code logs -> 2010 -> Sun, 12 Sep 2010< code.20100911.log - code.20100913.log >
--- Log opened Sun Sep 12 00:00:36 2010
00:18
<@ToxicFrog>
Seconding the WW1 recommendation, but not because steampunk is overdone, but because WW1 is underdone.
00:31
< Alek>
there is a drastic lack of WW1 shooters and flight sims too. >_>
00:32
< Alek>
but yanno, I fail to see a big market for WW1-style shooters with their early-gen firearms. >_>
00:33
<@ToxicFrog>
Red Baron was pretty awesome, and since when have FPSes cared about the accuracy of their firearms modeling?
00:34
< Alek>
some do.
00:34
< Alek>
:P
00:34
< Alek>
but yeah, passing few.
00:34
< Alek>
they tend to rely more on hitpointing. <_<
00:35
< Tarinaky>
Aren't the Call of Duty games all WW2?
00:36
< Tarinaky>
And doesn't WW2 essentially have the same guns as WW1?
00:36
< gnolam>
ToxicFrog: Yes. Yes it is. And I don't see why - WWI is actually way more awesome than WWII, in that it was the war that introduced pretty much everything we take for granted in warfare today.
00:36
<@ToxicFrog>
Yes, to the former, and no, to the latter.
00:37
<@ToxicFrog>
gnolam: I would venture to guess two reasons.
00:37
<@ToxicFrog>
The first is that there's a lot more detailed media available on WW2. It's easier to reconstruct things.
00:38
<@ToxicFrog>
The second is that WW2 has a big, unambiguous bad guy in the form of !! THE NAZIS !!. WW1 is much more ambiguous and thus harder to write.
00:38
< Tarinaky>
The Treaty of Versailles says it was all the German's fault :p
00:38
< gnolam>
But WW1 has pointy helmets, which should count for something.
00:38
<@ToxicFrog>
Tarinaky: yeah, but that's "they lost, and history is written by the winners"
00:39
< Tarinaky>
Who're you recommending WW1 to anyway?
00:46
< gnolam>
Me.
00:46
< gnolam>
<gnolam> So... what would be cooler: heavily armed Zeppelins in an alternative WWI setting, or heavily armed Zeppelins in a steampunk setting?
00:48
< Tarinaky>
There's only 50 years in it tbh. :/
00:48
< Tarinaky>
So I'd just say to go for both and see what 'feels right'.
00:49 Zed [Zed@Nightstar-556ea8b5.or.comcast.net] has joined #code
00:50
< gnolam>
Only 50 years in it?
00:50
< Tarinaky>
Victoriana is considered part of the Steampunk spectrum.
00:51
< Tarinaky>
Queen Victoria died in 1901 iirc.
00:51
< Tarinaky>
Or 1902.
00:51
< Tarinaky>
I forgot.
00:51
< Tarinaky>
http://upload.wikimedia.org/wikipedia/en/e/e7/LosAngeles_Panama_1929_1.jpg
00:51 * Zed snarls at Microsoft and tries to figure out something about the win7 install
00:51
< Zed>
but just in case anyone has a ready answer, before I continue mucking around Google:
00:52
< Tarinaky>
http://en.wikipedia.org/wiki/File:USSMaconNYC.jpg
00:52
< Zed>
Does installing win7x86 over win7x64 do the whole windows.old thing for the old user files?
00:53
< Tarinaky>
gnolam: The irl heyday of IRL Airships was the mid-war period.
00:53
< Tarinaky>
So a WW1 Airship-themed game makes the most sense to me.
00:53
< Zed>
I thought the whole victoriana thing was an alternate continuity thing
00:53
< Tarinaky>
Mostly because there's so many photographs out there.
00:53
< Zed>
diff. history
00:53
< Tarinaky>
Zed: Victoriana is just anything with a Victorian London 'feel'.
