@Wastelander, actually I should've done a db page for the wastes earlier, the same as I should've done a db page for lots of games. In fairness for once I do have a rather better excuse than "I'm a lazy so and so who would rather play games than write about them even if it's supposed to be his job" sinse I've not even been playing much by way of games recently.
The reason for this is more of a who than a what, a who who happens to be the most wonderful individual on the planet and who loves me for some reason, ---- okay I'll stop this before I eradiate everyone with general sunny goodwill and ridiculous sweetness.
Suffice it to say that pretty much three out of every five thoughts I've had sinse the start of September have not exactly been my own .
I have however today manage to actually stop thinking about my lady for a little time and have begun a db description page for The wastes, which I'll stick up along with dev info when it's done, and I'll add your dev name as huw2k8. Warsim will need a page too as well, even if the game's not being worked on.
Hopefully I should get the entry done fairly soon, in the next couple of days, though working out how much information and what to describe is fun, sinse I want there to be enough info for people to get a good overview of what the wastes is all about, but not a step by step instruction guide.
Oh and yes I'll add more things later when more gets added to the game.
About Vials, I do seem to have gotten the wrong end of the stick sinse I assumed the old system of different vials with chances was still in place but with randomized colours. While I do see the point in things being less predictable, sinse vials do have such a major chance of screwing you over if you hit the wrong one, perhaps some sort of ability to gain some information might be helpful so that you can make an educated guess rather than a stab in the dark.
What I mean is something like you find a science jernal listing a given project and the success rates of five compounds corresponding to the five colours of vials, however sinse you don't know what the project was trying to do or which vial is which you have to make a guess.
For example:
"Project Chimera.
Compound A, variable results.
Compound B, a steady but unhelpful result.
Compound C, a %50 success rate.
Compound D, most efficacious.
Compound E, harmful results to subjects but no use to the project"
Of course you don't know what project chimera or any other project does, and it might be the project was to develop a virus or mutigen, or to develop super soldiers. Still this tells you the variation rates of the vials and gives an idea, particularly if you could find a vial with a letter on it.
@Xoren, it'd be nice to have a generalized "how many" command when dealing with many choices in the game, for example getting items, indeed it might be nice if on the rare occasions you find a stack of items they could be dealt with in a pile rather than having 28 identical stacks.
Perhaps a simple way of doing this would be a "h for how many" on the numeric menus, eg h5 and then your asked how many times to activate item 5, on the menu, though obviously with the proviso that you can't take more items than there are in a pile or spend too many skill points at once.
This might also be useful when we have guns and amo, sinse then you could for example have a shotgun with 12 shots and decide how many to fire in a burst while attacking.
With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)