And we're pleased to play your game!
----- Original Message ----- 
From: "SoundMUD" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, July 06, 2007 12:43 PM
Subject: Re: [Audyssey] About SoundRTS


> Here are some more answers.
>
> 1. When you play a multi-player game, it says something about making
> your own games--how?
> It's probably a translation error. You can start a multiplayer game, 
> that's all.
> Anyway I plan to add the possibility to make maps.
>
> 2. The computer AI in aggressive mode is too weak after the first attacks.
> I will improve the computer AI: he must know how to expand to a new
> base (the peasants are walking a lot when they exploit far gold mines
> or woods), and he must know how to build high level units and
> buildings. He already knows how to rebuild units, but he probably
> lacks resources and has problems with the population limit.
>
> 3. i CAN'T EVEN BEAT SINGLE PLAYER CHAPTER 2
> The chapter 2 and 3 are very hard compared to chapter 1. And even the
> chapter 1 can be confusing. I wanted to build a very progressive in
> game tutorial with many chapters, but I had to postpone this feature
> to keep the release date I planned.
>
> 4. It would be nice if peasants and footmen could cross-grade at a
> barracks, and perhaps footmen could upgrade to archers as well.
> When it was possible, I tried to keep the game close from Warcraft or
> Starcraft. But there are lots of other great real time strategy games
> and it would be interesting to try other design choices. For example
> in Civilization 4 when your troops win a fight they are given
> experience points, and when the unit levels up you can choose an
> upgrade for it.
>
> 5. It would be nice to be able to set a flag to tell troops to capture
> installations, rather than
> simply destroying them.
> In Starcraft some very rare units are able to capture other units or
> buildings. In Warcraft when you destroy a building you get some
> resources. But why not?
>
> 6. farms ought to work like gold mines and woods do
> The farms in "Age of empire" worked this way. I don't know yet what I will 
> do.
> I will try to extract the rules of the game from code to a separate
> text file, but I'm not sure if the result will be flexible enough.
>
> 7. What about a turn-based game like Civilization?
> Yes, it would be interesting. Even in SoundRTS it may be possible to
> pause the game and give orders while the game is paused, like in
> Baldur's Gate. Of course in RTS like Warcraft it's about choosing what
> to do when you haven't got enough time to check everything. There are
> really many possibilities. A detailed city building simulation game
> would be nice too.
>
> 8. If you'd like, I'll do a free voice over for the game--I could also
> make background music if you're interested.
> Thanks, it would be great! For the moment I don't know yet how much
> more time I will be able to put in SoundRTS, and I haven't decided yet
> if there will be a commercial version (the 1.0 will remain free
> anyway), so I hesitate to accept help. Anyway I will try to allow
> modifications of the game, selectable from the main menu.
> For the voices the problem is that I'm working on the game so the
> soundvoice list can evolve, and maybe some day it can be replaced by
> your favorite TTS. Background music and sound effects (units voices
> included) are much less problems. The sound effects can be left in CD
> quality so if one day I raise the sound rate the sounds will be
> automatically better.
>
> 9. What does it mean when it says a guest can create a game, and how
> is that done?
> In fact it just means that in a public server you can create a game
> even if you are not the owner of the server. Anyway I plan to add the
> possibility to make maps.
>
> 10. I don't understand how this game works. Am I stupid?
> Of course not! This game is complex to learn (I wish it will be
> simpler). Maybe an ingame tutorial would be good. For the moment, read
> and follow carefully the step-by-step tutorial provided in the manual.
>
> More answers in the next message.
>
> And thank you for your great reactions. I can't say how much I am
> pleased to read your messages.
>
> -- SoundMUD
>
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