00:54
< Tarinaky>
I'd thus class Victorian London is Victoriana :p
00:54
< Zed>
I know, but it's all "feel" as opposed to real history
00:54
< Zed>
heh
00:54
< Zed>
victorian london isn't NEARLY victorian "feeling" enough
00:54
< Tarinaky>
By definition!
00:54
< Tarinaky>
It doesn't have the Zombies, the gasmasks or the glowing green slightly lovecraftian superscience?
00:55
< gnolam>
Tarinaky: Alas, in the interbellum period nobody got to bomb London from invincible (due to their high altitude) airships. So it's out. ;)
00:55
< gnolam>
(Or put another way: military airships pretty much disappeared after World War 1)
00:56
< Tarinaky>
gnolam: You said alternate reality.
00:56
< gnolam>
Yes. But the further you stray, the harder it gets to justify things. :)
00:57
< Tarinaky>
Personally? I'd go for Airship Carrier combat in a reality where WW1 never happened.
00:57
< Tarinaky>
:p
00:57
< gnolam>
+from the boring old reality
00:57
< Tarinaky>
So it's all colonial combat.
00:57
< Tarinaky>
Which gives you a lot to play with.
00:57
< Zed>
I assume we're not touching the whole "Europe is a timebomb waiting to develop fascism" thing?
00:58
< Tarinaky>
Zed: I think we're wanting to avoid Nazis.
00:58
< Zed>
I was more worried about the Italians, but I get what you mean.
00:58
< Tarinaky>
Zed: I'm avoiding Mousolini as a result.
00:58
< Tarinaky>
As the Nazis ripped off the Black Shirts so hard.
00:59
< Zed>
fair enough. :)
00:59
< Zed>
I'm trying to remember what piece of media it was where ... I think it was William Gibson, actually
00:59
< Zed>
I can't remember the exact context
01:00
< Zed>
but there was someone who was an "expert" in a certain sociological field correcting a local to a particular culture's interperetation of a culture
01:00
< Tarinaky>
If you had a reality where the Italians went Fascist but Germany didn't you'd end up with idiots claiming that Mussolini is being used as an allegory for the Nazi party :/
01:00
< Zed>
saying that their reality, ...wut.
01:00
< Zed>
wut wut.
01:01
< Zed>
goddamn people
01:01
< Zed>
anyways
01:01
< Zed>
yeah. She was going "No, it doesn't have NEARLY enough of the FEEL of _______! You have do to more this and this!"
01:01
< Zed>
I can't remember what character it was, but it was... in many ways, I really think things like Victoriana and Wild West etc. would find the originals GREATLY lacking as settings for their cosplay. :)
01:02
< Tarinaky>
Probably.
01:02
< Zed>
...I'm trying to find a less-than-completely-racist way of saying the same about anime fans, but failing
01:02
< Tarinaky>
But that's true of any genre really.
01:02
< Zed>
"NOT JAPANESE ENOUGH!"
01:02
< Tarinaky>
"War is hell"
01:02
< Tarinaky>
Older than dirt.
01:03
< Zed>
heh. I don't just mean "this is way less touristy than you wanted"
01:03
< Zed>
I mean, when you have an outside perspective looking at some other culture, whether contemporary or historical, they tend to exaggerate the differences, if anything
01:04
< Tarinaky>
gnolam: If you apply the rule of cool you can get away with anything.
01:04
< Zed>
acquaintances of mine who've gone to Japan and were upset about the amount of English they found
01:04
< Tarinaky>
McDonaldu.
01:04
< Zed>
Yeah. :)
01:05
< Zed>
see: why every time someone whines about lack of teleporters I kick them.
01:05
< Tarinaky>
Teleporters?
01:06
< Zed>
People want teleporters
01:06
< Zed>
so they can teleport places
01:06
< Zed>
anything that happens to the world after that isn't because of teleporters, necessarily, right?
01:06
< Tarinaky>
Oh. Am I the only person who thinks they'd be awesome just because then commuting into work would be... well... nothing?
01:07
< Zed>
lots of people think that.
