Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@firefly821. Maybe by default the units should take the known places first and move through unknown places only if there is no choice. At the moment I think there is only one shortest-path graph describing the map, not a graph for each player, and all the paths are known by the shortest-path algorithm. Having a graph by player would make the game slower but with a more logical behavior.2. OK. The shortcuts are lacking, and maybe a sound before each menu item wouldn't remove the tedium of pressing a lot of keys. Maybe the numbers from the numeric pad could be used, even if not all the keyboards have a numeric pad.3. Computers can use an auto explore order. Maybe this order could be allowed for humans for some units. The peasant is available very early in the game so maybe it could have this order, maybe.Computers have auto attack too.

URL: http://forum.audiogames.net/viewtopic.php?pid=181277#p181277




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@SoundMUD:1: Maybe it would be possible to change the movingbehaviour of the units with the offensiv and the defensive mode. In defensive they could try to avoyd known enemy locations. In offensive they would try to make there way through every danger.2: Another way could be to build in something like a key for repeating the last order or the last command. Hope you know what i mean. Maybe this "repeat last order" key could be good for moving different groups to a specific place or produce more units of the same type a little faster.3: Yeah i think, this autoexploringmode would be good only for some kind of units. Maybe a groupautoexploring would make the game a little bit too easy. But maybe you should try it. I am not sure about it. But as i said in the beginning. Sometimes its very anoying to find the last pices of a almost killed enemy.4: I got a nother question. Have you thought about the possibility to send units into a building? For example,
  send your archers into your keep to defend it? I realy mean into your keep not only to your keep! The archers would be more save and the keep could be better defended against enemy troops. A nother interesting thing could be to send a mage into a tower to increase his attackingrange and if you send him into the magetower he could gain more mana.

URL: http://forum.audiogames.net/viewtopic.php?pid=181357#p181357




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@firefly821. The paradox is that when sending a scouting unit you should probably set it to defensive mode to ensure its survival in most cases.2. This probably already exists. I remembered Alt G, but here is the whole list from bindings.txt:ALT r: do_again ; reselect the previously validated orderALT g: do_again now ; if no target is required, validate the orderALT a: do_again now ; if no target is required, validate the orderSHIFT ALT g: do_again now queue_order ; if no target is required, validate the orderSHIFT ALT a: do_again now queue_order ; if no target is required, validate the order3. Warcraft 3 has a rule for this, but I don't know if it is enough because completely exploring a map can be tedious anyway:Special Anti-delay Tactic RulesIf you (or your entire team in a team game) lack a Town Hall building o
 r equivalent for 2 minutes, you are revealed to your opponents as if you had share visioned them. Partially completed Town Hall buildings count as Town Halls.4. Yes, firing from inside a building, or even a transport. This requires modifying the AI and a fire_from_inside variable for the container. Bonuses for the units would require some variables too.

URL: http://forum.audiogames.net/viewtopic.php?pid=181364#p181364




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New 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)

2014-07-20 Thread AudioGames . net Forum — New 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 Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@Pragma: Aaah, thank you! Alt-a is also working. But with this you have to select the building first. Sometimes Alt-g doesnt work and you have to press enter after pressing alt-g. But usefull it is allready.Your Idears of different status-effects is very very interesting. I had another idear about this. Esspecialy for the Elements. Have you thought about to bring in some requirements for the towers? For example watertowers can only be build on squares with bridges cause there is water too? And airtowers only on squares with existing forests? You know, trees produce air. Something like this. Hope you get my point.

URL: http://forum.audiogames.net/viewtopic.php?pid=181378#p181378




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@firefly: You can use shift A to go backwards through a list of orders, so it doesn't take that long to get to any order.@soundmud: Could you maybe make it so that you are defeated when all your meadow buildings are destroyed? It can sometimes be hard to find all the buildable_anywhere buildings, especially since some of them are invisible in the mod.

URL: http://forum.audiogames.net/viewtopic.php?pid=181381#p181381




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New 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)

2014-07-21 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hello.I found two bugs in SoundRTS.First, when i make a game and quit, and I'll replay it, with the AIselected as player, the game doesn't ends.Second, it's not a bug I think but I'll report.When I'm allied with someone and have no soldiers to attack an enemy, mypeasants flee even if my alli can kill the enemy.

URL: http://forum.audiogames.net/viewtopic.php?pid=181522#p181522




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-29 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

HiI'm currently re-installing my home server. I'd like to run both rts servers one for the regular and one for the mod. One problem: I can't find any server parameters to pass on through the command line. Certainly the port would be a problem since I would only be able to run one server if I can't change the port.  Any help would be apriciated.Cheerio

URL: http://forum.audiogames.net/viewtopic.php?pid=182666#p182666




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-29 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@zakc93: I'll think about it, maybe a "provides_survival" variable would do this too.@thggamer: the first bug isn't too bad so I won't try to fix it unless it's easy; the second bug might be fixable, at least I took note.@criticview: use the -p option; for example: server -p 2501

URL: http://forum.audiogames.net/viewtopic.php?pid=182679#p182679




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hi@soundmud: thanks, will do. Would it be possible to include the server commands in the next update?Cheers

URL: http://forum.audiogames.net/viewtopic.php?pid=182748#p182748




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hi@soundmud: thanks, will do. Would it be possible to include the server commands in the next update?Also, the server produced the following error:-INFO: server startedWARNING: could not get my IP address from http://automation.whatismyip.com/n09230945.aspINFO: server registeredINFO: closing server...INFO: unregistering server...-I found an alternative url for the ip resolving:http://ifconfig.me/ip.aspBut, unless there's a command in the server, I cannot change the url, but would the server still be registered properly?Cheers

URL: http://forum.audiogames.net/viewtopic.php?pid=182748#p182748




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@criticview: you can edit "cfg/whatismyip.txt" and replace the URL if you want, but it probably isn't necessary because the meta-server usually guesses the IP address correctly.The -p command is already available, it is just undocumented.

URL: http://forum.audiogames.net/viewtopic.php?pid=182846#p182846




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-08-05 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

Hello,:@soundmudIs posible add to all things shortcuts to activate instantly an action?Like shortcuts in starcraft.You select abuilding, an pressing one key (in this case will be necesarily a keystroke) to recruit an unit, and you don't need pass  throug the menú  using the a key.Or, when you select a groups of worckers, you press one keystroke to fast select build a townall, and you only have to target the meadow.This make more fleccible and fast the gamesOf course, first is necesary find a unusable mod key thats currently does nothing xhmmm select a unit, and next press alt+a, to next press the command key.Select a worcker, press alt+a, next press t to fast select build a town-all option.Ofcourse, with this, the redo action only will be in the alt+g or alt+r shortcut.^^Thanks :3

URL: http://forum.audiogames.net/viewtopic.php?pid=183708#p183708




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-08-06 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.2)

@sanslash332: Yes, this is definitely interesting. Of course the idea have been there for a long time, but it was confusing to decide which keys to use. The "a" key is used for the action menu, so it's logical to use a modified "a" (control a or alt a) to enter "shortcut mode". Initially I thought about shortcuts with 2 keys, like the sub menus Starcraft have, for example V F to "build adVanced" and "Factory", but the sub menu is obvious in Starcraft because of the graphic interface. So maybe a single key would be better, and would allow exiting the shortcut mode naturally.The shortcuts would be defined in style.txt. Since most shortcuts are linked to a unit, a building, or an ability, the shortcut might be defined by the "target" object, for example:def farmshortcut finstead of:def peasantshortcuts f "build farm" b "build barracks" ...Some shortcuts 
 might be needed for actions like "Patrol" or "Hold ground".To ease memorization, the shortcuts would be linked to the value of the keyboard layout (the "local" letter), not the geographical position of it on the keyboard. Actually, the shortcut being defined in a localized style.txt file, it would be possible to have B for "Barracks" replaced by C for "Caserne" in French, for example.Shortcuts can be reused if they are used by different units and there is no ambiguity.So, what would be the shortcuts?Alt+A, then...Escape to cancelPeasant:F build farmB build barracksL build lumber millMage:R recallPriest:R resurrectionEtc. Sounds good.

