Re: Crazy Party: mini-games and card battle! (beta70)

2020-04-16 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta70)

Hello!Indeed the beta71 is available, but I think the beta72 will be released this weekend, in order to fix at least an annoying bug in one of the new mini-games.About the sewers and the volcanic zone, there is now a warning sound, which makes this games less random. And about the bombs' lair, the map is now better.

URL: https://forum.audiogames.net/post/520160/#p520160




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Re: Crazy Party: mini-games and card battle! (beta66)

2019-08-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta66)

Hello all.Indeed the beta68 is available and seems playable. My apologies to those who hoped to play on the beta67 which was very buggy. Since the changes on the network features, CP is in a trouble zone. Thank you all for your encouragements and your patience.You can download the new version on the website: http://pragmapragma.free.fr/crazy-party/Thanks to all the contributors.

URL: https://forum.audiogames.net/post/453857/#p453857




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Re: Crazy Party: mini-games and card battle! (beta65)

2019-03-26 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta65)

Hello.First, it seems that sometimes the save file is corrupted by the game. It's probably better to regularly keep a backup of your save file.Alireza, I told you on the CP group that I didn't want to have any link with this kind of contents. So you should have removed your message. Crazy Party is made for everyone and I consider that the sexual contents or a discussion about it is perfectly incorrect in this topic. So I think the moderation team should remove the last messages.

URL: https://forum.audiogames.net/post/422694/#p422694




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Re: Crazy Party: mini-games and card battle! (beta63)

2019-03-22 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta63)

Hello!The beta65 version of Crazy Party is available!First, sorry for the Russian players, but the Russian translator wasn't available, and there were many new strings. So these new strings are replaced by the English version for the moment. Sorry also for the mini-game players, these last versions are centred on the battles, with many new cards, and a very little experimental quest mode that just allows you to unlock 6 bots. If you have unlocked a bot, you are able to see it in the gallery bot, to know and to export its deck, and to hear its sound.Here the change log (64 and 65).***beta64Some contributors seriously helped in the development of this version. Thanks to Sam, Carter, and Oscar. Thanks also to the translators who worked hardly for this version. Thanks also and sorry to Lucas and Qais who sent contributions but I didn't find the time to include them.GeneralA documentation is now included in the game. You can find it in the main menu.The menus supports now the multi letter navigation.The disposition of the keys is now saved in the save file.You can create a file called dataPath.txt and write an absolute or a relative path to a folder where you want to save your save file and other personal game data.The statistics are more complete and you can print them in a file.By pressing f11, you can switch the auto-enter key. If enabled, the enter key will be pressed automaticaly in many cases, if the game window has the focus. This setting is saved in the save file.There is now a channel system, that allows you to mute some elements. Use left and right bracket to browse the channel, and press Slash or Backslash to mute or unmute it. Your choices are saved in the save file.It's now possible de chat even in a menu.By pressing f1, you can send a chat message only to your teamates. When you are in this mode the pitch of the chat sound will be increased so you are aware of what mode you are in.In the reward room, the mini-games are now classed by world, and you can press Space to have the statistics of the selectionned mini-games.You can play with a mini-game list that has just one mini-game.Some improvements regarding the micro-games: the micro-games have statistics, you can select the number of turns in a micro-game party, and the menu that allows you to choose a micro-game plays now the music of the selectionned micro-game.A couple new micro-games.You can find a speaker test in the options menu.Many improvements of the English translation.In most cases you should now be able to use both modifier keys when performing certain actions, note that this isn't complete yet.Many, many performance increases, particularly when starting an online party and durring launch of the game.You can now press control+shift+w to write the game's log manually.You can now only change teams once every second in an online party and toggle spectator mode every 1.5 seconds to avoid spam.Shortened the map of the castle's wall game.Some small modifications to score calculation to avoid player confusion, should decrease the number of times people get 20 points but don't win in compatition.Fixed a bug in minigames where sometimes you would keep respawning and getting killed in a loop.Now you can organise your decks and game lists into folders as subfolders of the deck or game folders.Worked a little bit on fixing chatting online in board mode.Now keys like dash and equals don't trigger while in the chat box.BattleAn experimental quest mode is now available. You can explore a few maps and your goal is to find items that allow you to unlock bots. You can view your unlocked bots in the bot gallery.The deck manager made by Sam and Carter is now included in the game.You can read or print a battle type effectiveness reference in the options menu.You win now one gem per 50 coins in the arenas.The number of card you can get in the cooperative battle depends now on the number of killed bot and the number of player death.In the cooperative battle mode, you can choose the starting health points, if you have unlocked the custom battle settings.The team battle mode with bots is available in online. In this mode, and for each battle, each player plays with a bot.The health limit in a battle is now the double of the starting health.By pressing Shift+h, you can have a summary of your hand.You can use Alt with the left or right arrow in your hand to pass to the next different card.If a card gives another card, the other card is now described after the description of the first card.The Shift+Enter command is back and you can use it to launch an offensive card against a teamate.You need now to hold Shift if you really want to give up.Many new cards.Modified cards: the cards that have now the projectile or care flag, all the barriers, all the mirrors, symphony of the forest (100% success), melting ice (finally fixed).Fixed a bug that would make you play the card you were currently focused on when

Re: Crazy Party: mini-games and card battle! (beta63)

2019-02-25 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta63)

HelloThanks Mitch for the remark, normally it'll be fixed in the next version, the hardcore mode will be accessible if the grand counsil is unlocked.Yes the symbol cards can be useful to increase the level of a secondary type. Remember that if you have 3 cards of a secondary type in your hand, the level of this type doesn't decrease, and if you have at least 4 ones, the level increases.

URL: https://forum.audiogames.net/post/414437/#p414437




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Re: Crazy Party: mini-games and card battle! (beta63)

2019-02-25 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta63)

HelloThanks Mitch for the remark, normally it'll be fixed in the next version, the hardcore mode will be accessible if the grand counsil is unlocked.Yes the symbol cards can be useful to increase the level of a secondary type. Remind that if you have 3 cards of a secondary type in your hand, the level of this type doesn't decrease, and if you have at least 4 ones, the level increases.

URL: https://forum.audiogames.net/post/414437/#p414437




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Re: Crazy Party: mini-games and card battle! (beta63)

2019-02-14 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta63)

Hello@DarkThank you, I'm glad you like the game. Indeed it can seem strange that the board mode is the original mode of CP but it's the more neglicted one. But justly because of that, it's the oldest part of the CP code and it probably needs a serious rewritting. So I have to find the courage to do it lol, but of course knowing that players like this mode can be an additional motivation.@josephweaklandUsually a bigger deck isn't an advantage. Bigger is your deck, smaller is your chance to have a useful card. So I think that 80 cards is currently a good limit.@UltraLeetJI don't think it'll become possible to use a support card on yourself. If you have a completely support deck, you take the risk to become inefficient if you lose your teamates.@Hayri TulumcuThe pathfinder is indeed an internal feature of BGT. It's used to find a path in a map. It seems that sometimes this feature crashes the game, like in the cow mini-game for example.

