Two more things:
1. How about random shuffling of the squares--for example, in map 3 the big 
gold mine is always at d4.  Could the locations of the mines and woods and 
so on be changed randomly?  Second, keystrokes to move to unknown squares 
would be helpful as toward the game the enemy might be hiding out at one 
unknown square and it takes time to find out which one you haven't been to 
yet--but if there was a keystroke to get to the next unknown square...

Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- 
From: "SoundMUD" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, July 23, 2007 4:18 AM
Subject: Re: [Audyssey] Sound RTS result


> 1. When you attack an enemy farm..do u take it over or is it burnt to
> the ground?
>
> It is burnt to the ground. You cannot capture an enemy building.
>
> More generally, about the suggestions leading far from Warcraft's or
> Starcraft's design: I'm sure that there are many possibilities, but
> exploring them would require too much time (and would probably lead to
> several distinct RTS games). I wander off the original design only
> when I don't know how to translate an aspect of the gameplay.
>
> 2. I am having trouble moving around the map with the control key and
> arrow keys. Do you literally have to pick a path one square at a time
> to move the men?
>
> If you press Control + arrow keys, you will move freely on the map.
> Then, if you are controlling units and you press backspace, the units
> will go to the square you are currently examining. So you don't have
> to pick a path one square at a time to move the men. This way, you can
> order a peasant (or a soldier in defensive mode) to scout a very far
> square.
>
> 3. When you start a game your buildings and the enemies should be
> randomly generated so they don't start at the same spot each time.
>
> This bug is solved in the beta 7.
>
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