Staredit Network > Forums > Null > Topic: Ex's Mafia #1: Staredit Mafia
Ex's Mafia #1: Staredit Mafia
Jan 3 2012, 3:48 pm
By: Roy
Pages: < 1 18 19 20 21 2227 >
 

Feb 8 2012, 3:21 am rayNimagi Post #381



If the game is over, can we know who was the mafia?



Win by luck, lose by skill.

Feb 8 2012, 3:28 am Roy Post #382

An artist's depiction of an Extended Unit Death

The game isn't over. I can take over if Excalibur isn't able to continue it himself, but it will continue appropriately once that is decided.




Feb 8 2012, 3:46 am Excalibur Post #383

We hold in our hearts the sword and the faith.

As I've just told Roy: I'll make the post tomorrow, and if I cannot, Roy will take over. I apologize to our players for the delay.



-------------------------
The Sword and The Shield.

:ex:
Sector 12

Feb 8 2012, 5:33 am Lanthanide Post #384



Does Roy have our night actions?



None.

Feb 8 2012, 1:16 pm rayNimagi Post #385



If the game is continuing, I apologize in advance for potentially not voting, I will be out of town for the next few days and without reliable Internet.



Win by luck, lose by skill.

Feb 8 2012, 4:03 pm Excalibur Post #386

We hold in our hearts the sword and the faith.

D A Y #6
This post contains clues!!
------------------------------------------------------------------------------------------------------------------------------------------------

After a long night, the sun rose on SEN.
A blessing came with the sun, no bodies awaited the waking members. There was no blood spattered on the index today, but clues were still found.

The man with medals was present, pacing back and fourth down the index. He seemed contemplative.

A crumpled list with five crossed out lines was found once again. The sixth line read 'And it shall happen again. -Ts'

Finally, a feather from a bird's wing was found outside Null, but no one was quite sure of the significance it possessed.



Vote for your lynch candidate. You have 24 hours. No lynch may or may not result in lightning bolts.



-------------------------
The Sword and The Shield.

:ex:
Sector 12

Feb 8 2012, 8:32 pm Lanthanide Post #387



I vote Riney, for clear TS references he is the Devil's Advocate and now that we've killed the immediate threat of Zycorax he's the next cab off the rank.



None.

Feb 8 2012, 8:51 pm Jack Post #388

>be faceless void >mfw I have no face

I vote riney.



Red classic.

Feb 8 2012, 10:08 pm OlimarandLouie Post #389



Quote from Jack
I vote riney.




None.

Feb 8 2012, 11:02 pm poison_us Post #390

Back* from the grave

:facepalm:




Feb 8 2012, 11:19 pm xAngelSpiritx Post #391

eternal lurker

I will confide my trust in Lanthanide and vote Riney.



None.

Feb 9 2012, 9:04 pm DevliN Post #392

OVERWATCH STATUS GO

I vote Riney.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 9 2012, 10:42 pm Leon-037 Post #393



Voting for Riney.



None.

Feb 12 2012, 8:13 pm rayNimagi Post #394



I vote Riney.

We should vote for Jack later if the game continues.



Win by luck, lose by skill.

Feb 12 2012, 8:43 pm lil-Inferno Post #395

Just here for the pie

I vote Riney for mayor.




Feb 12 2012, 9:25 pm Riney Post #396



FEAR NOT I HAVE COME TO LEAD THIS TOWN TO VICTORY!




Feb 13 2012, 12:20 pm Daddywhoo Post #397



Abstain



None.

Feb 13 2012, 5:31 pm Excalibur Post #398

We hold in our hearts the sword and the faith.

Just wanted to let everyone know the lovely and talented Roy will be taking over for the remainder of the game.

It was fun guys, and I apologize for any errors on my part, including my lack of time for the game. I did try to commit to it properly, but life has a way of disrupting such plans.

I hope you all have a pleasant mafia experience and we may play together again soon.

And no, this post contains no clues. :P



-------------------------
The Sword and The Shield.

:ex:
Sector 12

Feb 13 2012, 5:35 pm Roy Post #399

An artist's depiction of an Extended Unit Death

I'll try my best to keep the game's style (i.e., writing) as close to Excalibur's as I can. As for this voting day (which has gone on for five days now; seriously, whoever hasn't voted yet should be ashamed), you'll have until 22:00 EST / GMT-5 (10:00PM Eastern) until voting closes. After that, expect strict 24-hour cycles. Please send all game PMs to me from this point forward.

