Hi aprone.
I was looking forward to a new version of castaways to play with when i got
back from music school, I'll be looking forward to this one sinse it sounds
like a major upgrade.
Just a couple of questions though.
Firstly, the merchant cart as a device for sending aide sounds great,
however for co op play I wonder if it could also be expanded to actually
send population to other people as well.
Afterall that way a player with 10 houses and a population of 50 or so can
help out someone who's just come online and is starting up much more
effectively.
Interface wise, once a merchant and cart are created, just have people
travel on the cart, perhaps with ctrl e for emigrate.
Also, is formal trading with currency, perhaps with npc trading races going
to be inserted into the game later on?
Beware the grue!
dark.
----- Original Message -----
From: "Jeremy Kaldobsky" <jer...@kaldobsky.com>
To: "audyssey" <gamers@audyssey.org>
Sent: Saturday, August 27, 2011 7:49 PM
Subject: [Audyssey] Castaways version 1.9b with manual training and
merchantcart working.
I've just posted version 1.9b which has a handful of important changes.
I've fixed the few bugs people had reported, including the inability to
mute some message types, soldiers being listed in job categories they
weren't supposed to be in, and long chat messages showing up as being
blank.
In the last update I made the AI better at deciding what troop type
soldiers should train to become, but I've taken that in a new direction
now. Soldiers will never train by themselves, even when you have armor
and such in the barracks. Just like using a tome, select a soldier and
press U to bring up a menu allowing you to pick how they will train! Of
course, you must still have the needed items in your barracks before it
will let you train that type of troop.
Wine was used less than any other food type simply because it was
technically no different than the others but it was harder to produce. As
an extra incentive, any of your people who currently have wine in their
stomachs will perform their jobs 10 percent faster. This extra bonus
doesn't take away from wine's usual energy, so it still acts as a food
just like it did before. Hopefully this will encourage more people to
work on wine production.
Multiplayer co-op has undergone some extreme changes. I'm still working
on the battling multiplayer modes, but in the mean time I wanted to
release these changes that are part of the foundation for the stuff yet to
come. This will also allow people to test for bugs and provide feedback
about it. Jobs no longer automatically change for your online
representative. I thought it was a cool idea, but it has been quite
annoying to many people and I figured I would try removing it to see how
it goes. Some people would change jobs constantly which caused other
players to see the job change messages over and over, and if someone
picked a job you didn't want around, there was nothing you could do about
it. For example, if you weren't making wine but a person's multiplayer
representative was a cooper, tons of your lumber would be being turned
into useless barrels with no convenient way for you to put an end to it.
As it stands now, all multiplayer people
will show up as peasants and are locked in to that job position.
The merchant cart is finished now. In a multiplayer game build a merchant
cart, assign a merchant, and press Backspace on the building. A menu will
allow you to choose who to send supplies to and how much of everything you
wish to send. Sending the supplies will arrive at the other person almost
instantly, but your merchant will spend time "traveling" and will be
unable to help in your settlement until he gets back. This is meant to
provide a little bit of an extra cost to sending supplies. Each time you
wish to send supplies, it requires a merchant. You could be helping 10
different friends at once, but it would require you to dedicate 10 people
as merchants for a while.
I know you're probably already thinking of how many ways people could
cheat using the merchant cart. That is very true, and there's no sense in
hiding that fact. While playing Co-op multiplayer, it is just like Single
player in the sense that you should do whatever brings you the most
entertainment as you play. If Saving your game every 5 seconds so you can
avoid any injuries is fun for you, then by all means go for it. It isn't
hurting anyone. In this spirit of innocent fun, hopefully people will
understand that can abuse the merchant cart to get an extra advantage, and
that there is nothing technically wrong with that. For me personally, I
would like to play Co-op on the hard difficulty with the absolute worst
fault I can get. It would be super hard and I would actually have fun
depending on my team of multiplayer friends to help me survive! lol!
While I work on the other multiplayer mode, I am trying to limit the
number of ways people can cheat or get an unfair advantage, because the
future mode will have players competing and therefore cheating is actually
"hurting" the other people.
There are many server and game changes that are happening behind the
scenes, but those really aren't anything people will appreciate yet. The
good news is that much of the foundation is in place for me to do the
competitive multiplayer mode.
Oh yeah, for fun I've hidden a very popular Cheat code in Castaways. I
wonder how long it will be before someone figures it out, but to enter the
code simply type it and press enter during your game. Obviously if you
don't type the correct code you will not see any special message, and will
probably have done a few random things in your settlement by pressing
those random keys, hahaha!
For those of you who don't remember the link, it is here.
www.kaldobsky.com/audiogames/castaways.zip
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