URL: https://forum.audiogames.net/post/411622/#p411622




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Re: Crazy Party: mini-games and card battle! (beta63)

2019-02-10 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta63)

Hello everybodyI'm currently consulting the players about the battles and the support system. The beta63 has been released for some weeks now and some players suggest that the Shift+Enter command should be back in the next version. That means it would be possible to target an allied with an offensive card. On the contrary, a support card without the offensive flag shouldn't allow to target an opponent. What is your opinion?Of course if you have any other suggestion you can talk about it here.Thanks all.

URL: https://forum.audiogames.net/post/410848/#p410848




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Re: Crazy Party: mini-games and card battle! (beta63)

2019-02-10 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta63)

Hello everybodyI'm currently consulting the players about the battles and the support system. The beta63 has been released for some weeks now and some players suggest that the Shift+Enter command should be back in the next version. That means it would possible to target an allied with an offensive card. On the contrary, a support card without the offensive flag shouldn't allow to target an opponent. What is your opinion?Of course if you have any other suggestion you can talk about it here.Thanks all.

URL: https://forum.audiogames.net/post/410848/#p410848




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Re: Crazy Party: mini-games and card battle! (beta61)

2018-12-20 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta61)

Hello.Crazy Party beta63 is available ! Thanks to the translators and thanks to Corax, Oscar and Sam who contributed to these last versions.Here the change log, including the beta62.***beta63Some new battle bots and 2 new battle cards.You can play team battles with the bots in the rewards' room. This option is still a little rough, then press V in the battle to see who is in which team.Fix and precision about the support cards: if you launch a support card on an ally, their pary cards don't work, except if he has a card which is a pary against a support card. Same thing with the reaction cards.The bugs about the bots in the battle mode should be fixed.Modified card: dinosaur (now with the ancient flag).Some fixed bugs and improvements in the new mini-games, like the competition mode, or map arrangements.If you want to play one mini-game in the rewards' room, the menu loading should be faster a lot. You can also press S on a mini-game to know your statistics. Thanks to Sam Tupy.Quick launch option.***beta62Mini-gamesA box square has been removed in the circus world and is now replaced by a path to a new world.The points of the special bonuses could be better distributed now in a case of team play.Some minor changes: fixed bug in "pasturing the camel", the boring "railroad management" is now played on 2 turns, you breathe when you leave the water in any case.BattleThere are now support cards, which can target an ally. A card can target an ally only if it has the "support" flag, and a card can target an ennemy only if it has the "offensive" flag. Consequently, the Shift+Enter command has been removed. Thanks to Corax for the suggestion.The immunities are now replaced by a strong resistance.The health points can't be higher than the starting health points.The confusion and the paralysis don't longer prevent the pary cards and the reaction cards.The hardcore mode is not available for the cooperative battles. In this case, there is one more member in the bot's team, but it can be a way to win the cards more quickly.Each bot has now a sound, thanks to Oscar.Modified cards: all the shields, energetic mining, undulation of the void, undulating explosion, train tackle, dragon-sneeze, hand crushing, fang of shark, exacerbation, plot, common past, healing saliva, mutual normalization, spectral dimension, injection of pollen, telekinesis, nasty sacrifice, nostalgic hand.OtherSome new micro-games, among them, the zones of the rainbow tower.The game use now the braille function, so maybe it become possible to play with braille.Some optimizations, the game's launch may be a bit faster. Thanks to Sam Tupy.As usual, keep a backup of your save file and decks.You can download the beta63 on the website: http://pragmapragma.free.fr/crazy-party/Thank you and have fun!

URL: http://forum.audiogames.net/post/399678/#p399678




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Re: Crazy Party: mini-games and card battle! (beta58)

2018-04-03 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta58)

Hello all.The beta58 is now available. I copy the changelog here.***beta58Some critical bugs are fixed: in some mini-games, in the training battle, and others less critical like the bank square.Some new cards and some changes in old cards: thick fat, sparkling ray, free electron, willpower, and the flags of some others.You can play a micro-games party or just one micro-game in the rewards' room.You can paste in a chat message by pressing Ctrl+V. If it's doesn't work, try with the two Ctrl keys.In hardcore mode, the map of some mini-games can be occasionally reversed or rotated.It seems that sometimes the game can corrupt the savefile or the decks, so it's recommanded to make a backup.About the antiviruses, unfortunately I don't think I can do aniything. Normally it's a false positive, but of course I cannot certify it absolutely.You can download the new version on the website: http://pragmapragma.free.fr/crazy-party/en/Thanks to all the contributors.

URL: http://forum.audiogames.net/viewtopic.php?pid=358020#p358020




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Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hello.Currently, I think the major bug of SoundRTS is the network desynchronization. Of course I guess it's not easy to find the origine of this bug that happens sometime. But we still fear this bug when we play. But I play only on the alpha9, maybe it's fixed on the alpha10?About the new version, the vision of the adjacent squares by default can be interresting of course. But with this change, the gameplay becomes completely different on many maps. And I suspect that many players play always on the same map, or just on some usual maps. For example with some French players, we play always on the CAN5. In the same way, this new defaut vision requires bigger maps, but we know that SoundRTS becomes too slow when a map exceeds something like 225 squares.So I don't really have an idea. I think that using the real distance is good, but maybe the adjacent vision by default may be deleted. And of course I forgot to say that this vision by default has inconveniences for the mods, because the vision of the adjacent squares is simply used like an advantage for some units.Thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=349281#p349281





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Re: Crazy Party: mini-games and card battle! (beta56)

2017-12-23 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta56)

Hello all.The beta56 is available! Many thanks to the contributors!The main changes:- If you have unlocked the custom mini-games' settings, you can now create custom lists of mini-games for your parties (with 5 mini-games at least). Put these lists in the folder "game". Some examples are already included.- You can play in hardcore mode in an offline mini-games party, and with your custom lists also.- The exit square in a world tell you now if it can unlock a world.- You can now delete the mini-games' datas or the battle's datas from you save file.- Some new battle cards, and some minor changes on old cards (essentially the attributes).- Some bugs are fixed.You can download this new version on the official website: http://pragmapragma.free.fr/crazy-party/en/Good game everyone!