URL: http://forum.audiogames.net/viewtopic.php?pid=183847#p183847




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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

The documentation has been updated to reflect the changes made in version 8.2. As always, it can be found at https://dl.dropboxusercontent.com/u/213 … glish.htmlI love the improvements to technical airship speed and the fixes for spook lights.URL: http://forum.audiogames.net/viewtopic.php?pid=177218#p177218
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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there any way to:cycle through special units like dragons and high level units?Hear what everything does ingame (preferably before I buy it)?Use a menu with the arrow keys to see everything that is in the room (separate land stuff from mob stuff?cycle through all work units who are not assigned?hear the focus of the gameAlso, it would be really cool if one made a story to go along with different units. Also, it may be more clear if the different races could be chosen before the game starts.URL: http://forum.audiogames.net/viewtopic.php?pid=177221#p177221

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there any way to:cycle through special units like dragons and high level units?Hear what everything does ingame (preferably before I buy it)?Use a menu with the arrow keys to see everything that is in the room (separate land stuff from mob stuff?cycle through all work units who are not assigned?hear the focus of the gameAlso, it would be really cool if one made a story to go along with different units. Also, it may be more clear if the different races could be chosen before the game starts.Is there a way to jump to all enemy units in your area?Can I have the computer play at different difficulties against me with different builds?URL: http://forum.audiogames.net/viewtopic.php?pid=177221#p177221

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there any way to:cycle through special units like dragons and high level units?Hear what everything does ingame (preferably before I buy it)?Use a menu with the arrow keys to see everything that is in the room (separate land stuff from mob stuff?cycle through all work units who are not assigned?hear the focus of the gameAlso, it would be really cool if one made a story to go along with different units. Also, it may be more clear if the different races could be chosen before the game starts.Is there a way to jump to all enemy units in your area?Can I have the computer play at different difficulties against me with different builds?Is there any way to see the amount of stone or other types of resources I have?URL: http://forum.audiogames.net/viewtopic.php?pid=177221#p17
 7221

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

In theory it's already possible to define races. Here is an example from the orc mod, rules.txt:; racesdef orc_raceclass racetownhall great_hallfarm pig_farmpeasant peoneasy orc_easyaggressive orc_aggressiveIt means that when a map is loaded the townhall must be replaced with a great_hall, etc.The easy AI is replaced with an AI called orc_easy.The name of the race is defined in style.txt:; racesdef orc_racetitle 4302URL: http://forum.audiogames.net/viewtopic.php?pid=177238#p177238

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@SoundMud: is it possible to have smarter AIs? E.G instead of just having a scripted list of things to build and recruit, the AI would be able to make smarter decisions about what to build, based on the encounters that it has had? Or alternatively, a way for creaters to have the AI do different things depending on what race it faced? I'm not sure how it would react if the AI faught against multiple enemies of different races though...URL: http://forum.audiogames.net/viewtopic.php?pid=177277#p177277

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@Victorious: the AI remembers every enemy unit or building, so it can be done. The AI would count which enemy units are the most numerous. The syntax could be for example:1. either a fine-grained criterion describing the exact list of units:goto_counter flying_machine,dragon air footman,knight ground archer rangedlabel airget 10 archerlabel groundlabel ranged2. or a simpler command using generic types of units known by the AI code (if these can be guessed from their stats or abilities, or suggested by the rules or ai files I don't know):goto_counterlabel airget 10 archerlabel groundlabel rangedNote that now that the code is available a complete rewrite of the AI could be done, even if the code is probably still coupled with the rest of the code.About an AI API, I have stumbled upon an API to create AIs for Starcraft Broodwar:http://bwapi.github.io/"The Brood War Application Programming Interface (BWAPI) is a free and open source C++ framework that is used to interact with the popular Real Time Strategy (RTS) game Starcraft: Broodwar. Using BWAPI, students, researchers, and hobbyists can create Artificial Intelligence (AI) agents that play the game."I wonder if it could be possible to use the API to access to the state of the game and render it with audio only.URL: http://forum.audiogames.net/viewtopic.php?pid=177313#p177313

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net Forum — New releases room : nin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

how can I use chat in the game? thanks for help.URL: http://forum.audiogames.net/viewtopic.php?pid=177321#p177321

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Well, some things.About the robots, specify the mobile sensor units. This robot, comparing with air counterpart, is completely useless, specially because it's is in the same tier that drone.For train a mobile sensor, you need a mainframe, robotics fabrics and a signal modulator. But for drone, you need only one more building, magnesite extractor, that is a key building for can train all of damaging units.The only situation in that you have signal modulator, but not magnesite extractor, is if you want go to directly to build plasma canons, but. Is very hard make this build, because the tier 3 of robots is pretty expensive and try to reach this level in a few time without any kind of battling support is really impossible.The point is, when you have built a signal modulator, in the most cases, you have a magnesite extractor previously created. and you prefer create drones instead mobile sensors.Is necessary make more differences between mobile se
 nsor and drone, specially reduce the tier of mobile by one, or change a drone making it a upgrade of mobile sensor instead a different  unit.For easier detects of this kind of problems, we have to create a tech tree for each race, and deffine which units, buildings and upgrades are in each tier of that race.For example, only darks and savages have soldiers in a early tier 1. All other races requires more than one building for can train the basic soldier for them. But, the tier 3 of technician are pretty poor; in tier 3, they have one more building with one upgrade, but don't have more units, or spells. but! they tier 2 is to powerful having the option to create they most powerful airships.In the case of savages, in their tier 2, they only have the option to create one building that is unique purpose is making hunters able to invoke their pets, and in tier 3, them have one more ability enabler building, and one new unit with a lots of powerful skills. W
 ithout counting the sentinel tree.@soundmud:Are you talking about something like autocast in Warcraft 3? An ability would have an autocast parameter with for example "never/yes/always".Really? this is currently implemented in the game? lol i don't know about this xD.How do it works? Specially the yes and always syntax? which is the interval of autocast an ability, is possible do that a unit, autocast its skill when it is starting to attack? for example replace the normal damage with a one explosive suicide skill (like zerg's banelings) that is autocasted when the unit is in battling mode?[ a-t ]:The range is more about minimal range and maximal range. But, at the moment, it would be simple to do what zakc93 suggests and attack in the same squareif possible (range), then, as a second choice, attack in another square if possible (special_range). Ideally the notion of square would be removed fromthe simulatio
 n, even if it might be useful to keep it in the user interface.hmmm yes, but the special range condition says that the unit can attack the entire square standing in adjacent square? (as the parameter currently works)For example, a sniper have range of 5 (can attack in the same square with a maximum range of 5 meters) and the special range flag. In the adjacent squares, it's shoots can damage any unit in this square? completely ignoring the distance into this square?[ a-t ]:The zerg drone mutation would require a variant of the "upgrade to" order with a "meadow" target. By the way I'll have to check the differences betweenbuildings and units. They are small if I remember correctly.Hmmm you should make a upgrade option with some targets options. For example self (like the current behavior) Meadow (like a zerg variant) or another that needs target another unit for fusion both (or the entire group) of units. And
  some extra requirements to upgrade, for example, that is necessary to be standing next to a specific building. Like am... an elf that requires meditate next to its mind tree to raise its mental aptitudes. xD. or in the case of zergs, or protoss, that the creep or psy influence can be implemented as objects or buildings. Or well, a ability of buildings that change the meadows of their squares and adjacent, into another terrain type.If this is implemented, one effect that is change one terrain by another, a new kind of skills can created for disturbing the opponent. One that makes unavailable the terrains of a selected square, turning the meadows (or resource deposit) into infested forest, infested gold, poisson meadow, etc etc. by a period of time, of course.Well! is simply real that the possibilities in this kind of game are infinite!And for this mod, the darks really needs a notion of creep (or dark influence) for build their buildings.Is curious. In the 
 mod, all races builds our buildings. Any of them invoke it, or transform one basic structure into other buildings. Darks can use this kind of b

