injecting 10u will yield 10 before using up the core. Addendum 2: Plasteel, made by metal slimes, grinds into 20 iron and 20 plasma per sheet for ...
by XDTM
Thu Mar 15, 2018 12:00 pm
Forum: Events Workshop
Topic: [EVENT] The Warzone
Replies: 19
Views: 8932

Re: [EVENT] The Warzone

Idea for the backstory: A syndicate supply stronghold has finally been located by NT corporate spies. It's one of the hubs that distribute TC equipment to covert traitors. NT, obviously, wants it gone NOW, without bureaucracy getting in the way, and is sending their secret corporate mercenaries to g...
by XDTM
Sat Mar 10, 2018 5:53 pm
Forum: Coding Feedback
Topic: We literally just removed smoke machine because of revenant salt
Replies: 58
Views: 12698

Re: We literally just removed smoke machine because of revenant salt

I'm pretty sure the reason for its removal is that it's now buildable, and as a niche item and not a job necessity it doesn't need to be given for free at roundstart anymore.
by XDTM
Wed Mar 07, 2018 4:37 pm
Forum: Video Games
Topic: Slay the Spire: Dark Souls of Hearthstone
Replies: 54
Views: 15868

Re: Slay the Spire: Dark Souls of Hearthstone

Consistently reaching the end and trying to achieve hypersleek combo decks are not the same goal. For the latter a thin deck IS better (as long as you have the right cards). For the former a large deck can be consistent enough, while being far less risky to assemble, and far less vulnerable to mecha...
by XDTM
Wed Mar 07, 2018 8:41 am
Forum: Video Games
Topic: Slay the Spire: Dark Souls of Hearthstone
Replies: 54
Views: 15868

Re: Slay the Spire: Dark Souls of Hearthstone

Thete's something to be said for big decks. Not taking every card you're offered, but taking many will still give you a decent/good deck, with less risk than deck-thinning and hoping for a perfect combo, and are much less affected by statuses and curses. For some reason i seem to win mostly when bui...
by XDTM
Tue Mar 06, 2018 8:09 pm
Forum: Ideas
Topic: Security Rework for Fast Paced Rounds
Replies: 35
Views: 6426

Re: Security Rework for Fast Paced Rounds

Look at how streamlined every other department is with respect to their jobs, security pales in comparison. Is there anything more streamlined that "all there at roundstart"? If anything, sec needs something to do on long rounds, when conflict is rare and they can only twiddle their thumb...
by XDTM
Tue Mar 06, 2018 12:16 pm
Forum: Ideas
Topic: Organ Research Department : Sprites will be made by myself.
Replies: 27
Views: 13799

Re: Organ Research Department : Sprites will be made by myself.

I got kinda burnt out but i still have the code i started with, i might start it again now that i've made some framework upgrades to surgery and physiology
by XDTM
Mon Feb 26, 2018 7:01 pm
Forum: Ideas
Topic: Add pests as a midround antag/dead role
Replies: 12
Views: 3035

Re: Add pests as a midround antag/dead role

Cancer rat, but this time the rat IS the cancer
by XDTM
Sun Feb 25, 2018 2:08 pm
Forum: General Chat
Topic: Do you take pride in your job?
Replies: 52
Views: 12595

Re: Do you take pride in your job?

To add to that, i love doing surgery! Now that there are more options, it's very satisfying to skip cloning by doing reconstruction + revival on a corpse.