URL: http://forum.audiogames.net/viewtopic.php?pid=343381#p343381





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Re: Crazy Party: mini-games and card battle! (beta51)

2017-11-06 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta51)

HelloFinally the beta54 seems to work indeed. So thanks to the contributors and to the testers, and of course to the translators. The game is now also available in Polish and Korean! I copy here the change log.***beta54A major bug in the network is fixed.The statistics and statuses limits are finally temporary removed.***beta53The Korean translation is now included, thanks to Jackpot.Improvement of the network synchronization in the battle mode in order to fix a major bug.Some improvements for the AI in the battle mode.The statistic and status levels are now limited between -20 and 20. (canceled)In a mini-games party with 20 turns or more, players have now more htan one joker, if the joker is enabled of course.***beta52GeneralCrazy Party includes now the Polish language, thanks to Patras.Experimental chat during all the online game. By pressing F1 you can ignore the chat messages.The server can now chose who to kick. So control+K opens a menu, and control+shift+K kicks the players that have not pressed on enter.BattleSome change in the rules about the type levels. Now, you win a level in your type if you junk or fail a card of your type. And if you launch a card that have a different type, you doesn't lose a level in your type if you have at least 3 cards of your type in your hand.The passive effects are now fixed, all the cards are taken into account.The bots should play better.Some old cards are modified, like the basic parries, or the forced beverage that is now poison type.New cards.Mini-gamesThe bugged mini-games of the city are now fixed. The ant traps game for example is now more difficult, and even more difficult in hardcore mode.In a world, there is a discreet sound when a game can open several paths.Known bugsThe chat does'nt work perfectly and for example it does'nt work when there is a menu.The alternative keys don't work correctly in all the cases.The game can freeze when the pathfinder is used.You can download this version on the website: http://pragmapragma.free.fr/crazy-party/en/Thank you and have a good game!

URL: http://forum.audiogames.net/viewtopic.php?pid=336976#p336976





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Re: Crazy Party: mini-games and card battle! (beta51)

2017-10-02 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta51)

Hello all.Crazy Party beta51 is available! I copy here the change log:***beta51Possibility to play a 15 turns mini-games party.Some minor bugs fixed.***beta50Mini-gamesNew world, the new exit is in the castle world.To unlock mini-games in the rewards' room, you need now one victory in every world.Some bugs fixed.BattleNew online mode, cooperative battle mode.You can take a mulligan, which consists in shuffling the deck and doing a new hand.A card can have a passive effect, which acts as a talent, but when the card is in the hand or the exile for example. The passive effects don't depend on the type levels.Some old cards have been modified.Some new cards and some new features.To access to the new world, you have to kill all the mosquitoes.Thanks to the contributors! You can download this versio
 n on the website: http://pragmapragma.free.fr/crazy-party/en/

URL: http://forum.audiogames.net/viewtopic.php?pid=331653#p331653





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Re: Crazy Party: mini-games and card battle! (beta49)

2017-05-14 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta49)

Hello.I uploaded a new archive of the beta49 because I made a mistake with the English translation. Normally with the new archive the types are their old names. However, if you prefer the names inspired by Manamon, you can normally play with the first archive, both versions of the beta49 should be perfectly compatible.Sorry for this mistake.

URL: http://forum.audiogames.net/viewtopic.php?pid=311016#p311016





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Re: Crazy Party: mini-games and card battle! (beta48)

2017-05-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta48)

Hello all.The beta48 is available!Please note that the beta47 and the beta48 are less stable, sorry for the inconvenience. I advise you to make a backup of your save file.Thanks to the contributors and testers. You can download on the website: http://pragmapragma.free.fr/crazy-party/en/I copy here the change log of the beta47 and beta48.beta47GeneralNew languages: Arabic, Serbian and brazilian Portuguese.Experimental and basic spectator mode: when the server is waiting, you can press F3 to be spectator. So you can look the battles.The key for the moderation is now CTRL+F1.The chat is better, you can use BACKSPACE normally.Some optimizations, the loading of the decks should be faster, and the disconnections should be better detected.Battle modeAt the beginning of your turn, for other types than your, you win +1 level if you have more t
 han 3 cards in your hand, +0 if you have 3, and -1 if you have less. For example if you are normal type and you have 4 fighting cards in your hand, you win 1 level in fighting type, in addition to the usual +1 in normal type.When you draw at the beginning of your turn, if you have less than 3 cards in your hand, you draw until you have 3 cards at least. For example, if you have one card, you draw 2 cards.There is a small bonus or a small malus in succeeding and dodge depending on the number of cards in hand. The less you have cards, the better the bonus is.The probability of the confusion is lower, 25% in the level 1, in place of 40% previously.The multiplier of a critical hit is 1.75 in place of 2.New properties: the double try and the critical risk. When a

URL: http://forum.audiogames.net/viewtopic.php?pid=309971#p309971





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Re: Crazy Party: mini-games and card battle! (beta44)

2016-12-19 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta44)

Hello.The beta46 is available. Thanks to the contributors!The main changes since the beta44:- New world between the heights and the darkness.- About 10 new battle cards.- In a battle, the allies are not in the target list, except if you maintains the shift key when you select the card.- To finish a battle, it's now not necessary to kill the allies.- By pressing C in a battle, you can see the teams and the ranking.- The score of the teams can be the average score.- The automatic teams are now random.- The server can disable and enable the chat and the team switch by pressing ctrl+f3.- It's possible to save the sound settings in the options.- You can copy the current text by pressing ctrl+space.- Other minor changes, like 2 new micro-games and bug fixes.You can download this version on the website: http://pragmapragma.free.fr/crazy-pa
 rty/en/

URL: http://forum.audiogames.net/viewtopic.php?pid=290131#p290131





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Re: Crazy Party: mini-games and card battle! (beta43)

2016-10-28 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta43)

Hello.The beta 44 is available! Thank to the contributors and sorry for the inconvenience.The main changes are:- The game can now check the server list regularly. When a waiting server is found, you will connect automatically.- The servers has now a statut in the server list (waiting or playing).- The server can create teams automatically, by pressing control+number.- The bug with the chat and the teams is fixed.You can download this new version on the official website: http://pragmapragma.free.fr/crazy-party/en/If you want to contribute to the translation of the game, you can join this Skype group: https://join.skype.com/C8CGH8AaInDq

URL: http://forum.audiogames.net/viewtopic.php?pid=284419#p284419





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Re: Crazy Party: mini-games and card battle! (beta43)

2016-10-25 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta43)

Hello.There is one or two bugs with the chat and the teams in the beta43. So I think the next beta will be released soon, probably in the next days.I don't think I will make an installer, i prefer a portable version, I think it's more safe.Yes, you can get the new cards when you win in a gym. There are new cards in the dark gym or the steel gym for example.

URL: http://forum.audiogames.net/viewtopic.php?pid=284092#p284092





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Re: Crazy Party: mini-games and card battle! (beta43)

2016-10-25 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta43)

Hello.There is one or two bugs with the chat and the teams in the beta43. So I think the next beta will be release soon, probably in the next days.I don't think I will make an installer, i prefer a portable version, I think it's more safe.Yes, you can get the new cards when you win in a gym. There are new cards in the dark gym or the steel gym for example.