Current Lynch Votes:
Lanthanide -> Riney
Jack -> Riney (2)
OlimarandLouie -> Riney (3)
xAngelSpiritx -> Riney (4)
DevliN -> Riney (5)
Leon-037 -> Riney (6)
rayNimagi -> Riney (7)
lil-Inferno -> Riney (8)
Daddywhoo -> Abstain

Currently slated for lynching: Riney




Feb 13 2012, 8:41 pm Lanthanide Post #400



Anyone who hasn't voted or who has abstained is a clear mafia candidate.



None.

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[06:25 pm]
m.0.n.3.y -- Here's another question. I'm using switch randomization for powerups. There are 9 powerups, and I only want any of the powerups to appear only about 30% of the time. So I was just going to use 5 switches for a total of 32 options and have the other 23 results restart the randomization process. Is there a better way to do this?
[06:04 pm]
m.0.n.3.y -- NudeRaider
NudeRaider shouted: m.0.n.3.y Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
Ok that makes perfect sense NudeRaider
NudeRaider shouted: This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
Wow that's awesome! I'll definitely be doing this. Thanks for the tip, that's really cool
[05:29 pm]
NudeRaider -- This method also has a bonus use: If you detect the arbiter in conditions for current player (set trigger owned accordingly!) then you can do the following: Add 1 to dc for current player AND add 1 to dc for all players. And in your 2nd trigger you can distinguish between players that just are informed and the player that actually had it, because their dc will be 2 instead of 1. So you can give them an additional reward or something dynamically.
[05:27 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: NEW QUESTION: How is it possible to show text to all players when something occurs? EX: Player 1 builds an Arbiter. Trigger says, When player 1 builds an Arbiter, do something, then remove the Arbiter. Now, I'd like text to show for all other players when P1 builds an Arbiter that says "P1 built an arbiter!". But how is this possible when the the original trigger that detects if P1 built an Arbiter then removes the Arbiter in it's actions? Like, the Arbiter is detected as built, then Action occurs for P1, then Arbiter is removed. So how can you detect if the Arbiter is built to show text to the other plays saying "P1 built an Arbiter" if the other trigger quickly removes the Arbiter? Does that make sense?
Pro and Demon already gave correct answers, but let me add a pretty elegant way: Have the detection trigger owned by whoever is convenient for you. A single computer player, a force, all players - it doesn't matter. Now detect for the arbiter in conditions - also doesn't really matter how. In actions just set a dc to 1 for all players or the force that should have the text displayed. It will set the dc for each player to 1 individually. Because of this you can make a 2nd trigger that checks for the dc for current player and remove the dc for current player afterwards.
[05:22 pm]
NudeRaider -- that's why the All Players thing is neat: When one player runs a wait, their copy of hypers will actually be blocked. But the hyper effect will not be disrupted because the hypers of all the other players are still running.
[05:21 pm]
NudeRaider -- *running at the same time for the same player.
[05:20 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: Mini Moose 2707 Shit. Ok what are the exact circumstances where using wait triggers causes wait blocks and messes things up? EX: If player 8 is a computer and has hyper triggers at the bottom of his list, can I use a few of triggers on each human player 1-6 with a few waits each lasting 50 - 1000ms? I've read the articles in SEN Wiki but still not super clear on it :/
simple: 2 waits running at the same time. Hyper triggers constantly block each other, but they have no other purpose than to force another trigger loop, and stay in that "blocking each other" state as long as possible (=NEO)
[05:17 pm]
NudeRaider -- Dem0n
Dem0n shouted: It's recommended to never use waits if you have hyper triggers.
yes and no. If you have to ask: yes. If you know what you're doing, you can use them in a non-disruptive manner.
[05:15 pm]
NudeRaider -- m.0.n.3.y
m.0.n.3.y shouted: ALSO: @NudeRaider for your "other setup" you mean give the hypers to the "All Players" player checkbox, not to each player individually, right?
That's equivalent. At the start of a game sc parses triggers and creates copies of triggers owned by player groups (forces and all players) to each player that is part of that group. During runtime there's only individual trigger owners.
[04:04 pm]
m.0.n.3.y -- Dem0n
Dem0n shouted: That won't work. And it's one extra trigger with 2 actions. Hardly extra work.
You're right. Thank you!
Please log in to shout.


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