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@sanslash332:No no, autocast is not ready yet, I was just thinking about how to do it. A unit with an ability in autocast mode would check if using this ability is possible and use it if possible. Some abilities should have a cooldown time, if they have not already (this cooldown would be active in manual mode too). Maybe in some cases an additional timer would be required to avoid too much autocasting. Mana would limit some of the autocasting too.With the current way special_range works, a small normal range would make no sense with special_range = 1. It would be 0 or anywhere in the square and the neighboring squares, so range >= square size (or, if special_range = 1, the code should just test if range = 0 and avoid testing range in the same square). Anyway it's not an ideal solution, but the continuous, square-less map might require many changes before being good enough. It might be worth the trouble though.The creep could be a variable of each squa
 re. Any zerg can use the creep of another zerg, so it's not linked to a player. If the notion of square is removed it would be managed on a finer scale. Squares are practical as a user interface, I think (not sure, what do you think about these squares? can you do without the current squares?).Yes, I wasn't thinking about sacrificing HP (like the marine stimpack). This might be interesting and not too difficult to add. Something like hp_cost. I don't remember if a stimpack could kill a unit. It would be very risky for the unit anyway.The code is not the clearest, in spite of my efforts. Rewriting from scratch is tempting but I'm not even sure that I'll find the right architecture.Custom flags? I'll think about it.About armor, I might add a minimal damage of 0.1 for example, so even a peasant can do some damage to a knight. In Warcraft 2 there was "piercing damage" (damage that ignores the armor). Starcraft didn'
 ;t have armor though.URL: http://forum.audiogames.net/viewtopic.php?pid=177357#p177357

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-18 Thread AudioGames . net Forum — New 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 8.2)

2014-06-18 Thread AudioGames . net Forum — New 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 Forum — New 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)

2014-06-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

This might be the conversion bug that I have been looking for! At least I hope so.I'll make sure TTS is supported for cut scenes and intros.URL: http://forum.audiogames.net/viewtopic.php?pid=177464#p177464

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-19 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@Pragma: can possession be removed from voodoo priests or its ranged changed so that it can only cast at adjacent squares? The bug makes orcs too powerful, because there's nothing I can do to stop them from having winged serpants get in sight of important buildings and then the voodoo priests possessing it. Anti-air batteries can only delay the eventual conversion of your important buildings, because the priests will just possess those, causing much grief for the victim. If you remove possession, voodoo priests should get a different ability - perhaps something like a thunderbolt that works on buildings? Or a reduction of thunderbolt power in exchange for their mana regenerating?URL: http://forum.audiogames.net/viewtopic.php?pid=177467#p177467

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-19 Thread AudioGames . net Forum — New releases room : dd via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I'm just here to say I love this mod, and awesome job also, magnetic storm when it works on the right square is greatthat is allURL: http://forum.audiogames.net/viewtopic.php?pid=177492#p177492

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-19 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

This forum has a serious problem with the login's remember function. Every time that I login, I be sure that remember checkbox was checked. But when I return to the forum, I have to re log-in. X_XAnd no, I don't delete my kookies. xDWell, time to quote :V@soundmud:No no, autocast is not ready yet, I was just thinking about how to do it. A unit with an ability in autocast mode would check if using this ability ispossible and use it if possible. Some abilities should have a cooldown time, if they have not already (this cooldown would be active in manual mode too).Maybe in some cases an additional timer would be required to avoid too much autocasting. Mana would limit some of the autocasting too.Yep, but this is not all conditions for autocast. Is good option try to add to autocast system, some basic triggers.For example, one unit try to cast its autocast ability, when is in the same square with an enemy, or when a other u
 nit with some condition is next to it... etc, various triggers can be implemented.[ a-t ]:The creep could be a variable of each square. Any zerg can use the creep of another zerg, so it's not linked to a player. If the notion of square is removedit would be managed on a finer scale. Squares are practical as a user interface, I think (not sure, what do you think about these squares? can you do withoutthe current squares?).The scare notion for a user interface, specially for this audio game, is very, very good. But in terms of simulation, is really not ideal.Respecting the terrains, is a hard thing to resolve if the squares are completely removed; will be necessary use more properties for each building, unit, and terrains, specifying the size of each object to try put in the map.Hmmm one solution, is continue using the notion of squares for this kind of problems (terrains, zones, and spaces) but for moves, distances and range of attack
 s or skills, directly uses the metrical system.Currently depends the size of the square for many things can you put in it?For example how many units can you have in a square of 12 x 12, and in a other square of 50 x 50? And how many units can pass through a path (or bridge) at same time? All paths are of the same size?Is necessary resolve all of these things to implement a good non squared simulation system.Well, of course if all of this is changed, the structure of the maps files will be drastically changed, because for a correct map, more things will be necessary specified for each them.Waa... Complicate, or non complicate. This is the question Respect to the creep notion, hmmm. one flag for says if the meadows of a squares has been infested? Or one custom flag for says it. If you have two different races that want to infested in differe
 nt wais? xDHmm this add one more flag to the buildings (or things in general) make_creep, but the creep will be necessary  covers minimal the current square (small buildings) and including adjacent squares (big buildings).[ a-t ]:Yes, I wasn't thinking about sacrificing HP (like the marine stimpack). This might be interesting and not too difficult to add. Something like hp_cost.I don't remember if a stimpack could kill a unit. It would be very risky for the unit anyway.Stinpack consumes only 10 hp of each marine, for hmmm some seconds of effect. If you active stinpack various times, the skill consumes 10 hp for each click time that you trigger the skill.And not sure if you can kill a marine with multiple clicks of the skill. I think if you pressed many times, you only can decrease the hp of marine to 1, and after of this, is impossible active more times the skill. But is not bad option kill the unit for a distracted repeatedly ac
 tives of an auto-damaging spells. xD[ a-t ]:The code is not the clearest, in spite of my efforts. Rewriting from scratch is tempting but I'm not even sure that I'll find the right architecture.hmmm, currently the code is fully object oriented? Or have some things of a structured syntax and modular things.[ a-t ]:Custom flags? I'll think about it.o, yes. Is a pretty good idea, for easy classify the units or buildings in many categories. Like tags, for after use in targets, requirements,  bonus, etc.[ a-t ]:About armor, I might add a minimal damage of 0.1 for example, so even a peasant can do some damage to a knight. In Warcraft 2 there was "piercing damage"(damage that ignores the armor). Starcraft didn't have armor though.starcraft 1 my friend. In sc2 the armor currently exist.But no, I'm not talking about the armors. I'm talking a bonus damage for a specific
  cases.For example, the archers have a regular damage of 4 hp for each shoot (subtracting the armor of the foe, of course). But, against light air opponents (like serpents or small airships) their shoots make a 4 hp damage, plus another 3 extra damages. Look at the units of sc2. For example the zerglings are a light and biolog

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-19 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