URL: http://forum.audiogames.net/viewtopic.php?pid=284092#p284092





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Re: Crazy Party: mini-games and card battle! (beta43)

2016-10-25 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta43)

Hello.The beta 43 is available! Thank to the contributors.The main changes are:- A team mode, the score of a team is the total of the members' scores.- A basic chat: when the server is waiting before a party, you can press f2, write a message and send it with the enter key. Note that you cannot edit a message, you have to press backspace to reset your message or escape to exit the chat mode.- The music is paused when you are waiting for a party and the focus is not on the game window.- New battle cards.- In the battle mode, when you use a parry card or a reaction card, you draw a card.- You can set the distance step of the sounds with control+f5 and control+f6, and the pitch decrease of the sounds that are behind you with alt+f5 and alt+f6. The currently played sounds are not affected.- The Spannish of Spain translation is included, thank to Oriol Gomez.You can download this new version on the official website: http://pragmapragma.free.fr/crazy-party/en/

URL: http://forum.audiogames.net/viewtopic.php?pid=284060#p284060





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Re: Crazy Party: mini-games and card battle! (beta41)

2016-10-10 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta41)

Hello.The beta42 is available!The main changes:- Micro-games mode for the multiplayer parties.- By pressing f4, you can enable or disable the location of the ohter players. When it is enabled, you can hear a sound when another player takes a step.- 2 or 3 new special bonuses.- New battle cards, and new kinds of card: the parry cards and the reaction cards.You can download this version on the website: http://pragmapragma.free.fr/crazy-party/en/

URL: http://forum.audiogames.net/viewtopic.php?pid=282328#p282328





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Re: Crazy Party: mini-games and card battle! (beta41)

2016-09-03 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta41)

Hello.You can join the Skype group with this link: https://join.skype.com/q3Upaf7BbdXNI forgot a change of the last beta: you can now get 10 cards of any type when you defeat the grand council.

URL: http://forum.audiogames.net/viewtopic.php?pid=277525#p277525





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Re: Crazy Party: mini-games and card battle! (beta41)

2016-08-28 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta41)

Hello all.Crazy Party beta41 is available! The changes are essentially for the adventure mode and the online mini-game parties.The main changes since the beta39:- New world between the volcano and the darkness.- One or two new mini-games in the volcano, the factory and the underground.- Some new features in the online party, you can activate special bonuses, and joker. Note hat the joker has more interest when the special bonuses are activated.- The deck manager is better, each type is in a line.- The Spannish translation is included.- You can change the port of the server.You can download on the official website : http://pragmapragma.free.fr/crazy-party/The file "sauvegarde.dat" is your save file. Just copy it in the directory of the new version.Thanks to the contributors.

URL: http://forum.audiogames.net/viewtopic.php?pid=276611#p276611





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Re: Crazy Party: mini-games and card battle! (beta39)

2016-06-05 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta39)

Hello.Thank. The beta39 is available and fixes this critical bug (in the quiz and in the true or false). Sorry for the inconvenience.

URL: http://forum.audiogames.net/viewtopic.php?pid=263175#p263175





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Re: Crazy Party: mini-games and card battle! (beta38)

2016-06-05 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta38)

The save is the file "sauvegarde.dat". So just move this file in the folder of the new version.

URL: http://forum.audiogames.net/viewtopic.php?pid=263079#p263079





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Re: Crazy Party: mini-games and card battle!

2016-06-05 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle!

Hello.The beta38 is available : http://pragmapragma.free.fr/crazy-party/en/The main changes:- It's easier to win gems, with a score of 100 or above in single mode.- It's possible to add a translation in a external file.- Corrections of bugs and mistakes.Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=263068#p263068





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Re: Crazy Party: mini-games and card battle!

2016-05-30 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle!

Hello.Sorry for the French texts in the English version. I just saw that the JAWS warning is also in French.For the moment the board mode is very basic. It is for this reason that we have not talked a lot about. If I remember, the other boards cost 15, 20 and 25 gems. But the main difference is just the mini-games you can find on the mini-game squares.In fact the gems and the rewards' room are very new. So this will probably be improved.The coins and the XP are useless in the game, they are just indicators for the player.About the online mode, I saw some inaccessible servers. Don't forget to verify the port redirection or the firewall configuration. Unfortunately, sometime MiniUpnp cannot redirect the port.About translation, it's possible. You can join the conference of Pika-san to talk about.@DarkCan you specify where the game freezes when you press ESCAPE ? I understood that it was in the other actions, but th
 e game goes back correctly to the cards for me.

URL: http://forum.audiogames.net/viewtopic.php?pid=262355#p262355





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Crazy Party: mini-games and card battle!

2016-05-27 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Crazy Party: mini-games and card battle!

Hello.The Crazy Team is back!With Crazy Party, you can play 2 games. The first game is a collection of several mini-games. Travel through various worlds to discover and unlock the mini-games. The second game is a card battle. Defeat the gyms, collect the cards and build your decks. And for both, you can play online!Crazy Party is originally in French, but it is now available in English. For more informations and download, you can visit the website : http://pragmapragma.free.fr/crazy-party/Enjoy!

URL: http://forum.audiogames.net/viewtopic.php?pid=261926#p261926





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-09 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.Currently, the development of the CrazyMod is paused because we are on another game project.

URL: http://forum.audiogames.net/viewtopic.php?pid=237916#p237916





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-21 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.Yes, it's not possible to access to the websites on Free.fr from some countries.For connecting to our server, if you cannot access to the servers' list, choose "enter the I P address of the server" in the multiplayer menu and type this adress:soundrts.fardelnetwork.netAbout the balancing, we will see this more precisely when we will return to SoundRTS. The paladins and the dragons are the elite of the traditional race, and the catapults are generally a support units. We thought the catapults was too strong with the adjacent sight capacity.

URL: http://forum.audiogames.net/viewtopic.php?pid=220902#p220902




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-11 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.You can download the beta9 of the version 9 on the main page : http://pragmapragma.free.fr/soundrts-crazymod/We have not really tested this version, our group is not in a SoundRTS period. The unrefined documentation file is in the archive.

URL: http://forum.audiogames.net/viewtopic.php?pid=219659#p219659




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-05-15 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.Sorry for the absence. We have not played SoundRTS for a long time.I think I will release the next beta in the coming days. If I remember correctly, the main change is the shadow's summon for the dark elves, in place of the false vortex. It will probably the last beta.

