Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-14 Thread AudioGames . net Forum — New releases room : techmaster20 via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

I get an error when U try top run the game. Errors ocuret. error 13 in soundrts.exe.log

URL: http://forum.audiogames.net/viewtopic.php?pid=227882#p227882




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-14 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

The self propelled heavy artillery is way way overpowered. Nothing other than another artillery can hit it, and it destroys small buildings like farms in a single hit. It should probably have a far longer recruitment time and maybe even cost more.

URL: http://forum.audiogames.net/viewtopic.php?pid=227873#p227873




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-14 Thread AudioGames . net Forum — New releases room : john via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

A few notes:*The zip file appears to be missing sounds.*translation: read the license agreement, which specifically prohibits translation:2: ModificationYou may not modify the mod in any way shape or form.Written permission will not be given and therefore this is a unique product of Nathan Tech and may not be modified by anyone else.This includes sound files.You may not translate the mod into any other language unless given express permission by Nathan Tech via email in writing.*Sounds: you appear to be claiming that you created the sounds used in this mod, or at least that you have the right to say what people can and cant do with them (per section 3 of your license agreement). In fact, it appears that youre simply using a bunch of sounds from the original game, which likely means you have no ability to make such a statement. You clearly have added some of your own sounds - but perhaps you should specify this
  in your license, as opposed to claiming theyre all yours, which they arent.I do think this is a cool idea, but your heavy-handed way of trying to control everybody - especially in the way youre wording said control - is kind of hard to look past.

URL: http://forum.audiogames.net/viewtopic.php?pid=227878#p227878




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Re: The starwars mod for soundRTS by nathan tech is finally here!

2015-08-14 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: The starwars mod for soundRTS by nathan tech is finally here!

Who can send one to me, I can not open the download link here

URL: http://forum.audiogames.net/viewtopic.php?pid=227897#p227897




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Re: SoundRTS Modified AI Project

2015-08-09 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

After rereading my post, I think Ill post an explanation because Ithink I wasnt very clear.The game is already playable (think of it as a beta), indeed because of this Ive put the topicin new releases.You can download the game with the modified AI in the first post.I recommend you play with the quiet computer first (invite two or three tosee the difference), because it ismore stable.Im fixing the agressive computer, but it is a bit stable as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=227234#p227234




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SoundRTS Modified AI Project

2015-08-08 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector


  


SoundRTS Modified AI Project

Hello people.After some time testing, I think Ill release this to get some feedback.Its SoundRTS 1.2-a9 with a modified AI.Its almost complete, so I put the topic in new releases.Ive tried to make it more careful in regard to units, and recruit more fastly.It has more protection measures and minor changes, and I think youllenjoy playing with it.I only request, if you find an error, to post an explanation, the mapyouve played and the log.When its all complete, Ill try to send the modified files to SoundMUD,but if you want to have a look, Ive included the sources.The link is:https://www.dropbox.com/s/tcj966dnd51ve … s.zip?dl=1

URL: http://forum.audiogames.net/viewtopic.php?pid=227078#p227078




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Re: SoundRTS Modified AI Project

2015-08-08 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

This is great news!The AI has steadily been getting worse as more things are added to Crazymod, probably because of the increased amount of possible parameters that came with it, which makes playing games with the AI E.G. the large majority of them, since finding people to play with online and setting up a server correctly arent always easy... not very fun or challenging at all, which si a real shame since we have all these great new maps and races.Sometimes AIs will send 1 soldier after another after another at the same heavily defended position while doing nothing else at all to build up their armies or infrastructure, other times they will just find a big goldmine or forest and exploit that the entire time instead of setting up automated defenses or forward scouts of any kind, and sometimes they will waste time building loads of town halls for no apparent reason, in some maps, several on the same square, while neglecting to build up any kin
 d of attack force, or even building the structures necessary to start one, and they will never use true scouting tactics to avoid detection while circling an enemies positions to gain more information like a player wood, or use any of the multitude of skills, spells, and effects, that make each race unique, though thats probably not in the programming at all at this point.I understand that SoundMud hasnt been on the scene for a long time, and that the AI documentation is quite sparse so Praggma probably hasnt focused on it allot, so I dont blame either of them for this issue very much , but its still really good to know that someone is actually working on it, since the focus right now is on long needed new features and slight modifications for performance and ease of use.I gave you a thumbs up and I cant wait to see this new AI in action!