This forum has a serious problem with the login's remember function. Every time that I login, I be sure that remember checkbox was checked. But when I return to the forum, I have to re log-in. X_XAnd no, I don't delete my kookies. xDWell, time to quote :V@soundmud:No no, autocast is not ready yet, I was just thinking about how to do it. A unit with an ability in autocast mode would check if using this ability ispossible and use it if possible. Some abilities should have a cooldown time, if they have not already (this cooldown would be active in manual mode too).Maybe in some cases an additional timer would be required to avoid too much autocasting. Mana would limit some of the autocasting too.Yep, but this is not all conditions for autocast. Is good option try to add to autocast system, some basic triggers.For example, one unit try to cast its autocast ability, when is in the same square with an enemy, or when a other u
 nit with some condition is next to it... etc, various triggers can be implemented.[ a-t ]:The creep could be a variable of each square. Any zerg can use the creep of another zerg, so it's not linked to a player. If the notion of square is removedit would be managed on a finer scale. Squares are practical as a user interface, I think (not sure, what do you think about these squares? can you do withoutthe current squares?).The scare notion for a user interface, specially for this audio game, is very, very good. But in terms of simulation, is really not ideal.Respecting the terrains, is a hard thing to resolve if the squares are completely removed; will be necessary use more properties for each building, unit, and terrains, specifying the size of each object to try put in the map.Hmmm one solution, is continue using the notion of squares for this kind of problems (terrains, zones, and spaces) but for moves, distances and range of attack
 s or skills, directly uses the metrical system.Currently depends the size of the square for many things can you put in it?For example how many units can you have in a square of 12 x 12, and in a other square of 50 x 50? And how many units can pass through a path (or bridge) at same time? All paths are of the same size?Is necessary resolve all of these things to implement a good non squared simulation system.Well, of course if all of this is changed, the structure of the maps files will be drastically changed, because for a correct map, more things will be necessary specified for each them.Waa... Complicate, or non complicate. This is the question Respect to the creep notion, hmmm. one flag for says if the meadows of a squares has been infested? Or one custom flag for says it. If you have two different races that want to infested in differe
 nt wais? xDHmm this add one more flag to the buildings (or things in general) make_creep, but the creep will be necessary  covers minimal the current square (small buildings) and including adjacent squares (big buildings).[ a-t ]:Yes, I wasn't thinking about sacrificing HP (like the marine stimpack). This might be interesting and not too difficult to add. Something like hp_cost.I don't remember if a stimpack could kill a unit. It would be very risky for the unit anyway.Stinpack consumes only 10 hp of each marine, for hmmm some seconds of effect. If you active stinpack various times, the skill consumes 10 hp for each click time that you trigger the skill.And not sure if you can kill a marine with multiple clicks of the skill. I think if you pressed many times, you only can decrease the hp of marine to 1, and after of this, is impossible active more times the skill. But is not bad option kill the unit for a distracted repeatedly ac
 tives of an auto-damaging spells. xD[ a-t ]:The code is not the clearest, in spite of my efforts. Rewriting from scratch is tempting but I'm not even sure that I'll find the right architecture.hmmm, currently the code is fully object oriented? Or have some things of a structured syntax and modular things.[ a-t ]:Custom flags? I'll think about it.o, yes. Is a pretty good idea, for easy classify the units or buildings in many categories. Like tags, for after use in targets, requirements,  bonus, etc.[ a-t ]:About armor, I might add a minimal damage of 0.1 for example, so even a peasant can do some damage to a knight. In Warcraft 2 there was "piercing damage"(damage that ignores the armor). Starcraft didn't have armor though.starcraft 1 my friend. In sc2 the armor currently exist.But no, I'm not talking about the armors. I'm talking a bonus damage for a specific
  cases.For example, the archers have a regular damage of 4 hp for each shoot (subtracting the armor of the foe, of course). But, against light air opponents (like serpents or small airships) their shoots make a 4 hp damage, plus another 3 extra damages. Look at the units of sc2. For example the zerglings are a light and biolog

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I have noticed that buildings can be converted. I'm wondering if I should make buildings not convertible by default (even in vanilla SoundRTS), eventually adding an "is_convertible" parameter. Age of Empires is the only game I can think of with convertible buildings.The automatic bug reports about conversion where caused because the game was trying to convert remembrances of units in the fog of war. I'll try to fix that by causing an "impossible order" signal in this case (when target_range is "anywhere" or maybe even "'nearby" and the target is in the fog of war).URL: http://forum.audiogames.net/viewtopic.php?pid=177522#p177522

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-19 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

nods well since you're fixing that up, the orcs definitely need a compensation. They are  probably underpowered now.URL: http://forum.audiogames.net/viewtopic.php?pid=177525#p177525

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-20 Thread AudioGames . net Forum — New 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)

2014-06-20 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

That sounds reasonable, although it'd be sad to see the ability to convert buildings go entirely. Maybe it should at least be removed from voodoo priests (possession is a mind-based spell, and buildings do not have minds) and robotics (same thing for hypnosis).I also like the idea of magic damage and more affects to units. This would make for an additional interesting experience.URL: http://forum.audiogames.net/viewtopic.php?pid=177569#p177569

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-20 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@Pragma: OK, I'll think seriously about custom flags. And before implementing it, I'll write in this thread what it would be like. At the moment, first draft:1. custom flags: every unit or building or effect have a list of flags called "custom_flags" or "attributes". For example:def tankflags armored mechanicalMaybe it would be possible to have mechanical and biological. There is a pilot in the tank as opposed to a drone. Not sure.def tankflags armored mechanical biologicaldef droneflags armored mechanical2. abilities: for example some_conversion_variant requires a biological target. It would be:def some_conversion_varianttarget_flags biologicalSeveral flags would require all the flags (AND, not OR).If the target must be biological and must not be armored:def another_conversion_variant_requiring_contacttarget_flags biologicaltarget_immunity armore
 dOr maybe:target_flags biological -armored3. damage: damage is normal by default. So, for example:def mageclass soldierdamage_type magicalThe damage bonus or malus would be defined for a unit or for a unit flag. Not sure. Probably for each unit? For example:def elementaldamage_modifier magical 2 fire 1.1 ; magical damage x 2, fire damage x 1.1 (+ 10 %)4. heal and harm auras already have use kind of flags. Maybe these could be united with the custom flags. There is: healable, ground, air, unit, building, undead. Maybe those flags would be provided by default but not strictly required.def priestharm_level 1harm_type sacreddef skeletondamage_modifier sacred 1def any_unit_except_undeaddamage_modifier sacred 0Every unit would have to define at least "damage_modifier sacred 0" to be immune?5. Last example from Civilization 4 (attack works differently, but
  it's just to check how the rules would be translated):def warriordamage_modifier axeman 1.5def axeman ; + 50% attack against melee unitdamage_type axemandamage_modifier chariot 2 axeman 1.5def chariot ; +100% attack against axemandamage_type chariotdamage_modifier pikeman 2def pikeman ; +100% vs. mounted unitsdamage_type pikemandamage_modifier axeman 1.5URL: http://forum.audiogames.net/viewtopic.php?pid=177588#p177588

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-20 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@SoundMud: its great that you're looking into implementing custom flags. The draft looks fine, though for specifying units/buildings to be immune from an effect, target_immunity for me is the better way to specify it. When you're working on the next update, can you also look into improving performance for games with many units? It can get quite laggy sometimes, especially when some races like darks use huge numbers of low-cost units as part of their strategy.URL: http://forum.audiogames.net/viewtopic.php?pid=177596#p177596

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-20 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

more quotes!@soundmud:I have noticed that buildings can be converted. I'm wondering if I should make buildings not convertible by default (even in vanilla SoundRTS), eventuallyadding an "is_convertible" parameter. Age of Empires is the only game I can think of with convertible buildings.nope, remember the infestation Zerg ability, that converts a weak terran command center on a infested command center :VBut I think that the ability of convert buildings is a powerful skill, and very, very interesting form of play.Of course, is necessary make a method to block it.@soundmud:Maybe it would be possible to have mechanical and biological. There is a pilot in the tank as opposed to a drone. Not sure.is a option, but... na. The tanks just are mechanical and armored (following starcraft 2 guidelines)But create a unit (like a biological android) is feasible that it have armored, biological and mechanical flags.@soundmud:def some_conversion_varianttarget_flags biologicalwhy a new command for this?Simply reuse the current target_type command for add all kinds of flags. Custom and hardcoded.@soundmud:Several flags would require all the flags (AND, not OR).hmmm I suppose that targets needs have at least one flag. or... create a syntax for declare conjunctive and disjunctive target_types. Using the plus (+) simbol target_types biological+armored (only affects things that have biological and armored flags (or more)) (not only for units, but all things that have these flags. buildings, or... well all things xd)def another_conversion_variant_requiring_contacttarget_flags biologicaltarget_immunity armoredhmmm. Yep, good idea.@soundmud:The damage bonus or malus would be defined for a unit or for a unit flag. Not sure. Probably for each unit? For example:def elementaldamage_modifi
 er magical 2 fire 1.1 ; magical damage x 2, fire damage x 1.1 (+ 10 %)hmmm the idea is good, but require smutch and recursive code.Better idea is simply use a new command named like hmm.damaje_bonus_to biological 5The damage of this unit, does 5 more damage if this fights against another thing with a biological flag.and for the malus (or resistances)resistance_againstfire  5The damage provided by a unit with these damage type will be reduced for 5 points. And using some keyword, like full or total, says that unit have a total immunity to that damage type.With this, if possible, you should implement the capacity of put two types of attack against two different targets, with different properties.For example, one unit that make 5 damage to other units, without any kind of bonus, but against buildings does 8 damage with a larger cooldown, but have a bonus of 10 to buildings that are biological. @soundmud:Every unit would have to define at least "damage_modifier sacred 0" to be immune?nop, the harm level only affects the units that have these flags. for example:def purifing_fireharm_level 1harm_type undead demons (the fire only affects undeads, and demons)and the amount of damage, change the use of levels, for a directly amount of hp per second. If the skill (or harm) needs a bonus against some kind of unit, use the same type of bonus command of the attacks.as it:def purifing_fireharm_dps 2 ; (the fire does 2 damage per second. Yes, its a lot of damage, but is just a example !)harm_type enemy undead demons (the fire only affects undeads, and demons that are in the enemy army)harm_bonus_to demons 5 ; (th
 e damage does by the fire is 5 more points for each second, against the demons units)and... is all well thanks for all, guys :3URL: http://forum.audiogames.net/viewtopic.php?pid=177687#p177687