01:07
< Zed>
I would LIKE distance to continue to mean something
01:07
< Zed>
it would allow there to be some distinction between Here and There.
01:07
< Zed>
the very concept of "remote" would cease to have any meaning with teleporters
01:08
< Zed>
And every place would look the same
01:08
< Tarinaky>
The world has been shrinking since the time of the Greeks.
01:08
< Zed>
I don't want it to shrink THAT much.
01:08
< Tarinaky>
It will probably continue to do so until it hits relativistic barriers.
01:08
< Zed>
see: NO TELEPORTERS.
01:08
< Tarinaky>
All bets are off beyond that.
01:08
< Zed>
fuckers.
01:08
< Tarinaky>
I fail to see the problem.
01:08
< Zed>
Also, mori-neko's cat just knocked over 40 books or so.
01:09
< Tarinaky>
As long as it's cool I like it.
01:09
< Tarinaky>
Hence what I said to gnolam.
01:09
< Zed>
it would totally fuck with the very CONCEPT of cool!
01:09
< Tarinaky>
It's why Mecha are allowed in... well... anything.
01:09
< Zed>
cool implies rarified
01:10
< Zed>
anything rare would get more or less overwritten by the overall average for how everything is most places
01:10
< Zed>
I just... world would start looking like an airport.
01:10
< Zed>
uncool!
01:11 * Zed wonders at what point in the 60s things started to get built halfway between the "remote" spots and the city centers, because that was the new "remote", between the touristy and the main cities
01:11
< Zed>
haaaate shrinking world. :)
01:13
< Zed>
sorry. anyways. Victoriana is way more Victorian than the Victorians. :)
01:19
< Tarinaky>
Zed: Conurbation?
01:20
< Zed>
Nah. The point where they had to start building vacation spots at point C between A and B because A was New York and C was where people from New York used to go, so picking a medium-out-of-the-way spot became the last hurrah of "frontierism"
01:24
< Tarinaky>
Dunno then.
01:24
< Tarinaky>
Still. Airship Aircraft carriers count as rule of cool, right?
01:27
<@ToxicFrog>
Yes.
01:28
<@ToxicFrog>
Cf. Crimson Skies.
01:28
< Zed>
Oh hell yes.
01:28
<@ToxicFrog>
And Red Star.
01:28
<@ToxicFrog>
I would play more in-atmosphere flight sims of more of them had airborne carriers.
01:29
< Zed>
you're looking for a Wing Commander based on Sky Captain? :)
01:30
< gnolam>
Tarinaky: The main for Steampunk is that I could have my Zeppelins carry armed Lilienthal gliders. :)
01:30
< gnolam>
+argument
01:31
< Tarinaky>
gnolam: If you follow the rule of cool you only need a cursory explanation.
01:31
< Tarinaky>
Personally, I'd try to do both :p
01:35
< gnolam>
One day, I will flesh out a woodgaspunk universe. Because wood gas > steam > petrol.
01:38
< Tarinaky>
I prefer diesel punk.
01:38
< Tarinaky>
Hence why I'm biased towards inter-war airships
01:38
< gnolam>
(I have been thinking about that for quite some time, actually. And my desire to create that universe was only strengthened after my recent trip to the DPRK, where wood gas vehicles are actually more common than petrol vehicles in rural areas. Really.)
02:06
< Alek>
hm.
02:07
< Alek>
what would be a good justification for moar railroad, in scifi?
02:07
< Alek>
multi-day rail trips have their fans.
02:07
< Alek>
a la Orient Express.
02:08
< Alek>
but I'm fighting to find a justification for them in sci-fi, as opposed to, say, flying cars.
02:08
< Alek>
cars, planes, etc.
02:08
< Zed>
hmm? cars get taxed to fuck?
02:09
< Zed>
rising environmental consciousness?
02:09
< Alek>
maybe an xboxhueg world with an atmosphere that won't support planes and reacts violently with usual rocketry?
02:10
< Alek>
like, I dunno, methane or ammonia?
02:14
< Tarinaky>
Alek: A space cruise is, itself, Orient Express.
