Stiveland.

General discussion and socializing.

Re: Stiveland.

Postby Sarge » Sat May 07, 2011 3:01 am

sabinati wrote:can someone post the screenshot with like 4 AD dudes digging surrounded by barrels, tia


ffs, funny how this shit always works. I deleted my screenshots of the W4 AD soil botting station less than a week ago. :(

Edit: Ah, found a screenie in another location, not the perfect shot as the rest of the botting station is cut off on the right... but there you can see a dead bot too

Image
factnfiction101 wrote:^I agree with this guy.
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Re: Stiveland.

Postby boshaw » Sat May 07, 2011 11:39 pm

EmperorNuke wrote:So yeah, apparently we have a working program of the game in ASCII already but I wasn't informed.

Lovely to see the communication aspect of your project's team is doing great already
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Re: Stiveland.

Postby Jackard » Sat May 07, 2011 11:43 pm

i wonder if they even have a design doc or issue tracker
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Re: Stiveland.

Postby pyrale » Sat May 07, 2011 11:59 pm

Potjeh wrote:It has to walk around to check the mountain, checking just one screen will get you maybe one edelweiss every week. And when it walks around chances are that it'll run into somebody, because mountains are busy places. And chances are that it'll be somebody with a bunny avatar who'll kill your 8k exp*per foraging bot for the lulz and the curios. Given the investment these alts take, I'd wager they'd end up being a net drain.

bunny avatars can't be everywhere, and bots built with farming curios are inexpensive.

Besides, having your bot logout as soon as an unknown PC is spotted within 40 squares should make it extra hard to get one.
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Re: Stiveland.

Postby MagicManICT » Sun May 08, 2011 4:59 am

Jackard wrote:i wonder if they even have a design doc or issue tracker


These are for amateurs. Pros don't need these things. :roll:
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Stiveland.

Postby EmperorNuke » Thu May 12, 2011 11:46 pm

boshaw wrote:
EmperorNuke wrote:So yeah, apparently we have a working program of the game in ASCII already but I wasn't informed.

Lovely to see the communication aspect of your project's team is doing great already

Well...he was apparently doing it while his internet was down for a few months. Now it's back up, though.

What do you guys think the specs of the server should be like?

10 GB of RAM, 2 TB of hard drive space, Quad-Core CPU, etc.?

Because I might buy a new server sometime for this. And yes I do mean literally have it shipped to my house.
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Re: Stiveland.

Postby Jackard » Thu May 12, 2011 11:49 pm

Why are you asking us? Isn't this something your team should know?
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Re: Stiveland.

Postby EmperorNuke » Fri May 13, 2011 2:06 am

Jackard wrote:Why are you asking us? Isn't this something your team should know?

Yes.

But noone was on, at the time.

So I felt like asking.

Since I was bored.
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Re: Stiveland.

Postby boshaw » Fri May 13, 2011 3:16 am

Why don't you show us your ASCII version
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Re: Stiveland.

Postby EmperorNuke » Sat May 14, 2011 2:48 am

boshaw wrote:Why don't you show us your ASCII version

Because I don't want to go off flaunting a piece of shit that isn't even on its planned graphical style. Not until I feel that it is ready for public use, that is.
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