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is it possible that something isn't working right with allied upgrades? I see in the documentation several times that allies can benefit from your upgrades, I tried this yesterday and it didn't seem to work. I was traditional and keyIsFull was dark, so I researched the melee and archer upgrades for him as well as myself, but his units never appeared to get the upgrades, nor the improved wood gathering.Is there something else you need to do or is somethig broken? and has anyone actually managed to get this to work?URL: http://forum.audiogames.net/viewtopic.php?pid=177859#p177859

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is it possible that something isn't working right with allied upgrades? I see in the documentation several times that allies can benefit from your upgrades, I tried this yesterday and it didn't seem to work. I was traditional and keyIsFull was dark, so I researched the melee and archer upgrades for him as well as myself, but his units never appeared to get the upgrades, nor the improved wood gathering.Is there something else you need to do or is something broken? and has anyone actually managed to get this to work?URL: http://forum.audiogames.net/viewtopic.php?pid=177859#p177859

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@arjan: From the documentation:Allied players share the knowledge of the map, the victory, and their units can help each other. A worker can use an allied warehouse to store a resource (the resource will still be added to the worker's army).URL: http://forum.audiogames.net/viewtopic.php?pid=177864#p177864

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I was referring to the crazyMod documentation, where this was written several times. Looks like this is incorrect, although I'd still like to see this feature in a future update.URL: http://forum.audiogames.net/viewtopic.php?pid=177867#p177867

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@arjan: OK, I have found one of them:This race does not possess research of its own. However, it can benefit from blacksmith and sawmill research, which must be obtained either by converting enemy buildings or through an ally that can perform the necessary research.This also shows that converting buildings is a significant part of the game. (By the way, I have to say that my role here is just to make sure that the Python code allows what the designers want to do, not to tell them what to do.)Sharing tech upgrades is not that difficult to code. The simplest way might be to do the sharing at the end of every turn. While this is not the most efficient way it doesn't matter because the computer would have very few things to do. And the code would be simple and sturdy. So actually I can add this quickly. I'll try to avoid adding a "can_use_upgrades_from_allies" variable for the moment and allo
 w this by default.URL: http://forum.audiogames.net/viewtopic.php?pid=177874#p177874

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New 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)

2014-06-22 Thread AudioGames . net Forum — New releases room : the blasting gd via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

This mod is awesome! It has encouraged me to play SoundRTS again. I kept following topics concerning the game, and updated it if a new version was available, but I haven't really played it in the last time. You've done amazing work Pragma by creating this mod! Thanks for that.Here is the link for the German translation I've made for the CrazyMod. You're welcome to include it in the next version of the mod Pragma.Finally, I've got some bugs for SoundMUD regarding the game SoundRTS itself:If you minimize the game while you're in a match, after alt+tabbing back to the game, you aren't able to control any units or buildings anymore. You have to open the game menu and press escape to restore the ability of controlling your units or buildings.It is not possible to have braille output on SoundRTS, when using NVDA. While th
 e game is opened, the braille display reads "Unknown". The speech works fine; JAWS isn't supported at all.URL: http://forum.audiogames.net/viewtopic.php?pid=177878#p177878

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : shuteye via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Really? I'm using jaws15 just fine to play the game.URL: http://forum.audiogames.net/viewtopic.php?pid=177902#p177902

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : guilevi via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

hello,Just [[wow]], this mod actually made me go back to playing sound rts. Nice work, guys. So I noticed the webpage doesn't have a Spanish translation. Would you be interested in having one? I could translate both the webpage and the documentation if needed.URL: http://forum.audiogames.net/viewtopic.php?pid=177904#p177904

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New 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 Forum — New releases room : guilevi via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Is there anything I need to do to do that? Do I just kind of copy the website and translate it and send it over?URL: http://forum.audiogames.net/viewtopic.php?pid=177918#p177918

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New 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 Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@pragma: I have just added shared research for allies, and I'm quite sure it didn't exist before.The latest development version is at:https://github.com/soundmud/soundrts/archive/master.zipThe RSS of the commits is at:https://github.com/soundmud/soundrts/co … aster.atomThe main recent changes are:- now allies share their upgrades- bug fixed: asking a building to use an ability on an unreachable target would cause an error- bug fixed: trying to convert a target in the fog of war would cause an error if the range of the ability is "anywhere"I think that I will make ScreenReaderAPI the new default instead of SAPI 5, because:- most if not all the players have a screen reader (and it falls back to SAPI 5 anyway)- the screen reader is already set with the favorite language (not the case with SAPI 5)- a screen reader probably allows to get the exact spelling of an unknown word- even if the game doesn't know exactly when a message is finished, the result is good enough for many players who even choose it, so for a first experience it's better than a SAPI voice in the wrong languageScreenReaderAPI seems to work, but eventually I'll try accessible_output.URL: http://forum.audiogames.net/viewtopic.php?pid=177923#p177923
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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@pragma: I have just added shared research for allies, and I'm quite sure it didn't exist before.The latest development version is at:https://github.com/soundmud/soundrts/archive/master.zipThe RSS of the commits is at:https://github.com/soundmud/soundrts/co … aster.atomThe main recent changes are:- now allies share their upgrades- bug fixed: asking a building to use an ability on an unreachable target would cause an error- bug fixed: trying to convert a target in the fog of war would cause an error if the range of the ability is "anywhere"I think that I will make ScreenReaderAPI the new default instead of SAPI 5, because:- most if not all the players have a screen reader (and it falls back to SAPI 5 anyway)- the screen reader is already set with the favorite language (not the case with SAPI 5)- a screen reader probably allows to get the exact spelling of an unknown word- even if the game doesn't know exactly when a message is finished, the result is good enough for many players who even choose it, so for a first experience it's better than a SAPI voice in the wrong languageScreenReaderAPI seems to work, but eventually I'll try accessible_output.Edit: I have restored the script to build a Windows installer, but I will soon restore the portable Windows version too because it's better suited to the current way the Cray Mod is packaged.URL: http://forum.audiogames.net/viewtopic.php?pid=177923#p177923
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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@pragma: I have just added shared research for allies, and I'm quite sure it didn't exist before.The latest development version is at:https://github.com/soundmud/soundrts/archive/master.zipThe RSS of the commits is at:https://github.com/soundmud/soundrts/co … aster.atomThe main recent changes are:- now allies share their upgrades- bug fixed: asking a building to use an ability on an unreachable target would cause an error- bug fixed: trying to convert a target in the fog of war would cause an error if the range of the ability is "anywhere"I think that I will make ScreenReaderAPI the new default instead of SAPI 5, because:- most if not all the players have a screen reader (and it falls back to SAPI 5 anyway)- the screen reader is already set with the favorite language (not the case with SAPI 5)- a screen reader probably allows to get the exact spelling of an unknown word- even if the game doesn't know exactly when a message is finished, the result is good enough for many players who even choose it, so for a first experience it's better than a SAPI voice in the wrong languageScreenReaderAPI seems to work, but eventually I'll try accessible_output.Edit: I have restored the script to build a Windows installer, but I will soon restore the portable zip Windows version too because it's better suited to the current way the Crazy Mod is packaged.URL: http://forum.audiogames.net/viewtopic.php?pid=177923#p177923
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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Well, my large ppost was been ignored t-t.@soundmud:The latest development version is at:this version have a tag in the repository?Or isn't marked as a new alpha update.about the sharing of upgrades. Well is a good idea, but at same time, isn't a good idea. It provides advantages on teams that uses same races. One can dedicate to obtain rapidly the best upgrades, and the other, can mass units.Well, I set up a fork of soundrts repository at:https://github.com/sanslash332/soundrtsWith a branch named Crazy, including the current mod in version 8.2Is basically for provide a easy method to download and setup the game with the mod, in a remote machine  to host a game server including the mod in a few steps.I tried to make this in the official soundrts repository, but I don't have write permissions... And is obvious that I  don't have these
  permissions xDWell, when the mod updates to the 8.3 release, I'll update the repo.URL: http://forum.audiogames.net/viewtopic.php?pid=177930#p177930