URL: http://forum.audiogames.net/viewtopic.php?pid=216471#p216471




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-02-14 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.A new beta is available : http://dl.free.fr/nCE1XCFYRLike in the last beta version, the mod is playable in French and in English.In summary :- The elephants are available in the savage race, and they can upgrade to elephants with turret, who are elephants with 2 archers.- The witchs can sow peaceful vine, that can evolve into invasive vine. The invasive vine attacks the ennemies, and can sow peaceful vine.- The arrows' trap is now dropped, one time by an archer, and two times by an elephant with turret.- In the elemental race, the earth elemental has less armor, and the water elemental has less damage and less damage radius. But now the elemental race has the mages' tower. I will detail the abilities later.- Now the root system doesn't have any ability.- The shurikens are faster.- The balista tower and the high guard tower are a bit less powerful.- Th
 e solar ray can be launched on the adjacent squares.- The necromancer can generate a field of necromancy for 5 minutes. The field is invisible and detects the invisibility, but especially, it's invulnerable and it can raise the deads on the square.- The necromancer can transmit the plague to the corpses on the adjacent squares. The plagued cadavers do damage to the ground healable units, and they can transmit the plague to corpses on the adjacent squares.- The necromancer can explode the corpses on the adjacent squares. All the ground unit and building are damaged.- The labyrinth has an ability that instantly kill all the healable units on the square.- We test the buildings of the vermine race on the keys of the units. For example the termite nest can be selected with R or F.Now, the abilities of the mage :- The earthquake does damages to the buildings.- The fire blast does damages to the ground units.- Recover is an abilit
 y that gives HP.- The blast of wind is a teleportation on a adjacent square.- The volcanic eruption destroys the ground units and the buildings on a square.- The mud golem is a medium unit.- The sandstorm does damages to the healable units.- The vapor cloud is a cloaker.- The thunderstorm is identic to the old magnetic thunderstorm, but we have forget to change the name in English.- The ice sky destroys the air units.For the next version we search ideas for the illusionnist, and perhaps more generally for the Dark Elves. We'll probably remove the false vortex because the players can modify the files "style.txt" and "tts.txt" for detect it.Have fun and feel free to post your comments.

URL: http://forum.audiogames.net/viewtopic.php?pid=204808#p204808




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

OK for the solar ray on adjacent squares. For the moment these elven towers can seem a few useless, but if the possibility to create damage types is implemented in a next version of SoundRTS, there will be more interesting differences between the towers.Yes, the savage race is now rather poor. Some ideas:- The vine is interesting. You know like a vine can be invasive. We can imagine a vine that can reproduce itself on adjacent squares when it is enough mature.- The archers could drop directly arrows traps, just with a mana cost.- I think the lions are not very usefull, they arrive too late. Perhaps we should replace them by something like elephants, with many HP. So we would have the snakes who are invisible but fragile, the wolves who are just like a medium unit, and the elephants who are resistant but slow. Of course we could add the elephents without removing the lions.

URL: http://forum.audiogames.net/viewtopic.php?pid=197835#p197835




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The objective of the false vortex, of the pigeons, of the puppets and of the flying shurikan is to persecute an opponent and to spy safely. With a well placed false vortex, an opponent can be worry that units arrive. The pigeons, the puppets and the shurikans don't have any cost and with them you can spy and do damage. I don't think the shurikans need to be stronger, it shouldn't that the dark elves can win just with the shurikans.We have also imagined something like false units who can be summoned by the illusionnist. The false units would have just 1 HP and don't attack (or just do little damage), they would act as unnecessary targets. Thus, if you attack with real units and false units, the real units can have the time to do damage, while the enemy kills false units.@Arabic two thousandYou have probably a SoundRTS version installed on your computer. But in the case of the mod, it's a portable version of SoundRTS. Unzip the archive, e
 nter in the directory and launch "soundrts.exe".

URL: http://forum.audiogames.net/viewtopic.php?pid=197719#p197719




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Yes, it's right. We will probably remove the carnivorous plants from the dark elves, or replace them by thorny plants. Even in this case, the number of plants must be reduced. I agree also a lifespan limit for the root system.About the vermins, this race has a geographic handicap. In player vs player game, we can be sure that when the colony is discovered, the opponents will attack all the nearby squares. It's for this reason this race may seem to have many advantages. Perhaps too ?About the not cloakable tower, you talk probably the foggy tower. This tower is not cloakable because the opponents sees the fog. I think it makes sense.Otherwise, what do you think if the mage tower and the mage are added to the elementals ? It's just an idea for the moment. We can imagine that the mage can upgrade to elementalist mage, and this evolved mage has special abilities. He has a basic ability in his element, and 3 others that result from combination with t
 he other elements. Of course, the combined abilities require having the tower of the other element.

URL: http://forum.audiogames.net/viewtopic.php?pid=197662#p197662




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

A very raw documentation for the buildings and the units is available here : http://pragmapragma.free.fr/soundrts-cr … en/doc.htmThanks for your feedback, we will think about it.Normally the tunnel stores the ressources.With the new towers, some races are now very strong in defense, I think about the traditionnals and the elves. The orc race is also better than before, I think the orcs was realy low. In this context, I'm not sure that the technicals or the robotics are too strong now. I even think the elementals seem medium.

URL: http://forum.audiogames.net/viewtopic.php?pid=197380#p197380




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.I quickly translated in English the current beta version of the mod. You can download this version here : http://pragmapragma.free.fr/soundrts-cr … 9beta6.zipIn this version, you can test :- The vermin race.- The dark elf race.- The new towers in some races.- Important changes in the orc race.- The magnetic storm becomes a magnetic field that does damages to the friendly units, but it is now a detector.- Some changes for the traps, we never found the right formula. Thank you Victorious for the documentation of the 8.3. We will test a script to do a semi-automatic documentation for the next versions and I hope we will remove this tedious task.There are txt files in the archive that describe the new races and the new towers, but only in French. These are the files for our group. Perhaps a Google translation may be enough.Feel free to give us your feedback.

URL: http://forum.audiogames.net/viewtopic.php?pid=197336#p197336




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-11-26 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.We continue the project. I hope we can release the next version in December or January. It would be the version 9, for the current alpha 9 version of SoundRTS. Currently, we test 2 new races and we improve the defense with the towers.

URL: http://forum.audiogames.net/viewtopic.php?pid=195793#p195793




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The traps are invisible buildings that attack. In this version (8.3), we test a low range (1.25 m) and high damage radius (12 m). Thus, during the first attack, several units are already in the square.

URL: http://forum.audiogames.net/viewtopic.php?pid=188295#p188295




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.I think that's part of the strategy. The player has to anticipate at best the possibilities. In the example, an army just with the laser vessels is a a risky strategy. On the other hand, the infinite situations are possible in every cases of lack of ressource, for example an invisible building versus units who don't detect invisibility.However, a parameter "minimal_damage" can be interesting. We can imagine special units who attack without taking into account the armor, like a psychic unit for example.

