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PULSAR: Lost Colony

Автор: Heroeblaster · 08.11.2013, 15:47 · 137 сообщений

Сообщений в теме: 137

Heroeblaster#1
Pulsar: the Lost Colony- симулятор кооперативного управления космическим кораблем на 1- 5 человек. На данный момент игра находится в пре- альфе и выход запланирован на лето 2014. Если описать сам игровой процесс вкратце то он чем- то напоминает FTL от первого лица и  симулятор мостика "Энтерпрайза" из стар трека. В феврале запускают закрытую альфу. На YouTube раз в неделю выкладывают девлоги и на данный момент игра выглядит достаточно хорошо. До кучи они планируют поддержку oculus rift. Основной сайт: http://pulsarthegame.com официальный канал разработчиков: http://www.youtube.c...fygamesofficial
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Ravager966#2
В Старкрафте есть карта где 6 человек управляют баттл-крейсером, да...
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Gwaedh (13 May 2014 - 20:54) писал: писал:
прилететь на ЦК и заявить "извините, мы просрали сингу, пошлите за ней ЕРТ с сачками".
Vox (06 June 2014 - 00:29) писал: писал:
Я вообще думал 2 станции состыковались и пиздяться
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24twelve#4
Сколько же таких игр про космос анонсировали, прям голова кругом идет. И все в стадии пре-альфы. Сколько из них доползет до океана?
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intercross#10
Как только добавят возможность забить капитана баллоном и стать клоуном-единоличным владельцем этого корабля, приказывающий наполнить отсеки чистым кислородом, а половину из них перевести в боевой режим, что без "КРОВЬКИШКИАТМОСКИНУЛВСТЕНУ" не пройти, тогда и начнётся обсуждение, да.
И, разумеется, ИИ, да.
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Игровая конференция в ТСе: wetskrells.net
Мы вам рады.

Мокрые скреллки (WIP)
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Marcus Lawrence#11
Bump.

ОГРОМНЫЙ ЧЕЙНДЖ ЛОГ с 40 версии
Спойлер0.49

The devlog is stuck in processing on YouTube. We will add the link when it is available!

The Long Range Warp Station has now been added. These sizeable structures form a long-range warp network that allows ships to travel at great speeds across the galaxy. Using the comms tab, players can purchase passage to any connected warp stations. The station will then line up to that specific station and initiate a warp sequence. The crew can then fly into the portal and be on their way, traveling around 20 times the speed of a normal warpdrive. Fuel is not required, instead credits are used.

We’ve implemented an early save system; it will only save the ship and crew settings (hull, components, crew level, credits, etc) for now. Galaxy info / data will be added at a later date. The host can only save in a sector without enemies and when not in warp.
To load a saved game, the host can click on the “Continue” button in the main menu, from there they will see all saves they have on that computer (you may need to refresh).

Both of these features are still early, and there are still quite a few things we are planning on adding to them.

Additions
-The trading menu now supports trading components. It will auto-equip components when this option is used.
-Starmap has been tweaked to make it easier to find important sectors like shops / sector commanders
-The Starmap now offers the ability to toggle various sector types from showing up in the zoomed out view. This will likely be expanded in the future with more options.
-The Jump Processor is a new ship component that improves the speed of the ship’s jump calculation
-New Station: The Long Range Warp Station allows players to traverse great distances for a toll. Read above for more details.
-Sector icons will now appear in piloting view.
-Hosts can now save the game!
-New Planet: Snowy Mountain

Changes
-Tweaked / improved some of the visuals for the trading menu
-Removed general purpose CPU ship component since it currently doesn’t have any use
-Tweaked / improved the path network on the Intrepid
-Optimized Turret Control Station Meshes
-Optimized Viewport Station Meshes
-Warp initiation has been tweaked / improved.