URL: http://forum.audiogames.net/viewtopic.php?pid=227112#p227112




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Re: SoundRTS Modified AI Project

2015-08-08 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

This is great news!The AI has steadily been getting worse as more things are added to Crazymod, probably because of the increased amount of possible parameters that came with it, which makes playing games with the AI E.G. the large majority of them, since finding people to play with online and setting up a server correctly arent always easy... not very fun or challenging at all, which is a real shame since we have all these great new maps and races.Sometimes AIs will send 1 soldier after another after another at the same heavily defended position, seemingly learning nothing while doing little at all to build up their armies or infrastructure, other times they will just find a big goldmine or forest and exploit that the entire time instead of setting up automated defenses or forward scouts of any kind, and sometimes they will waste time building loads of town halls for no apparent reason, in some maps, several on the same square, while neglecti
 ng to build up any kind of attack force, or even building the structures necessary to start one, and they will never use true scouting tactics to avoid detection while circling an enemies positions to gain more information like a player wood, or use any of the multitude of skills, spells, and effects that make each race unique, though thats probably not in the programming at all at this point.I understand that SoundMud hasnt been on the scene for a long time, and that the AI documentation is quite sparse so Praggma probably hasnt focused on it allot, so I dont blame either of them for this issue very much , but its still really good to know that someone is actually working on it, since the focus right now is on long needed new features and slight modifications for performance and ease of use, and not, unfortunately, the effectiveness of the AI, though this I hope may change that.I gave you a thumbs up and I cant wai
 t to see this new AI in action!

URL: http://forum.audiogames.net/viewtopic.php?pid=227112#p227112




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Re: SoundRTS Modified AI Project

2015-08-08 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

This is great news!The AI has steadily been getting worse as more things are added to Crazymod, probably because of the increased amount of possible parameters that came with it, which makes playing games with the AI E.G. the large majority of them, since finding people to play with online and setting up a server correctly arent always easy... not very fun or challenging at all, which is a real shame since we have all these great new maps and races.Sometimes AIs will send 1 soldier after another after another at the same heavily defended position, seemingly learning nothing while doing little at all to build up their armies or infrastructure, other times they will just find a big goldmine or forest and exploit that the entire time instead of setting up automated defenses or forward scouts of any kind, and sometimes they will waste time building loads of town halls for no apparent reason, in some maps, several on the same square, while neglecti
 ng to build up any kind of attack force, or even building the structures necessary to start one, and they will never use true scouting tactics to avoid detection while circling an enemies positions to gain more information like a player wood, repair there damaged buildings after an attack, or use any of the multitude of skills, spells, and effects that make each race unique, though thats probably not in the programming at all at this point.I understand that SoundMud hasnt been on the scene for a long time, and that the AI documentation is quite sparse so Praggma probably hasnt focused on it allot, so I dont blame either of them for this issue very much , but its still really good to know that someone is actually working on it, since the focus right now is on long needed new features and slight modifications for performance and ease of use, and not, unfortunately, the effectiveness of the AI, though this I hope may change that.I gave you a thumbs up and I cant wait to see this new AI in action!

URL: http://forum.audiogames.net/viewtopic.php?pid=227112#p227112




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Re: SoundRTS Modified AI Project

2015-08-08 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS Modified AI Project

Hello defender.First, Im trying to get the AI to play the original game better, so Ithen will move to the CrazyMod.I tried to change it to work with the Crazymod, but its so many thingsto consider and the AI starts playing worse depending on the race.The reason Ive not included the modified crazymod in this file is thatits so many races to change and Ive not modified all of them torelease.Another reazon is that in some races, you need to do certain things towork with it, for example with the robots, you need to use laser shipswith the cannons to attack. A part of this problem i tried to fix, butIve not tested it much.About the soldier sending, Ive tried to fix that. Its maybe causedbecause the AI is trying to see if it finds some resources, or see if itcan beat the enemy.About the townhalls, the AI is programmed to build townhalls on farth
 erresources to save time for the peasants, but Ive not seen a largenumber of townhalls except when there are 8 ais (wich isunderstandable) because of the large number of computer players.I think Ill try at least to see if I can make the AI detect when there areallied townhalls, so it doesnt lose meadows.

URL: http://forum.audiogames.net/viewtopic.php?pid=227119#p227119




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Re: soundrts bigger troops

2015-08-06 Thread AudioGames . net Forum — General Game Discussion : Dark via Audiogames-reflector


  


Re: soundrts bigger troops

Moderation! Sorry missed this one originally. sinse it isnt advertising a new release it should be in general game discussion so is being moved, sorry for not catching it earlier I only just realized it wasnt advertising a new soundrts mod.

URL: http://forum.audiogames.net/viewtopic.php?pid=226825#p226825




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Re: soundrts bigger troops

2015-08-06 Thread AudioGames . net Forum — New releases room : Dark via Audiogames-reflector


  


Re: soundrts bigger troops

Moderation! Sorry missed this one originally. sinse it isnt advertising a new release it should be in general game discussion so is being moved, sorry for not catching it earlier I only just realized it wasnt advertising a new soundrts mod.