02:14
< Tarinaky>
You can also handwave away flying cars as just not being efficient.
02:14
< gnolam>
Methane? Ammonia is nasty and corrosive, but methane is just flammable and an asphyxiant. And an atmosphere that would support combustion of methane would... not have a methane atmosphere.
02:14
< Tarinaky>
By making train tickets cheaper than private transport.
02:16
< gnolam>
Alek: no atmosphere or toxic atmosphere+high enough gravity to make flight impractical and long distances between settlements should work.
02:17
< Tarinaky>
Gnolam's reasoning is better.
02:18
< gnolam>
I.e. anything that a) necessitates long, fixed routes with few to no stops b) without flight.
02:24 gnolam [lenin@Nightstar-38637aa0.priv.bahnhof.se] has quit [[NS] Quit: Z?]
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03:54 * Tarinaky tries to figure out how to draw a triangle using Pygame.
03:57
< Tarinaky>
Or more pressingly. How do you put a comment on the same line as an instruction?
04:05
<@Derakon>
instruction # comment
04:06
<@Derakon>
You didn't try this?
04:09
< Tarinaky>
It didn't occur to me.
04:10
< Tarinaky>
triangle = [(0,1),(0.5,0),(1,1)] #Definition of a triangle
04:10
< Tarinaky>
[(a*64,b*64) for (a,b) in triangle] #Make ship 64px wide.
04:10
< Tarinaky>
[(a+512,b+430) for (a,b) in triangle] #Translate to centre of screen
04:10
< Tarinaky>
pygame.draw.polygon(TargetSurface,(255,255,255),triangle,10) #Draw!
04:10
< Tarinaky>
This isn't drawing anything :/
04:11
< Tarinaky>
I'm receiving no error message either.
04:11
< Tarinaky>
Oh wait.
04:11 * Tarinaky facepalms.
04:12
< simon_>
I hate microsoft.
04:12 * simon_ goes back to being drunk and feeling powerless about changing the data format of his mom's excel sheets.
04:12
< Tarinaky>
Epic. Now I just need to figure out how to make the corners... not silly.#
04:25
< Tarinaky>
Gah. Stuck :/
04:26
< Tarinaky>
Okay. So I know what a Rotation Matrix is.
04:26
< Tarinaky>
Now I need to figure out how to get my Position Vector to multiply by said Matrix.
04:26
< Tarinaky>
Without making my head asplode.
04:32
< Alek>
myeah.
04:33
< Alek>
a toxic atmosphere, possibly extremely turbulent at higher altitudes. mmm. rail lines have "glass" tunnels for the whole distance. yeah, sounds doable.
04:42
< Tarinaky>
Eugh.
04:42
< Tarinaky>
(x*cos(Theta)+y*sin(Theta),y*cos(Theta)-x*sin(Theta)) This is mangling my triangle horribly :/
04:49
< Tarinaky>
IDK what I'm doing wrong because it works on paper. :/
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04:59
< Orthia>
Great war is fun, but you'll need to come up with a way that they match aircraft.
05:00
< Orthia>
Which is not impossible, it just needs to be *done*.
05:08
< Tarinaky>
Yay! Fixed!
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20:31 * Derakon pokes Vorn at http://derakon.dyndns.org/~chriswei/temp2/chroma.html
20:46 * Vornicus had a brief look earlier.
20:47 * Vornicus thinks he needs to see it in action; games with a spatial component (Settlers or Carcassonne) give him a hard time just reading the rules.
20:51
< Ortiha>
Yeah, that's why Small World screwed you
20:51
< Ortiha>
It is extremely spatial.
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21:01
<@Derakon>
The problem with seeing it in action is that I need to manufacture the components. :\
21:02
< Ortiha>
Dera: Throw it at me next I appear and I'll take a look
21:02
< Ortiha>
I tend to be okay at spatial stuff so
21:03
<@Derakon>
Will do, if I remember.