Balance
-Hull damage will now partially reset the jump calculation / warp drive charge process
-All warp drives should now charge a bit faster
-All Turrets should now charge a little faster

Fixes
-Fixed a lighting issue on the stargazer
-Fixed an issue with the trading menu where items would be sorted by their levels rather than their types
-The aux reactor setting for cyberdefense now properly adds to the ship’s cyberdefense rating
-Fixed bug that caused a computer sector search to show incorrect information
-Fixed some problems that could arise when a player joined a game while the player ship was in warp
-Fixed some network timing issues related to initial player connection / galaxy sync that could cause desync
-Fixed bug that could cause anti-aliasing video settings to be incorrectly saved
-Fixed a few art issues with the Alien Skull Asset
-Fixed an issue with the video settings menu that caused problems saving the quality level
-Fixed a pathing issue on certain cave planet variations
-Fixed some issues with warp travel visuals / rendering that caused part of the effect to not render properly at certain times
-Scrap will no longer be collected when the ship’s cargo is full. This caused a bug in the cargo system that could cause players to be teleported when they shouldn’t have
-Fixed an issue that would occur when players were manning a turret while it was traded or uninstalled.
-Fixed an issue that would allow players to increase the rank of a talent beyond its max rank if they clicked rapidly.
-Updated Unity core to 5.0. This seems to have improved stability and seems to prevent the crash during warp bug.

0.48h1


Additions
-New Scientist Talent: Frequency Amplifier - Increases the positive effects and decreases the negative effects for the shield frequency settings
-Fires now die off in low oxygen
-Fires now deal damage to nearby players

Changes
-Captain can now sort cargo in the view components menu
-Damage to shields and Hull are now highlighted then drop down, this should help visualize the amount of damage taken.
-Mega-Turret UI now has a countdown timer for missile re-loading
-Added back the WD Transport Ship

Balance
-Laser turret damage calculation tweaks. Generally deals more hull damage than before.
-Drones now slowly heal their own system damage over time.

Fixes
-Fixed issue that could cause ship inventory sorting desync if the captain was not the game host
-Fixed inventory issue that caused items to be deleted when a player leaves the game. The items should now be moved to the appropriate locker instead of being deleted.
-Fixed a bug with the cargo system that could cause players to get stuck in ship geometry

0.47

When we first imagined planets in the game we were pretty certain we’d have to implement a specific restriction, one that would force all 5 players to leave the ship simultaneously in order for any of them to go planetside. However, after a lot of thought and discussion we found an interesting way to avoid this restriction, and we are happy to announce that any player can teleport planetside or go back to the ship at their own discretion!

This update was primarily focused on implementing the planet system. Our focus was not content creation, because of that there isn’t a whole lot of variation yet and interaction with the content is minimal at best. This will no doubt change over time as we add more systems and improve the existing ones we have so far. To be super clear, we are still building systems right now, this is just a small taste of content!

Besides planets, we’ve also gotten a very very early inventory system in place! It’s not really functional at the moment, but we are hoping to release a small update in the next few days that will change that! We’ve also made some improvements to the networking code for ship components and viruses/programs.

Additions
-Added planet-teleportation system
-Added exterior planet view from specific sectors
-Added Planet (Desert type)
-New sound effects have been implemented
-Added a system that automatically builds path networks at runtime to allow for randomized planet layouts
-Added a system that switches object rendering from the near and far cameras based on distance.
-Added an early Inventory system, (a lot more to come in the next few days!)

Changes
-Added new AI behavior to compensate working in a non-ship environment
-Overhauled the way ship components and player inventories sync over the network. Should be much faster and more reliable (Viruses should now update quicker as well)
-Upgraded Unity 5 core to beta 21

Fixes
-Layered menus should respond better to the escape key
-Fixed bug that could cause problems with the piloting HUD when no current ship path was available
-Mouse input should no longer affect screens while a menu is open
-Music and SFX volume will now default to 50% when no setting has been saved
-Fixed bug that caused the ship thruster sound effect to play improperly
-Fixed bug that could cause certain input (return key in particular) to improperly react with the tab menu when it is hidden
-Doors may no longer get stuck when teleporting
-Fixed issue with duplicated sectors on the starmap when disconnecting and joining a new game
-Fixed bug where players could potentially rock the ship violently when spawning

0.45h1



In this update we mostly fixed some bugs related to crew bots and pathing, we also added some new talents to the system, it’s still early but we wanted to get a few more in for the various classes. This update has sort of become a bit more than a normal Hotfix, it should hopefully be an improvement!

