Stiveland.

General discussion and socializing.
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Sarge
Posts: 2059
Joined: Fri Oct 09, 2009 3:41 am

Re: Stiveland.

Post by Sarge »

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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boshaw
Posts: 1612
Joined: Tue Jun 01, 2010 10:22 pm

Re: Stiveland.

Post by boshaw »

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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Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Stiveland.

Post by Jackard »

i wonder if they even have a design doc or issue tracker
pyrale
Posts: 340
Joined: Mon Feb 21, 2011 8:50 pm

Re: Stiveland.

Post by pyrale »

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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MagicManICT
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Joined: Tue Aug 17, 2010 1:47 am

Re: Stiveland.

Post by MagicManICT »

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.
EmperorNuke
Posts: 85
Joined: Mon Dec 06, 2010 12:04 pm

Re: Stiveland.

Post by EmperorNuke »

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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Jackard
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Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: Stiveland.

Post by Jackard »

Why are you asking us? Isn't this something your team should know?
EmperorNuke
Posts: 85
Joined: Mon Dec 06, 2010 12:04 pm

Re: Stiveland.

Post by EmperorNuke »

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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boshaw
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Joined: Tue Jun 01, 2010 10:22 pm

Re: Stiveland.

Post by boshaw »

Why don't you show us your ASCII version
EmperorNuke
Posts: 85
Joined: Mon Dec 06, 2010 12:04 pm

Re: Stiveland.

Post by EmperorNuke »

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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