21:05
< Ortiha>
Initial thoughts: So... Hypergates are !CatanRoads ?
21:05
<@Derakon>
No. They cross edges, not lie along them.
21:05
< Ortiha>
Right.
21:05
<@Derakon>
Catan occurs on edges and interstices; Chroma occurs inside the hexes.
21:05
<@Derakon>
Also, hypergates are directional.
21:06
< Ortiha>
One-way?
21:07
< Ortiha>
hn
21:07
< Ortiha>
Looks solid enough.
21:07
< Ortiha>
Convinient detail in that you can use flipped-over Settlers sets to test this.
21:07
<@Derakon>
Yeah, otherwise the rules for getting money/points from shipping become hard to deal with.
21:07
< Ortiha>
Do they have numbers on the back, I forget
21:07
<@Derakon>
Yes, I plan to. :)
21:07
<@Derakon>
They're just blank on the back.
21:08
< Ortiha>
Darn. You'd need to mark them or something for systems, then, which is a shame.
21:08
< Ortiha>
(Or have some flipped up the other way and be supercareful while shuffling~)
21:08
<@Derakon>
Current assumption is that each hex is a system.
21:08
<@Derakon>
I could change that to have empty hexes, though.
21:08
< Ortiha>
And then you just need little cubes, which are hardly a problem either.
21:08
< Ortiha>
Hell I look at my shelf and eye the box of Pandemic very meaningfully...
21:09
<@Derakon>
Yeah, I should be able to manufacture little wooden bits without too much trouble so long as you don't care that they aren't actually cubic~
21:09
< Ortiha>
HAHA
21:09
<@Derakon>
?
21:09
< Ortiha>
And the Risk for gates, because the new sets use pointy arrows as army markers - so directionality is retained too!
21:09
<@Derakon>
I don't own Pandemic, and the copy of Risk I have uses mecha. ¬.¬
21:09
< Ortiha>
Just saying~
21:09 * Derakon nods.
21:10
< Ortiha>
I have like ze perfect loadout right in front of me~
21:10
< Ortiha>
Also if you lack wooden bits
21:10
< Ortiha>
Do you have /lego/?
21:10
<@Derakon>
So you could play the game, but I can't~
21:10
<@Derakon>
No, I don't.
21:10
< Ortiha>
Actually, and hilariously?
21:10
< Ortiha>
I don't have Settlers of Catan~
21:10
<@Derakon>
Pft.
21:10
< Ortiha>
(Because, uh, four other poeple I know do /but still/)
21:11
<@Derakon>
I do own Agricola, though.
21:11
<@Derakon>
I could raid that for wooden cubes.
21:11
< Ortiha>
Agricola will do the cubes, right enough.
21:11
< Ortiha>
Then all you need worry about is gates
21:11
< Ortiha>
And those are easy.
21:11
< Ortiha>
Catan, again.
21:11
<@Derakon>
What, a road with a settlement glued onto it~?
21:11
<@Derakon>
(Only five settlements per color)
21:12
< Ortiha>
Roads as the 'gates' between settings
21:12
< Ortiha>
A single settlement for each gate network specifying direction.
21:12
< Ortiha>
Given you can't branch a gate route...
21:12
<@Derakon>
Mm, maybe...
21:13
< Ortiha>
Or just get bits of card and cut out triangles it's not that big a deal but still.
21:13
<@Derakon>
Yeah.
21:13
< Ortiha>
Especially given how incredibly hard it is to cut triangles from a strip of card. >_>
21:13
<@Derakon>
:p
21:14
<@Derakon>
My only problem with card is the difficulty in picking up little bits of card and getting them to lie where you want them.
21:14
<@Derakon>
You really need more than a quarter-gram of mass for a game piece.
21:14
< Ortiha>
Corrugated cardboard.
21:14
< Ortiha>
From a banana box or equivalent.
21:15
<@Derakon>
Hm, thinking about it, I need to make a couple minor tweaks.
21:15
< Ortiha>
Gives a bit of weight and depth as backing.