Additions
-New General Talent: Custom DNA, decreases respawn time
-New Pilot Talent: Special Inertia Training, boosts ship rotation speed
-New Scientist Talent: Scanner Alignment, boosts EM detection
-New Scientist Talent: Custom Shield Algorithms, reduces EM signature
-New Scientist Talent: Bridge Medic, heals nearby allies
-New Engineer Talent: Nano Anti-Fire System, reduces the growth speed of fires
-New Engineer Talent: Auto-Repair Module, repairs major systems over time
-New Engineer Talent: Custom Coolant Mix, reduces amount of coolant used over time
-New Weapons Specialist Talent: Turret Charge Booster, increases turret charge speed for any turret operated by the Weapons Specialist
-The Stargazer now has a visible orange reactor core
-The Stargazer and Cruiser now have small dust particles that help illustrate ship movement

Changes
-Ship screens can now be seen from behind with a reduced opacity shader
-G.T.C. Quiet Cupcake has been tweaked with higher energy output and higher max temperature
-The Pistoleer talent is now a general talent
-Chat will now always display when typing, even while viewing starmap / tabmenu
-Talents have been tweaked
-Increased the visibility of Captains orders and Crew Roster
-Laser Turret stats have been tweaked

Fixes
-Fixed bugs related to path network generation
-Fixed bugs related to bot pathfinding
-Fixed bug related to crew AI’s man turret mode that caused bots to go to incorrect locations and/or get stuck near the turret
-Fixed bug that prevented the Stargazer from taking damage from some attack types
-Bot improvements to remove erratic rotation when standing still
-Fixed issue that prevented the Stargazer from ejecting the reactor core
-Fixed bug related to comms menu
-Fixed bug that caused desync to the ship’s distress signal state
-Fixed bug related to the input bindings system. It would overwrite any changes made to the bindings file incorrectly due to a startup script timing error.
-Fixed bug that caused turrets operated by bots to have erratic behavior
-Fixed bug where bots would lean too far into a station
-Fixed bug that caused tab menu to appear on the main menu in some circumstances
-Laser turret damage has been overhauled to fix a desync issue

0.45


Now on to Version 0.45! This update brings several new features to PULSAR! This is also the end of Alpha Phase 2! From here on out we will be focusing on finalizing most of the class mechanics, adding other systems and moving into content integration!

Crew Bot Support / AI Priorities

We have added AI bots that can take on roles of your crew! This first version supports the Scientist, Weapons Specialist and Engineer roles. The Captain can also specify AI priorities via the tab menu (Overview tab). The AI Priorities system is a customizable tool that allows the Captain to tweak part of the decision making process of each individual bot under their control. It’s an early system and we have a lot of plans to expand it moving forward, but we are excited to finally get this early version in the game!

NEW SHIP: The Stargazer

This is the first ship for the Alliance of Gentlemen that is playable. It is a luxury yacht that has been retrofitted to be a stealth combat vessel for the AOG. We have added some new viruses that are related to the Alliance and added unique uniforms for each faction!

Crew Leveling / Talents

Crews can now level up once gaining XP (from visiting new sectors or killing enemy ships). Once leveled a crew can assign talent points to various categories to tweak various player, crew or ship stats.

(Class-specific talents for the Weapons Specialist, Engineer and Scientist, as well as more for the Captain and Pilot are on the way!)

Captain Orders / Targeting

The Captain can now issue one of 10 crew-wide orders that will appear to all players and bots. It’s a simple system designed to quickly communicate basic ideas and strategies. The AI is early but can respond to a few of these orders.

The Captain can now target specific ships from the Overview tab (under where they select the Alert Level). AI and Automated turrets will generally focus on the targeted vessel!

Additions
-NEW SHIP: Stargazer Yacht
-NEW VIRUS: Gentleman’s Welcome
-NEW VIRUS: Siphon
-Crew AI controlled bots are now available for the Scientist, Engineer and Weapons Specialist roles
-Captain can assign crew orders. They will appear at the top of the screen for everyone in the crew. They should be helpful to guide and lead your crew to victory!
-Captain can assign a target ship (auto-aim turrets and bots should target the selected ship)
-New Warp Drive: G.T.C. Silent Cricket
-New Starting locations for WD and Alliance of Gentlemen factions
-Teleport Screen now illustrates when a vessel is blocked by Quantum Shields