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Thanks for the updates SoundMud.URL: http://forum.audiogames.net/viewtopic.php?pid=177952#p177952

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Would the ability to teleport ally units and load ally units into your transports also be easy enough to implement? I think that could be interestingURL: http://forum.audiogames.net/viewtopic.php?pid=177963#p177963

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : the blasting gd via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I agree zakc93. It would be interesting, but this would mean that the player of the loaded units wouldn't be able to control his/her own units anymore, since the flying machine or whatever unit is used to load them, would be controlled by the allied. That makes me think of how nice it would be if it were possible to chat with your allied during a game. Would that be possible to implement SoundMUD?When I'm using JAWS and launch the game, it immediately sticks to SAPI - yes, I've ScreenReaderAPI enabled.Lately, I've played with three ally computers against four ally computers as the other team on a private server. I chose the map - ONJ1 -, selected a different race for each of us and started the game. I set all computers to defensive. Nevertheless, they started attacking each other quite soon. I presume this was because they all wanted to gather the anyways very few resources. After the fight had obviously calmed down, I checked what was going on an
 d realized that some computers, which were of a weaker race, stopped doing anything. They just stopped recruiting workers and soldiers and without units, they couldn't even do anything else too. The strongest races - but also only some of them - kept working though. I'm convinced that this is a bug, since they ought to have had enough resources left so that they would have been able to keep working, and thus I hope that you will be able to get it fixed for the next update.URL: http://forum.audiogames.net/viewtopic.php?pid=177972#p177972

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

my guess is that there was an inaccuracy in the AI directions that the crazy mod developers wrote, not a bug in the game. I know that the normal non-crazy mod default AI instructions had a hole in them that could cause the AI to stop recruiting units too. I created a custom AI file that never stopped recruiting things if it had the resources for my own personal use thoughURL: http://forum.audiogames.net/viewtopic.php?pid=177985#p177985

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

That's odd, it worked fine for me straight away with JAWS.Transportation of allied units sounds like a good idea, but somebody could really mess up your strategy if they did it without the concent of the other person, so maybe not unless we get either a chat function or an accept/decline system. This of course is easily solved by a program like TeamTalk, but not everyone has that or the other person. And personally I find the chatting mechanism in SoundRTS rather clunky, also because there can sometimes be quite a delay even in the starting room.URL: http://forum.audiogames.net/viewtopic.php?pid=177986#p177986

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I can't promise which feature or bug fix will be done next.@sanslash332:This version is just the development version. I'll tag it when I release the next alpha version. More changes have to be done before. At the moment, the recent commits are either simple changes, or bug fixes, or private branches rebased and squashed into one commit.Your large post wasn't ignored. I just need more thinking before implementing custom flags.If the practice shows that sharing upgrades is a bad idea, I'll remove it from the code or add a variable to activate or remove it.@the blasting gd:Which version of Jaws are you using? Maybe I'll add accessible_output to the output methods.@zakc93:Allowing allied transports would be a bit tricky, while teleportation would be simpler. But all those simple additions make the code more and more complex, especially since the code is not always perfectly structured.URL: http://forum.audiogames.net/viewtopic.php?pid=177987#p177987

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Hi. I'm a little late to the party, but I'm really beginning to love this crazy mod. It really adds so much to this game, not sure if I can ever go back to the old soundRTS  Thanks for your awesome work Pragma! I can't wait to see what more will be added in the future.URL: http://forum.audiogames.net/viewtopic.php?pid=177994#p177994

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@soundmud:This version is just the development version. I'll tag it when I release the next alpha version. More changes have to be done before. At the moment, therecent commits are either simple changes, or bug fixes, or private branches rebased and squashed into one commit.perfect, thanks for the answer :3[ a-t ]:If the practice shows that sharing upgrades is a bad idea, I'll remove it from the code or add a variable to activate or remove it.well, it's that only need is a  period of testing. The testing in allied battles says if the shared upgrades are a good feature.[ a-t ]:Which version of Jaws are you using? Maybe I'll add accessible_output to the output methods.what is exactly the accessible_output that you are thinking?A window that its elements are readable using screen readers, or a kind of text box (readable by the jaws) in that you put all of the output of the game?Currentl
 y, NVDA works better than jaws during a game. The capturing method of keys of jaws trap the arrows keys, making the press of it very laggy.Can you put in the game some hook interrupt  for the keys, to destroy the detect keys of the jaws?I try it with j13 an 14. I know one game that uses a hook install over the jaws, to can use without jaws interrupt the keys, without close the jaws.Adventure at c:[ a-t ]:Allowing allied transports would be a bit tricky, while teleportation would be simpler. But all those simple additions make the code more and more complex,especially since the code is not always perfectly structured.hmmm before add all of this features, is good option work in to structure the code.Thanks for all :3URL: http://forum.audiogames.net/viewtopic.php?pid=178071#p178071

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : nin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

hi guys. I've created a new map for this game, z6. I designed it in mind to be playable with this mod so no additional buildings are available. I think the map is pretty nice, the only ressources are in the middle of the map and you have to fight for them. test it out and tell me if you like it. I hope it will be added into the game. the link to download is https://www.sendspace.com/file/3a7s43URL: http://forum.audiogames.net/viewtopic.php?pid=178137#p178137

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Hi,Congratulations for the crazy mod! I love it, but I also love the original one, so please don't remove it.Another thing:keyIsFull wrote:my guess is that there was an inaccuracy in the AI directions that the crazy mod developers wrote, not a bug in the game. I know that the normal non-crazy mod default AI instructions had a hole in them that could cause the AI to stop recruiting units too. I created a custom AI file that never stopped recruiting things if it had the resources for my own personal use thoughThe easy AI seems fine (I don't understand goto -1 though). However, in the aggresive AI:label rush
get 9 peasant 5 footman 8 knight
attackNo goto statement under this.This may be a bugg, not sure though.URL: http://forum.audiogames.net/viewtopic.php?pid=178140#p178140

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@sanslash332: accessible_output is a Python library similar to the ScreenReaderAPI dll. It's a "Library to provide speech and braille output to a variety of different screen readers and other accessibility solutions."URL: http://forum.audiogames.net/viewtopic.php?pid=178141#p178141

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-25 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@Pragma: can you take a look at technical? I think that anti-air batteries might be overpowered, given that they can do 8.32 damage (after upgrades) per second with a damage radius of 1 metre. Maybe its rate of fire could be reduced to once every 1.5 instead of 1 second? The damage radius of bombers might be too high as well at 4 metres, and should be reduced.Grenade launchers are also really overpowered, because they can do 13.32 damage every 4 seconds after upgrades with a damage radius of 2 metres. Technicals are supposed to have a weakness, but right now, there's not really a lot of strategy required to play them properly because of their insane offensive capabilities, spying airships being easy to make, hospitals, and upgrades. If you have grenade launchers and a few anti-air batteries, you essentially get the offensive power of robots without the massive resource and time cost, with hospitals making the grenade launchers really hard to take down.URL: http://forum.audiogames.net/viewtopic.php?pid=178274#p178274

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Hi,I've noticed that the package which only contains the Crazy Mod doesn't have the maps that are included in the other one.URL: http://forum.audiogames.net/viewtopic.php?pid=178338#p178338