URL: http://forum.audiogames.net/viewtopic.php?pid=188273#p188273




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-06 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello.I'm not sure it's necessary to put a minimal damage. Of course, we have to check that all races can destroy the buildings that have armor. I think it's the case in the CrazyMod. Thus, with the laser units, the robots have a low cooldown, but they cannot confront the ennemis with a high armor. But with the magnetic units and further with the plasma units, the robots can damage them. So, I think the armor and damage settings are a matter just for the modders.However, it's strange to see an unit who attacks without damaging. We can imagine that the units who cannot damage due to the ennemi armor don't attack.About the damage radius, I did a test with a trap on the center of a square. When many units enter in the square, the trap kills just one unit the first time, whatever the damage radius. After, when all units are in the center, the trap kills some units, even though they are all in the damage radius. I specify I tested that with
  a very big damage radius.About Spannish "style.txt", I will see the file, thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=188237#p188237




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hi.Oh, sorry, you have made a translation and you have to update already. About the translations, the German version is not updated. If someone want to translate, he's welcome.No we have not put the shortcut keys.About the mod, despite the update, the traps seem useless. I suspect there is a bug with the damage radius in SoundRTS.

URL: http://forum.audiogames.net/viewtopic.php?pid=188032#p188032




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Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello all.The CrazyMod 8.3 is now available with some improvements. This version uses SoundRTS 1.2 alpha 9.To download : http://pragmapragma.free.fr/soundrts-crazymod/en/You can see the change log on http://pragmapragma.free.fr/soundrts-cr … ngelog.phpOur server is currently unavailable, it will come back soon.

URL: http://forum.audiogames.net/viewtopic.php?pid=188000#p188000




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hello.I have considered your comments about the races of the CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82There is actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put negative values in the upgrades, it would be interesting to add the cooldown in the possible bonuses. About this, can we imagine that it is not just the researches that give bonuses? Maybe it would be interesting if buildings, units or effects can provide bonuses, either in their square, or anywhere. Unlike researches, these bonuses could be lost.

URL: http://forum.audiogames.net/viewtopic.php?pid=181371#p181371




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hello.I have considered your comments about the races of the CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82is are actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put negative values in the upgrades, it would be interesting to add the cooldown in the possible bonuses. About this, can we imagine that it is not just the researches that give bonuses? Maybe it would be interesting if buildings, units or effects can provide bonuses, either in their square, or anywhere. Unlike researches, these bonuses could be lost.

URL: http://forum.audiogames.net/viewtopic.php?pid=181371#p181371




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hello.I have considered your comments about the races of CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82is are actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put negative values in the upgrades, it would be interesting to add the cooldown in the possible bonuses. About this, can we imagine that it is not just the researches that give bonuses? Maybe it would be interesting if buildings, units or effects can provide bonuses, either in their square, or anywhere. Unlike researches, these bonuses could be lost.

URL: http://forum.audiogames.net/viewtopic.php?pid=181371#p181371




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hi.The spectator mode has been added. You can follow the development on https://github.com/soundmud/soundrts/commits/masterI listened to the demo on Youtube, and I noticed that the English voices seem strange when the unit is not human. It's strange taht a snake says "yes sir" or "attack" with a realist voice. The French voices are more artificial with a pitch effect and they seem just like a confirmation that the order is OK or an information that a fight begins. Therefore, we will think more about the voices, and if it's possible, we will probably give a different voices for each race.

URL: http://forum.audiogames.net/viewtopic.php?pid=179973#p179973




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hi.The spectator mode has added. You can follow the development on https://github.com/soundmud/soundrts/commits/masterI listened to the demo on Youtube, and I noticed that the English voices seem strange when the unit is not human. It's strange taht a snake says "yes sir" or "attack" with a realist voice. The French voices are more artificial with a pitch effect and they seem just like a confirmation that the order is OK or an information that a fight begins. Therefore, we will think more about the voices, and if it's possible, we will probably give a different voices for each race.

URL: http://forum.audiogames.net/viewtopic.php?pid=179973#p179973




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hello.We have a specialist of the elves in our group and he likes to combine all the elven abilities. When he teleports, he uses immediatly the serenity trees, the medicinal plants, the energy balls and the wooded illusion. The last time he did this combo against me, he almost got beat by catapults placed on an adjacent square. But he is also a specialist in large-scale armies and it is rare that I get to face him. Be careful! About the buildings that become units, I suppose if a player has just one building and turns it into unit, he loses ? The player can be surprised by that.Of course, I follow the evolution of the development, and the possibility to create high-ground squares will help us to improve the balance in the mod. We can imagine that the water elemental can attack the adjacent squares only if he is on a higher square. This is very interesting.

URL: http://forum.audiogames.net/viewtopic.php?pid=179877#p179877




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-29 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Hi.About upgrades, only the last line is probably considered. We should see if it works in one line, something like this :effect bonus hp_max 6 bonus damage 2 bonus range 2 bonus armor 2 bonus speed 0.5If it doesn't work, probably we cannot apply several bonus in one upgrade. About this, we suggest also that the bonus parameters can accept negative values, for example an upgrade that increases the armor but decreases the speed.URL: http://forum.audiogames.net/viewtopic.php?pid=178797#p178797

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Hi.Yes, I'm agree with your notices about the elementals, the technicals and the savages. Unfortunately, I will be less present until september and it will more difficult for me to update the mod.So, these two months are ideal for reflection. Sometimes, I think to delete the elemental race and to integrate the lementals in others races, for example the air elemental in the savage race, the earth elemental in a dwarven race, or the fire elemental in a demonic race. Sometimes, I wonder if the robotic race is not too anachronistic, but it is a race that many players enjoy.@SoundMUDDuring the development of the mod, we thought of a nomadic race. But the ability to move seems hard-coded by class. Perhaps the classes should be more flexible and the ability to move should be available or disable by the speed parameter ?URL: http://forum.audiogames.net/viewtopic.php?pid=178668#p17
 8668

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Thank you for your encouragement. The German translation is now available and integrated in the archives thanks to you the blasting GD.EDITI have forgot... Of course, we are open to new translations for the website or for the documentation. I think the translation of the documentation is more usefull.URL: http://forum.audiogames.net/viewtopic.php?pid=177917#p177917

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Thank you for your encouragement. The German translation is now available and integrated in the archives thanks to you the blasting GD.URL: http://forum.audiogames.net/viewtopic.php?pid=177917#p177917

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Hi.Oh, we were convinced that the allies shared research. Maybe it was the case in a previous version ?The custom flags are very interesting. With this possibility, we will probably modify some races greatly. Do not hesitate to give us your ideas.URL: http://forum.audiogames.net/viewtopic.php?pid=177875#p177875

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-20 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Maybe we can imagine this is in the ability that we can choose if the buildings are affected. With custom flags, we could ensure that buildings and robots are not affected by hypnosis for example, and we could imagine another ability that captures the buildings.If it becomes possible to generalize the custom flags, we could manage the strengths and weaknesses more finely. For example, the damages of some units should be magical, and the elementals should be more affected by this kind of damage. For that, it should flags for some parameters, I think the damages and armor, and more general flags for the abilities and effects.If the possession of the voudou priest will affect just units, I think he will regenerate his mana.URL: http://forum.audiogames.net/viewtopic.php?pid=177563#p177563