Changes
-Updates to uniforms
-Warpdrive tooltips now show peak EM Signature
-Tweaks to some component stats
-Tweaks to how programs are charged by the warp drive, Charging slots no longer exist, all programs will now charge from left to right starting with the first uncharged program/virus. The order in which you align them determines the order in which they are charged. Most ships now charge 3 slots per fuel capsule, however there is a warp-drive out there that gives 4!
-Viruses now have infection times
-Ship exteriors should properly cast shadows while camera is inside a ship
-Sensor screen no longer displays the sweep completed window
-EM sensor sweeps now boosts ship EM detection by 20x and EM signature by 2x for 5 seconds after completed instead of old behavior
-Virus screen now shows incoming virus attempts of ships that you can detect
-Some screens are locked to a tilt to prevent rendering errors
-Dragging a program over another program using the scientist computer screen will now swap their positions
-The Warp Drive Screen can now be found in the engineering stations of each ship!
-Updated to Unity 5.0 Beta 18

Fixes
-Fixed bug that caused incorrect player names to show above turrets in the exterior hud.
-Fixed bug that caused some alarm lights to not correctly disable shadows to match video settings
-Fixed bug that caused alarm lights to improperly light some objects (shields, ship exteriors)
-Fixed bug that caused viruses to be broadcast to ships that could not be detected by the sending ship
-Fixed bug that caused the ship’s EM signature to not properly update based on reactor usage percent
-Fixed bug in ship directional thrusters that caused some alignment issues
-Fixed bug related to repair gun and fire extinguisher networking

Known Issues
-Bot pathfinding is a WIP. It can sometimes be erratic. We will be working on it!

As well as various other small changes and tweaks!

0.45e1


-Alert Levels have been added
-Status screen has been heavily worked on, improved
-New Engine core
-New audio system
-All-new sound effects
-Inertial settings for Pilot
-Quantum Shield - Prevents enemies from boarding while online

-Engineering system damage now reduces thruster power usage
-Thruster visuals and lighting now correspond to ship thruster output instead of throttle
-It is now possible lose detection of enemy ships during battle and for enemies to do the same
-Reactors now output more energy with higher component level
-Drones can now start with slightly upgraded components
-Sensors now will scale down detection level (and power usage) when the computer system has been damaged
-Sensor power usage has been tweaked
-EM Sensor max power usage increases per component level
-Changes to drone pilot AI (collision avoidance)
-Changes to drone power allocation AI
-Art tweaks to Cruiser and Intrepid
-New materials
-Unity 5 changes including more multi-threaded processing, which should potentially increase performance across the board

-Fixed bug with warp program recharging sometimes not working
-Fixed bug in sensor screen that caused wrong power allocation levels to be displayed for target ships
-Fixed bug that caused the ship to sometimes overheat when a player joins the game
-Fixed bug related to the repair tool not correctly applying over the network


0.43


-Fixed bug that allows players to select an already taken class
-Added credit check to coolant and fuel purchases so you can’t keep purchasing them for free
-Startup switch desync should be fixed
-Bug that could cause the warp drive to get “stuck” and prevent proper warp
-Fixed bug related to priming the warp drive
-Implemented our own random number generator to ensure identical results on all clients, this may have caused all sorts of de-sync bugs across platforms in the past but should be resolved now
-Bug related to booting the Ship OS
-Laser turret sound effect should have correct volume
-Cloned ship screens should show no signal when required
-Cloned ship screens should properly handle the corruption virus
-Switched from Joules to Watts (whoops!)

-Programs and Viruses can be equipped, unequipped, bought and sold
-Hull Plating can be equipped and unequipped
-Re-introduced status screen (still early)
-Slightly increased ship drag and turning speed
-Tweaked a few of the programs / viruses
-Tweaks to some font sizes