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Among the next updates to the code, some of them will improve the integration of mods:A command-line option of the form "--mods=COMMA_SEPARATED_LIST_OF_MODS" will allow shortcuts to directly start a mod. A CrazyMod shortcut will be added to the Windows installer version. A CrazyMod.bat can be added to the portable Windows zip too.About included maps, it will be possible from the mod to move recommended maps at the beginning of the list. The information would be stored in style.txt, probably in parameters/recommended_maps. This way, a mod can change the maps list. A player can even create his own recommended maps list mod and it won't change the signature of the game since style.txt is not part of the rules.Not completely related to the above, but the previously played map will automatically be added to the maps selection menu. I think it will make the list easier to use in most cases.URL: http://forum.audiogames.net/viewtopic.php?pid=178344#p178344

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Among the next updates to the code, some of them will improve the integration of mods:A command-line option of the form "--mods=COMMA_SEPARATED_LIST_OF_MODS" will allow shortcuts to directly start a mod. A CrazyMod shortcut will be added to the Windows installer version. A CrazyMod.bat script can be added to the portable Windows zip too.About included maps, it will be possible from the mod to move recommended maps at the beginning of the list. The information would be stored in style.txt, probably in parameters/recommended_maps. This way, a mod can change the maps list. A player can even create his own recommended maps list mod and it won't change the signature of the game since style.txt is not part of the rules.Not completely related to the above, but the previously played map will automatically be added to the maps selection menu. I think it will make the list easier to use in most cases.URL: http://forum.audiogames.net/viewtopic.php?pid=178344#p178344

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : the blasting gd via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Sorry for the late reply SoundMUD. I'm using JAWS 15, but have also tried JAWS 11 and 13 on SoundRTS too, with the same negative result as with 15.Could you also look into the braille output for NVDA? As I've already mentioned in one of my previously written posts, the speech of NVDA works, but the braille display doesn't give out anything else than "Unknown".URL: http://forum.audiogames.net/viewtopic.php?pid=178353#p178353

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@the blasting gd: The simplest way is probably to use accessible_output. I'll try to add it.URL: http://forum.audiogames.net/viewtopic.php?pid=178361#p178361

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@SoundMud: can you enable first-letter navigation in the map selection menu, so if you typed js12 it would move you to that map immediately instead of having to manually arrow to the desired map?URL: http://forum.audiogames.net/viewtopic.php?pid=178373#p178373

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Another reason you should add accessible output is that it supports output to Voiceover on the mac which would be very nice to have. Then I could probably see about trying to compile the game so people don't have to deal with setting up python... or generating speech on Windows.I'm very much enjoying the mod, by the way.URL: http://forum.audiogames.net/viewtopic.php?pid=178372#p178372

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@pitermach: Did you try the current NSSpeechSynthesizer support?@Victorious: it's not just enable first-letter navigation, it's implementing it that would be needed. It's a bit difficult now with the current  code.URL: http://forum.audiogames.net/viewtopic.php?pid=178389#p178389

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

well this looks totally awesome!I just downloaded this and can't wait to play online with you guys.  I know I'm gonna lose hard, but hey.URL: http://forum.audiogames.net/viewtopic.php?pid=178393#p178393

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

SoundMUD wrote:@pitermach: Did you try the current NSSpeechSynthesizer support?No, because I did not realise such a thing was available. I'll be sure to give it a try then. The last time I tried running soundrts on the mac was a few months ago and it just ended up being angry at me because it was missing sound files for the speech. I'll report after I try.URL: http://forum.audiogames.net/viewtopic.php?pid=178395#p178395

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

So I feel like a complete newb, but I'm having issues getting this thing started.I try and connect to the public server (the one that still runs anyway) and try to add me with some AI to test out the races.  However whenever I try do that I get a small beep and nothing else.  No option to start the game or anything.Any help?URL: http://forum.audiogames.net/viewtopic.php?pid=178399#p178399

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Hi. On those servers you can't play with only AI players. In order to test the mod, I suggest go into the server menu and opening a private server. It should work then.URL: http://forum.audiogames.net/viewtopic.php?pid=178400#p178400

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I tried that too.  I must be missing something in that case.whenever I try and add one I just get a beeping noise with no option to start the game.URL: http://forum.audiogames.net/viewtopic.php?pid=178402#p178402

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Ah yeah, that worked this time.  first time gave me problems for some reason.  Thanks!!URL: http://forum.audiogames.net/viewtopic.php?pid=178402#p178402

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

OK, I just tried to get the game to run but it now isn't even starting. I'm running python 2.7 from macports that I initially set up for something else. pygame installed fine, but when I try to run the game this happens (I swapped the default soundrts folder with the one for python27)Piotrs-MacBook-Pro:soundrts-1.2-a8 piotr$ python soundrts.pyTraceback (most recent call last):  File "soundrts.py", line 1, in     from soundrts import clientmain  File "soundrts\clientmain.py", line 2, in   File "soundrts\commun.py", line 13, in   File "soundrts\version.py", line 7, in   File "soundrts\res.py", line 126, in   File "soundrts\res.py", line 65, in _get_language  File "/opt/local/Library/Frameworks/Pyt
 hon.framework/Versions/2.7/lib/python2.7/locale.py", line 543, in getdefaultlocale    return _parse_localename(localename)  File "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/locale.py", line 475, in _parse_localename    raise ValueError, 'unknown locale: %s' % localenameValueError: unknown locale: UTF-8Piotrs-MacBook-Pro:soundrts-1.2-a8 piotr$URL: http://forum.audiogames.net/viewtopic.php?pid=178403#p178403

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@souundmud:@sanslash332: accessible_output is a Python library similar to the ScreenReaderAPI dll. It's a "Library to provide speech and braille output to a varietyof different screen readers and other accessibility solutions."o ¡awesome!do you know similar libraries, but for .net platform?@SukilHi,I've noticed that the package which only contains the Crazy Mod doesn't have the maps that are included in the other one.This is correct. In the crazy mod, only the maps that they provide are the official and tested maps for balanced play with the mod.All other maps are considered custom map and is your responsibility add them to your local copy of crazymod.@soundmud:Among the next updates to the code, some of them will improve the integration of mods:A command-line option of the form "--mods=COMMA_SEPARATED_LIST_OF_MODS" will allow shortcuts to directly start a mod. A CrazyMod shortcut Sincerely have you another complete idea to create a ofisial mod for soundrts?Crazy mod showld be the ofisial soundrts's rules, and  instead to create a shorcut to start crazy mod, create a shortcut to start "classic soundrts".however, if you can, improve the options menu in game. The menu should have a element to choose the mods that will be active, and the capacity to auto dettect all the mods in the /mods folder for display it to the user.and... this command line option will be complementary to the setting in the soundrts.ini file? Or  when the mods option are included in the command line, the program ignores completely the setting in the file?@soundmud:Not completely related to the above, but the previously played map will automatically be added to the maps selection menu. I think it will make the listeasier to use in most cases.more than the option to add play previows map, add one option to choose a random map.Or two random selectors options. One for include all of maps in the random select, and other to choose a random map, but only including the maps of the official map list of the currently active server.@victorious:@SoundMud: can you enable first-letter navigation in the map selection menu, so if you typed js12 it would move you to that map immediately instead ofhaving to manually arrow to the desired map?xd, First, for it, is necessary that the maps are displayed sorted alphabetically. But them are displayed in the order that they are set in the officialmap.txt iin cfg folder.:3URL: http://forum.audiogames.net/viewtopic.php?pid=178418#p178418

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I disagree about making crazy mod the default mod. The class sound rts rules should be the default because its easier to learn about the game when you only have 1 race to worry about, instead of 8, especially with some of the races like elementals and technical still having balance issues.URL: http://forum.audiogames.net/viewtopic.php?pid=178464#p178464

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I didn't even understand how the game worked till I got the mod... Part of it was that NVDA worked on the mod and not on the normal, but the other part was that I could see different races and the same units for each race.URL: http://forum.audiogames.net/viewtopic.php?pid=178465#p178465