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I have forgot a bug with the units who can convert anywhere on the map. When the target is in a war fog, the unit can launch the conversion, but not immediatly. The unit stays like waiting, and when the target becomes visible, the conversion is activated. This makes the voodoo priest particularly strong.In fact it seems the war fog causes bugs.I start thinking about a campaign, but it seems not possible to use TTS for intros or cut scenes. Otherwise, the documentation is old, it speaks of "stream" folder and "sounds" folder, but these folders are not in the last campaign examples. However, I think if TTS is supported for intros and cut scenes, we can already do something interesting.URL: http://forum.audiogames.net/viewtopic.php?pid=177381#p177381

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I have forgot a bug with the units who can convert anywhere on the map. When the target is in a war fog, the unit can launch the conversion, but not immediatly. The unit stays like waiting, and when the target becomes visible, the conversion is activated. This makes the voodoo priest particularly strong.In fact it seems the war fog causes bugs.I start thinking about a campaign, but it seems not possible to use TTS for intros or cut scenes. Otherwise, the documentation is old, it speaks of "stream" folder and "sounds" folder, but these folders are not in the last campaign examples. I think however if TTS is supported for intros and cut scenes, we can already do something interesting.URL: http://forum.audiogames.net/viewtopic.php?pid=177381#p177381

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I have forgot a bug with the units who can convert anywhere on the map. When the target is in a war fog, the unit can launch the conversion, but not immediatly. The unit stays like waiting, and when the target becomes visible, the conversion is activated. This makes the voodoo priest particularly strong.In fact it seems the war fog causes bugs.I start thinking about a campaign, but it seems not possible to use TTS for intros or cut scenes. Otherwise, the documentation is old, it speaks of "stream" folder and "sounds" folder, but theses folders are not in the last campaign examples. I think however if TTS is supported for intros and cut scenes, we can already do something interesting.URL: http://forum.audiogames.net/viewtopic.php?pid=177381#p177381

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.The update 8.2 is available : http://pragmapragma.free.fr/soundrts-crazymod/We are glad that the development of SoundRTS continues. I will discuss with our group to see if we have other suggestions.Maybe there is a bug with the conversion. Sometimes, the converted unit doesn't attack immediatly.Another point, with the units that attack adjacent squares without see them, with a war fog and ennemies in the adjacent square, they block, and there is just the imperative order that can unblock.Thanks, and don't forget to update to 8.2 to access to the server.URL: http://forum.audiogames.net/viewtopic.php?pid=177216#p177216

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.In fact, in our maps, the player who chooses the elementals has to recruit 30 or 40 fairies immediatly and he builds other circles quickly. The best strategy is probably to occupy the biggest mines and woods from the begining of the game. Often, the elementals and the robotics are the first races to compete for the resources' squares.But because the fairies fly and are not expensive, the elementals have an advantage that offsets their offensive weakness at the begining. They can install circles everywhere to take resources. Even if an ennemy destroys a circle, it's usually profitable.We continue to think about it.URL: http://forum.audiogames.net/viewtopic.php?pid=177060#p177060

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.Good look, in the buildings' class, the trees and the plants seem to behave like we want. But they are concerned now by the abilities that affect buildings, maybe some players will notice this curiosity. About the spook lights, I think I will do like I said, with a speed as 0 and a range of 2 meters. I'm not sure it's necessary to put them like buildings.Ideally, all the ranges should be in meters. Currently, you can have a maps with very big squares, and the units that can attack the adjacent squares can damage the entire adjacent squares, even if the squares are 50 meters. It should be the same thing with the abilities, we could imagine a teleportation with a limit in meters.About balancing, we have tested the mod on our maps, mainly CAN5 and PRA8. In this kind of map, the elementals don't seem too strong. However, I understand they are very strong on others maps, for example the small maps where the players begin with 4000 golds and w
 oods. Maybe we will define the official maps for the mod, like sanslash has suggested.URL: http://forum.audiogames.net/viewtopic.php?pid=176953#p176953

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.Thank you sanslash332 and your group for this better translation. It will be included in the version 8.2 of course.About the spook lights, there is a bigger problem in fact. The plants and the trees are affected also. Because we don't want the plants and the trees can be teleported, we have put them like effects, instead of units. But in this way, the damages are disabled! So, currently, the plants and the trees don't attack. I don't know how we can do. To clarify, the teleportation of medicine plants and serenity trees must be prohibited, because with that, the elven become too strong.For the spook lights, we can immobilize them and give them 2 meters in range. The medicine plants and the serenity trees don't attack, they are not affected by the problem. There are just the carnivorous plants, the darkness trees and the sentinel trees that must be changed. Maybe we can consider they can be teleported? If we do that, it just will seem a b
 it strange that some plants can be teleported and not others.URL: http://forum.audiogames.net/viewtopic.php?pid=176929#p176929

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.OK, I know now how spook lights are controlable. I just tested and it seems that in effect class, they become non-controllable.Catapults can attacks adjacent squares but have not range on their own square. On the contrary, all the others have a range parameter. Normaly, magnetic cannons for example should be to able to attack on their square.Yes, it's true that water elemental can erase a square very fastly. But, like cannons of the robotics, he cannot see adjacent squares itself. Thus, to defend, it's easy because elemental tower see the adjacent squares, but for an attack he requieres an air elemental to be efficient. In our games, if elementals loses the air elementals, they become more deffensive.Finally, perhaps we can enjoy the next update to increase the speed of airships to 1.66 or 1.75 for example. They would become faster than the walkers.URL: http://for
 um.audiogames.net/viewtopic.php?pid=176787#p176787

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.Spook lights are not controlable and lichs can call them only on their square. Normaly, if you controle your adjacent squares, it's difficult for lichs to install their spook lights in your square. Maybe I don't understand the problem, because it's similar to the spells of savage race for example. In fact, the spells of the witch is more dangerous, because she can launch them from the adjacent square.URL: http://forum.audiogames.net/viewtopic.php?pid=176725#p176725

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.I believe it's OK for radius damage. There is just a mistake for the thestral, it's not an undead unit.To learn to master the CrazyMod, don't forget that you can play with your friends in alliance against a CPU alliance. Maybe we should organize this kind of game. I think this way is more fun for the beginners.URL: http://forum.audiogames.net/viewtopic.php?pid=176645#p176645

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Re: SoundRTS and the CrazyMod

2014-06-11 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi.The version 8.1 of the CrazyMod is online.About the airships, if we modify their speed, we have to modify all the flying units, because I suppose they cannot be faster than the laser vessel. In real life, the airships should be slow, but it's true that they are certainly faster than a man.The savage race can use units that cost nothing. We think that if these units could fly, they would be too strong. Also, this race have very effective abilities.URL: http://forum.audiogames.net/viewtopic.php?pid=176623#p176623