0.42


-New Screen: Auxiliary Reactor Screen: Can be found on the bridge and in the engine room. This screen’s function is to manage the auxiliary systems of each ship. By turning off various systems the aux energy will be re-routed to boost the reactor’s total output! This is useful for managing temperature as well as simply giving the ship more power to send to the 4 conduits!
-Improved Reactor Screen: Players can now modify the total usage of the reactor, which can be a crucial component for power management. Networking improvements have been made which should decrease the shakiness of modifying this screen. We’ve also added critical heat warnings and a meltdown timer! The reactor screen also updates properly when not in use.
-Fuel Capsules: Fuel is consumed upon warp and is required for the warp drive to function.
-Manual Program Charging: There is a station in the engine room of the Intrepid and Cruiser to manually expend a loaded fuel capsule to charge the programs as if the ship has warped.
-Distress Signals: You can activate a variety of distress signals that can attract ships to warp into your sector. This is useful if you run out of fuel and are stranded. They may introduce enemy drones or a civilian vessel.
-New Screen: Reactor Coolant Screen: The reactor coolant screen is used to cool the reactor (while maintaining performance) in extreme situations. Coolant can be refilled at trading stations (for credits). This screen is also where you’ll see fuel capsules and broadcast distress signals.
-Reactor Core Meltdown: The reactor core safety system can be disabled in the engine room. This prevents the automatic safety power shut-off from occurring, buying you more time to keep the ship running, but can cause the core to meltdown. You must eject the core and get as far away as possible. Ejecting the core will destroy the reactor in the process. Your engineer will need to route auxiliary power to run the 4 conduits. Remember to do this when you eject the core, or else your ship won’t be able to escape the blast!
-Civilian Vessel: This little ship has a chance to appear when a distress signal is broadcasted. They don’t do much yet, but are willing to sell you fuel for exorbitant prices!

-Fixed a regression with the piloting fixed camera mode, it should support mouse look properly now, have less stuttering and be smoother overall
-Fixed a bug that caused drones to not be correctly destroyed on linux hosts
-Fixed bug that incorrectly used the screen frame limit as the game frame limit
-Fixed some bugs related to how server time differences are calculated on clients
-Fixed bug related to lighting of the ejected core

-The E-Bomb has been removed from the Main Turret, we will replacing it in a future update with a new system!
-Upgraded to Unity core 4.5.5f1 - This should fix some Linux mouse issues.
-Tweaked art assets for both Intrepid and Cruiser


0.41h1


-Life Support system should now support a full 5 player crew
-Modified the how the oxygen delta is displayed
-Strafing left and right makes the Phase Pistol just as inaccurate as moving forwards
-Dying while piloting or manning a turret should now properly remove you from that station
-Destroying the W.D. Transport ship should leave behind the correct explosion assets


0.41


Item System: Pressing the 1-4 number keys will allow you to switch between the three items and your hands! There is a new bottom right menu that displays your items and which one you currently have equipped.
-Phase Pistol: Simple pistol that shoots a blast of plasma. Accuracy is reduced when moving, the rest is pretty self-explanatory.
-Repair Tool: Equip this item and shoot it at ship systems to repair them!
-Fire Extinguisher: Equip this item and shoot it at fires to extinguish them!
-New Screen: Teleporter: A fairly simple screen, lists all of the operational teleporter pads discovered via the ship sensors. Simply click the “Select” button to teleport.
-New Enemy Ship: The W.D Transport Ship is commonly found moving humanoid drones and other pieces of technology through the galaxy. During combat situations, the Automated Transport ship can send units to board invading ships! Players can teleport aboard this vessel, be warned there is no oxygen!
-Added Health system.
-Added new character animations and sound effects.
-Added Death and Atrium Mechanics: Only one crew member can be re-materialized at a time, when many people die and queue is formed. Players can be killed by enemy fire, or by suffocation. Standing near or in the Atrium while injured can heal you slowly.
-Added new image effects for player feedback:
Red: Damage from an enemy
Desaturated: Suffocation
Green: Being healed by the Atrium
-New character controller and “gravity” system
-New ship rendering system trick: This is a big one for us, lighting and interior shadows should be much crisper, Interior “Shaking effect” that occurs when traveling long distances should no longer occur, and performance increases across the board!
-Added decal system for the Phase Pistol (still very early)
-Added mechanic to damage ship systems internally. Humanoid drones might try to damage the systems while aboard your ship.
-Added Humanoid Drone: A mechanical figure designed for labor and combat.
-Added AI and pathing: This is our first step into interior AI, it’s still a basic framework and will be improved throughout the entire development process of Pulsar.