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-27 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@pitermach: Very useful traceback. This is the error many Mac users have been talking about to me. The game can't guess the language because of an unexpected error from a Python module (locale.py). It seems that it is possible to fix this by setting some environment variables, but this wouldn't be satisfying. Try to install an additional language pack (if it exists) or, maybe simpler: edit cfg/languages.txt and write "en" or "pl". About the bug, for example:http://const-cast.blogspot.dk/2009/04/m … error.htmlI'll probably catch the error and in this case use the English language while issuing a warning explaining how to select the language.@frastlin: Please can you explain this sentence? "I could see different races and the same units for each race."URL: http://forum.audiogames.net/viewtopic.php?pid=178512#p178512
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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-27 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

OK, I just forced the language to English and the game loads. However, there's no TTS. Instead I just get this very helpful message "Couldn't use Appkit.NSSpeechSynthesizer." which is followed by errors of missing sound files when ever the game tries to speak something.URL: http://forum.audiogames.net/viewtopic.php?pid=178513#p178513

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality explosives and magnesite is 150, Highest quality explosive and magnesite is a wapping 300 seconds (increases damage by 2.66).URL: http://forum.audiogames.net/viewtopic.php?pid=178635#p178635

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality explosives and magnesite is 150, Highest quality explosive and magnesite is a wapping 300 seconds (increases damage by 2.66).Also, I think there's a bug in dragonic improvement. The research is supposed to increase the hp of dragons by 6, but after research, the dragon's maximum hp remains at 30. I've looked at the code, and everything looks correct, so I'm not sure what's causing this.URL: http://forum.audiogames.net/viewtopic.php?pid=178635#p178635

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality explosives and magnesite is 150, Highest quality explosive and magnesite is a wapping 300 seconds (increases damage by 2.66).Also, I think there's a bug in dragonic improvement. The research is supposed to increase the maximum hp of dragons by 6, but after research, the dragon's maximum hp remains at 30. I've looked at the code, and everything looks correct, so I'm not sure what's causing this.URL: http://forum.audiogames.net/viewtopic.php?pid=178635#p178635

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

I also noticed the thing with dragonic improvement, I wonder if it isn't maybe because it has several effect lines whereas other upgrades only have one?URL: http://forum.audiogames.net/viewtopic.php?pid=178636#p178636

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

[ a-t ] pitermach:It gave me the same error when I tried it in a Mac. I contacted @soundmud but didn't send the error to him (I've got a great memory).Victorious wrote:Also, I think there's a bug in dragonic improvement. The research is supposed to increase the maximum hp of dragons by 6, but after research, the dragon's maximum hp remains at 30. I've looked at the code, and everything looks correct, so I'm not sure what's causing this.From modding.html:At least the following properties should work: damage, armor, range, heal_level, speed, hp_max (old units won't have their hp updated to hp_max though). food_cost and food_provided probably don't work correctly.URL: http://forum.audiogames.net/viewtopic.php?pid=
 178638#p178638

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Old units' current health doesn't get updated to the new max, but their maximum health still changes and they can be healed to the new max. Also, after doing the upgrade dragons still have the same hp anyway.URL: http://forum.audiogames.net/viewtopic.php?pid=178641#p178641

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Nope, the new recruits also do not get their bonus HP. I tested this and it did not work.I also have to agree on the points made by KeyIsFull and Victorious regarding the elementals, technicals and robotics.There seems to be less strategy involved in the technical race than one might expect, because the anti air batteries are buildable anywhere and very powerful as has already been said before. And while not all units can deal with all enemies, the units aren't too expensive so that it's really easy to become good at defending against everything.The problem with at least robotic and elemental is that either you kill them really quickly and prevent them from doing anything at all, or you're not fast enough and they'll kill you pretty much regardless. While getting rid of an opponent within the first few minutes of the game might be considered a strategy of its own it doesn't really make for a very interesting playing experience.Code
  wise, I think the 3 things I'd like to see are:1 The aforementioned damage types and immunities, such as fire elementals doing fire damage and metal armor being able to block some of it etc.2 More ability to influence the objects on the map (paths in particular), but if possible other items (goldmines/woods etc) to make it more flexible. One example is rather than being powerful melee units, water elementals can flood the land, causing paths to disappear for a while and making it impossible for ground units to take the path. Or being able to build and/or destroy bridges.3 This one has already been mentioned before too, but the ability to do other things to either friendly or enemy units, or both, either in a particular square or affecting units in that square directly. For example giving units a temporary speed boost with a spell, or slowing down the enemy units, or being able to conjure smoke/mist/fog which would stop adjacent square attacks or decrease the 
 attack range of every unit by a particular amount, or down to a particular range, like 1 meter which would be bad for archer type units which rely mostly on their high attack range.Not sure to what extent these last two suggestions are possible with the current code, but I don't think they are currently. Of course this might be pretty complex but I think if you have some time to work on the gameplay you should focus on these kinds of things.Finally, we're trying to come up with ideas for more races and have two fairly solid ones currently. It's mostly trying to set up the numbers so that the races are balanced which is a problem. We might also try and code them ourselves though it would be nice if they could be added to the crazymod so that other people could play them along side the other races. We're currently developing drafts for the demonic and dwarven races.URL: http:
 //forum.audiogames.net/viewtopic.php?pid=178643#p178643

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

Nope, the new recruits also do not get their bonus HP. I tested this and it did not work.I also have to agree on the points made by KeyIsFull and Victorious regarding the elementals, technicals and robotics.There seems to be less strategy involved in the technical race than one might expect, because the anti air batteries are buildable anywhere and very powerful as has already been said before. And while not all units can deal with all enemies, the units aren't too expensive so that it's really easy to become good at defending against everything.The problem with at least robotic and elemental is that either you kill them really quickly and prevent them from doing anything at all, or you're not fast enough and they'll kill you pretty much regardless. While getting rid of an opponent within the first few minutes of the game might be considered a strategy of its own it doesn't really make for a very interesting playing experience.Code
 /gameplay wise, apart from improving the accessibility and performance, I think the 3 things I'd like to see most are:1 The aforementioned damage types and immunities, such as fire elementals doing fire damage and metal armor being able to block some of it etc.2 More ability to influence the objects on the map (paths in particular), but if possible other items (goldmines/woods etc) to make it more flexible. One example is rather than being powerful melee units, water elementals can flood the land, causing paths to disappear for a while and making it impossible for ground units to take the path. Or being able to build and/or destroy bridges.3 This one has already been mentioned before too, but the ability to do other things to either friendly or enemy units, or both, either in a particular square or affecting units in that square directly. For example giving units a temporary speed boost with a spell, or slowing down the enemy units, or being able to conjure sm
 oke/mist/fog which would stop adjacent square attacks or decrease the attack range of every unit by a particular amount, or down to a particular range, like 1 meter which would be bad for archer type units which rely mostly on their high attack range.Not sure to what extent these last two suggestions are possible with the current code, but I don't think they are currently. Of course this might be pretty complex but I think if you have some time to work on the gameplay you should focus on these kinds of things.Finally, we're trying to come up with ideas for more races and have two fairly solid ones currently. It's mostly trying to set up the numbers so that the races are balanced which is a problem. We might also try and code them ourselves though it would be nice if they could be added to the crazymod so that other people could play them along side the other races. We're currently developing drafts for the demonic and dwarven races.URL: http://forum.audiogames.net/viewtopic.php?pid=178643#p178643

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@pitermach: to have more information, try to start the nssspytts.py module directly:cd soundrts
python nssspytts.pycMaybe the Appkit is missing?URL: http://forum.audiogames.net/viewtopic.php?pid=178645#p178645

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like sreen storm - since robots have so few hp, they will die very quickly to such a spell. Also, there is a lot of infrastructure that needs to be defended, which could be spread over several squares depending on the map.The gameplay elements suggested would be very nice if they can be coded in.URL: http://forum.audiogames.net/viewtopic.php?pid=178646#p178646

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Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.2)

@arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like green storm - since robots have so few hp, they will die very quickly to such a spell. Also, there is a lot of infrastructure that needs to be defended, which could be spread over several squares depending on the map.The gameplay elements suggested would be very nice if they can be coded in.URL: http://forum.audiogames.net/viewtopic.php?pid=178646#p178646

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