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Re: SoundRTS and the CrazyMod

2014-06-11 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi.OK for damage radius, I put 0.25 for all, except overheated plasma cannon that have 0.5. Also, I think increase the damage radius of the catapult from 0.25 to 1, because the original value seems low.About elven, cloning was designed to give a boost in attack. When you want to attack, you select the target square, and instead of giving the order to go, you give the order to clone. Thus, nimble archers go to the target square, and clone into. Of course, for other units, you have to give the order to go.About technicals, we could add an ability for the observation airship, something like a tear gas that causes damage to healable units and camouflages the friendly buildings and units for 15 seconds. Thus the observation airship would become more usefull, for example hiding bomber airships in an attack.URL: http://forum.audiogames.net/viewtopic.php?pid=176597#p176597

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Re: SoundRTS and the CrazyMod

2014-06-10 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi.Aaron, we cannot integrate your suggestions or fix what you have noticed because it should modify source code of SoundRTS. However, we don't know to do that.The English version of the website include now your corrections and the very good guide by Victorious.About robotic race, it's right that robotics are strong, but they require to be quiet for a long time. As long as they are not ready, access to resources is very critical for them. Remember that a single ectoplasm can convert an expensive computer! Elementals have not this probleme, but they requiere player to make a choice, because it's very expensive to do all.About technical race, it's easier in its case to detect invisibility, but it's necessary to protect observation airships and anti-air batteries. This race is very sensitive to lack of coordination. We are not convinced of the need to add an unit.URL: http://forum.audiogames.net/viewtopic.php?pid=176556#p176556

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Re: SoundRTS and the CrazyMod

2014-06-10 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi.Thanks Victorious and keyIsFull for this complete  English documentation.I think we will update the CrazyMod to version 8.1 soon, because laser towers and radar towers should see adjacent squares. Maybe do you have other suggestions or corrections to put in this update ?URL: http://forum.audiogames.net/viewtopic.php?pid=176502#p176502

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Re: SoundRTS and the CrazyMod

2014-06-09 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi.Shardik is actually our public server. For playing in multiplayer mode, it's easier to use.If you want to create your own server, you have to verify if people can connect. Often, it's necessary to reroute the port number 2500  in TCP and UDP. Also, you have to verify if you don't have probleme with a firewall.URL: http://forum.audiogames.net/viewtopic.php?pid=176442#p176442

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Re: SoundRTS and the CrazyMod

2014-06-07 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi,Thanks again for what you do. I suppose you allow us to integrate your translations on our site or in the ZIP file.About units that can attack on adjacent squares, they can normally defend itself on its current square, if the range isn't 0. If I remember, just the catapult's range is 0.SoundRTS is more fun in multiplayer mode. If you don't find players, perhaps we can organize multiplayer games here ?As Brad suggested, we could share our Skype usernames, but I don't think I can understand and speake correctly English. URL: http://forum.audiogames.net/viewtopic.php?pid=176267#p176267

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Re: SoundRTS and the CrazyMod

2014-06-05 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi all,Thanks for your help. I know it should not be easy for you because the rules.txt file uses French names.About health power, it's care levels and not HP per second. One level heals 0.13 HP per second. Also, for example, serenity tree heals 0.52 HP per second, and not 4 HP per second. It's same with harm level.About splash damages, I don't know exactly how it works and how it interacts with damage radius. We have supposed splash damage concerns the immediately adjacent units of the target, but perhaps splash damage is just a boolean parameter that activates damage radius value.About wooded illusion, it's not just centaurs that become invisible, but all the friendly buildings and units on the square.Otherwise, there are just some small mistakes, like the description of optical laboratory or the 10 minutes instead of 10 seconds for the overheated plasma cannon. But what you have done is really great, thank you again to you.
 URL: http://forum.audiogames.net/viewtopic.php?pid=176100#p176100

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Re: SoundRTS and the CrazyMod

2014-06-04 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi,Thanks for your notices.The CrazyMod is not a sound pack. It realy contains 8 playable races, and if you play on a server, you have a menu before starting to choose your race.The campaign mode is not yet adapted for the CrazyMod. Ideally, we should develop a campaign specifically for the CrazyMod. Maybe we'll think about it...I use NVDA and I don't have particular difficult to play with the mod. The CrazyMod uses last alpha version of SoundRTS and it's possible that it's sometimes instable. Anyway, please note that it's necessary to play with a synthese because the mod doesn't contain audio files for the voice.We would be very happy to translate the documentation in English and any help is welcome. Think you Brad for your proposition. It's possible to write private messages on this forum but perhaps you thought of something else.For the moment, when you play, don't forget you can press V to know s
 ome informations about the selectioned building or unit. You can know for example if a unit is invisible or if it detects invisible ennemies.URL: http://forum.audiogames.net/viewtopic.php?pid=175988#p175988

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Re: SoundRTS and the CrazyMod

2014-06-04 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod

Hi,Thinks for your notices.The CrazyMod is not a sound pack. It realy contains 8 playable races, and if you play on a server, you have a menu before starting to choose your race.The campaign mode is not yet adapted for the CrazyMod. Ideally, we should develop a campaign specifically for the CrazyMod. Maybe we'll think about it...I use NVDA and I don't have particular difficult to play with the mod. The CrazyMod uses last alpha version of SoundRTS and it's possible that it's sometimes instable. Anyway, please note that it's necessary to play with a synthese because the mod doesn't contain audio files for the voice.We would be very happy to translate the documentation in English and any help is welcome. Think you Brad for your proposition. It's possible to write private messages on this forum but perhaps you thought of something else.For the moment, when you play, don't forget you can press V to know s
 ome informations about the selectioned building or unit. You can know for example if a unit is invisible or if it detects invisible ennemies.URL: http://forum.audiogames.net/viewtopic.php?pid=175988#p175988

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SoundRTS and the CrazyMod

2014-06-03 Thread AudioGames . net ForumNew releases room : Pragma via Audiogames-reflector


SoundRTS and the CrazyMod

Hi all,The CrazyMod is a mod for SoundRTS supported by a group of regular players. With these 8 races, the CrazyMod enriches your game and forces you to develop your sense of strategy. So you can easily learn to manage a race, but every part you'll need to adjust your game depending on the map and opponents' choice.The original language of CrazyMod is French, but the mod is also playable in English and Spanish. Unfortunately, the most complete information is currently available in French, and we hope to translate everything in English soon.I invite you to discover the CrazyMod and give us your opinion. CrazyMod website: http://pragmapragma.free.fr/soundrts-crazymod/Thanks, and excuse my basic English.URL: http://forum.audiogames.net/viewtopic.php?pid=175940#p175940

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