-Modified character speed
-Adjusted the drag on the ships, they should move around generally faster now
-Various art tweaks and adjustments to both the Intrepid and Cruiser interiors
-Adjusted some sound effects for the interiors
-Modified how character names appear, also added characters’ health information
-Improved character networking
-Players can now see others look up and down

-Mac fullscreen should now work properly
-Linux shading errors should not occur anymore
-Players SHOULD no longer fall through the ship
-As mentioned above, flickering lighting and shadows as well as shaking meshes should no longer happen.
-Camera no longer stutters when rotating ship

Ну конечно же спиздить. http://coop-land.ru/...ost-colony.html
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In old Green we've trusted
Reply PM from-Bladerunner111/(Ace McMillan): Картаг силен в тебе, борись с ним
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Marcus Lawrence#14
Лично от меня: Добавили высадку на планеты.
Добавили ботов которое управляют туррелями
Добавили инвентарь, лазоры, огнетушители, ремкомплект.
Добавили космокарту
Добавили квесты.
Добавили... Много чего добавили.
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In old Green we've trusted
Reply PM from-Bladerunner111/(Ace McMillan): Картаг силен в тебе, борись с ним
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MrNegro#15
Marcus Lawrence (21 March 2015 - 15:25) писал: писал:
Лично от меня: Добавили высадку на планеты.
Добавили ботов которое управляют туррелями
Добавили инвентарь, лазоры, огнетушители, ремкомплект.
Добавили космокарту
Добавили квесты.
Добавили... Много чего добавили.
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HER AIM IS GETTIN' BETTER
Спойлерhttps://youtube.com/embed/UwbqPPSUp90?fs=1&html5=1
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Neray#18
Navedan (21 March 2015 - 22:57) писал: писал:
То есть... можно теперь  уебать капитана и занять его место?
И капитан со злости убивает сервер. Гроб. К тому же респаун же, наверное.

Мозгоед проел мне мозг. Надо будет набежать. Снова.
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Make a wish
Спойлер
Ничего не вижу в подписи халп!
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JeanGenie#19
Охуенно сейчас поиграли с Интером, Ирманиумом, Ярлом и, местами, Самулом.
Краткое содержание сюжета:
- КОПЕТОН, КУПИ НЮКУ
- /me баллонит капитана пистолетом-огнетушителем
- ЧТО ЗА ПИДОРАС СТРЕЛЯЕТ ПО МОЕМУ РЕАКТОРУ?!
- А-А-А, РЕАКТОР ПЕРЕГРЕТ, ВСЁ ПИЗДА, ВЫРУБАЕМ КИСЛОРОД!
- Ирманиум запускает нюку в секьюрити бота и через две секунды подрывает её. Гейм овер.
1
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Raymar#20
Minuteman (22 March 2015 - 02:04) писал: писал:
Охуенно сейчас поиграли с Интером, Ирманиумом, Ярлом и, местами, Самулом.
Краткое содержание сюжета:
- КОПЕТОН, КУПИ НЮКУ
- /me баллонит капитана пистолетом-огнетушителем
- ЧТО ЗА ПИДОРАС СТРЕЛЯЕТ ПО МОЕМУ РЕАКТОРУ?!
- А-А-А, РЕАКТОР ПЕРЕГРЕТ, ВСЁ ПИЗДА, ВЫРУБАЕМ КИСЛОРОД!
- Ирманиум запускает нюку в секьюрити бота и через две секунды подрывает её. Гейм овер.
Я видел у вас свободный слот, но тупо перебирал пароли.
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JeanGenie#23
Raymar (22 March 2015 - 02:26) писал: писал:
Я видел у вас свободный слот, но тупо перебирал пароли.
MrNegro (22 March 2015 - 03:01) писал: писал:
Так это вы с паролем были? Хотел зайти, да пароль не знал.

paukan же пароль был. У нас под конец отвалились Ярло и Самул, поэтому и были свободные слоты.
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alfacom#25
Цитата
Игра на стадии разработки. Так что если вы видите белые экраны - не пугайтесь, это будущий контент.

Офигенное отмаза. Не чета всяким "Не упал, а обнова". Соберетесь еще раз - зовите.
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RimWorld1.0
Будь няшей, поддержи меня!
Сейчас вы используете СИНЮЮ ТЕМУ. Вы, наверное, хороший человек!
Сейчас вы используете БЕЛУЮ ТЕМУ. Переходите на СИНЮЮ и будете хорошим человеком!
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Обратно в /vg/