21:15
<@Derakon>
First off, goods aren't automatically consumed after shipping; instead they stay put. They're only consumed (and only give points) when they land on a colony.
21:15
< Ortiha>
But yeah: Your /alpha/ is going to be able to be simply arranged and played with reasonable attractiveness.
21:15
< Ortiha>
This is pretty sweet.
21:15
<@Derakon>
Secondly, I think I need more incentive to be the stakeholder. A bonus to your own turns or something.
21:22
<@Derakon>
Yeah, so now you can ship goods to your heart's content, but you only get money from doing so unless they land on a colony.
21:23
<@Derakon>
And if you're majority stakeholder, then when you send goods to colonies you get 3 per good instead of 2 (in addition to the +1 when other players make deliveries on your behalf).
21:24
<@Derakon>
Which makes me think that there should be colonies placed at the beginning of the game...or I should rename "colony" to "processing center" or something.
21:25 Stalker [Z@5E691D.FC7C16.7074BE.618114] has joined #code
21:29
< Vornicus>
in order for a 2-inch-circumradius hex to weigh one gram, it would have to be made of approximately 40 pound paper.
21:29
<@Derakon>
Heh.
21:30
<@Derakon>
Hm, come to think, Agricola has fences which could serve as hypergates.
21:30
<@Derakon>
It's just a shame it doesn't have RGB resources too.
21:33
<@Derakon>
I guess I can use clay/grain/stone instead, but that puts me at an 18-per-color goods limit (only 18 stone in Agricola).
21:34
<@Derakon>
Also only 18 veggies.
21:34
< Ortiha>
Dera: Something tells me the difference between 18 vs 20 is not going to destroy the planet for testing purposes.
21:34
<@Derakon>
:)
21:35
<@Derakon>
Well, I could use Wood instead; there's 20 of that. But it's not very visually distinct from clay.
21:36 Vornicus is now known as Finerty
21:37
<@Derakon>
Hmm...if goods aren't always destroyed when shipped, then maybe gates should be undirected after all.
21:37
<@Derakon>
Otherwise you could end up needing to reverse a bunch of gates to end the game because of one good trapped in a dead end.
21:38
< Ortiha>
Yeah
21:38
< Ortiha>
And one-way gates suck for fridge logic
21:38
< Ortiha>
"What, no return mail? So how did you make a profit?"
21:38
< Ortiha>
Etc~
21:38
<@Derakon>
Yeah, yeah.
21:43
<@Derakon>
Okay, so goods and hypergates from Agricola, map from Settlers, money from Puerto Rico, influence points from same.
21:43
<@Derakon>
Settlers can provide the factory/colony improvements too.
21:44 Stalker [Z@5E691D.FC7C16.7074BE.618114] has quit [Ping timeout: 121 seconds]
21:45
< Ortiha>
ha, yes
21:45
< Ortiha>
Or Agricola could too actually
21:47
<@Derakon>
By the way, you're aware you've mispelled your nick, yes?
21:59 Stalker [Z@2C3C9C.B2A300.F245DE.859909] has joined #code
22:06 Ortiha [orthianz@Nightstar-546cdf08.xnet.co.nz] has quit [Client closed the connection]
22:09
< Alek>
I think it's her alt.
22:09 Orthia [orthianz@Nightstar-546cdf08.xnet.co.nz] has joined #code
22:09
< Alek>
for when Orthia is ghosted or whatnot.
22:11 DuskRainbow is now known as AnnoDomini
22:19 * Alek tosses something at y'all
22:19
< Alek>
http://www.techcomedy.com/single/new_stories.php?content_number=84151
23:50 Ortiha [orthianz@Nightstar-db7147cc.xnet.co.nz] has joined #code
23:51 Orthia [orthianz@ServerAdministrator.Nightstar.Net] has quit [Ping timeout: 121 seconds]
--- Log closed Mon Sep 13 00:00:07 2010
code logs -> 2010 -> Sun, 12 Sep 2010< code.20100911.log - code.20100913.log >