URL: http://forum.audiogames.net/viewtopic.php?pid=226825#p226825




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Re: SoundRTS

2015-08-06 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS

Good idea for resources Haramir. But resorces like a iron or bronse can use in research for example iron can using for research armour or sword... And i mean that is very better to remove footmen ffrom game and add 2 infantry units like a spearman and swords man...

URL: http://forum.audiogames.net/viewtopic.php?pid=226767#p226767




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Re: SoundRTS

2015-08-06 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

I dont have the time right now to think about your posts and answer correctly, but I hope to do it in a few days!

URL: http://forum.audiogames.net/viewtopic.php?pid=226762#p226762




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Re: SoundRTS

2015-08-06 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: SoundRTS

subquares? I havent seen anything about them apart from an issue submitted to github. I wasnt aware anything was actually being done, but if so, that would be really awesome.I dont know about soundrts itself, but towers built on paths act as walls in crazymod. I am assuming it is the same in the stock soundrts experience.

URL: http://forum.audiogames.net/viewtopic.php?pid=226788#p226788




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Re: SoundRTS

2015-08-06 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS

@bcs993 Respecting the resources, of course, you can add to the game many resources as you want. See the example of the stones, included in the game.Guys, in general, in this topic try to avoid talk about the content of the game, in this, talk about the features of the ... call it RTS engine, like terrains, groups, diplomacy, command, gameplay style, etc.Crazymod vs vanilla is a very good compare between two contents of the same engine.well @soundmud About the console, in personal, youve try to avoid use the console commands for play the game itself. For example, have commands for diplomacy is a good solution for experimented players, but you have to put the diplomacy things in a menu (with a not used key like f12 or f11) for these players that arent comfortable with a console.Other commands, for example for control units, give orders, buildings, control a group, set speed of a group of unit, arent good ideas. Because if you implement this the game starts to convert itself on... a thing like a mud, and I guess that it isnt the idea of the game.For cheats, of course. Delete all keystrokes that are used for enable / disable cheats. And convert it in to a console commands. And of course, enable it only in single player matches. Permit cheats ionline play is a very bad option. For example, AOE give to you an advanced option for enable the cheats on a lan/online play, but any warcraft or any starcraft, enable cheats in online play are unbelievable.Respect the groups, o yes. Please, enable it, is a very necessary option. Is correct that current you can create pseudo groups separating in a square all the units that you want control, but after give to they a order, you can recover the control of all group, in a fast move.With groups, for example, fastly you can do a military group, with only attackers unit for send it to attack the oponent fortress, and other spell group, on that you put your... mages, and manage it to perform a cast and run while the military distract the enemy forces.And... this is for all. @SoundMud remember that in current new alpha, you are including a better positioning 3d system, with tthe subsquares, and the range of the units.FOr now, this is all ¡thanks for creating this topic! With that definitedly the content and the features of the game are separated things!You do a very, very good job creating that excellent modular system!

URL: http://forum.audiogames.net/viewtopic.php?pid=226770#p226770




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Re: SoundRTS

2015-08-06 Thread AudioGames . net Forum — New releases room : Haramir via Audiogames-reflector


  


Re: SoundRTS

Hello all! [[wow]], it is a great idea to have different terrain types Milos. This way we can add more thinking to the game. For example, a catapult wont be the best choice on a forest. I was wondering if walls would be a part of the game some day. We can add in the edge tile on a square to represent literally its edge. This way we could build walls, and towers to protect the square or group of tiles if the case may be. The way the game is now, it gives the impression that the kingdons or factions dont care for their on units at all. One last thing. Is there a way to add more resources to a modified version of the game? I mean. I know the game as it is is based on Warcraft, but it would be cool if, for example, we can add in different metal types to use as a requirement or an upgrade to the units.Best regards, Haramir.

URL: http://forum.audiogames.net/viewtopic.php?pid=226744#p226744




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS

Hi Soundmud!There is another important feature completely missing. I am talking of making groups wich will move with the same speed so that they will attack together. For example if you sending out 5 knights 5 dragons and 5 archers, they will move on different ways and speed cause dragons are flying and knights are faster than archers. Maybe you could solve it by bringing in keys like control f1 to control f4 to build a group and control shift f1 to f4 to select a group.You could first send the units wich shall become a group to b1. Then you have to press control f1 to make this units on a square a group and after that you can select this group by control shift f1.I think it would make the game a little bit more strategic.

URL: http://forum.audiogames.net/viewtopic.php?pid=226591#p226591




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

@aaron77: Im not happy with the menus either. Maybe submenus could help, and allowing key repeating to avoid repetitive key presses. The names are not a problem because you would use the player number from 1 to n (by order of creation).Using more the command line might be a bit user unfriendly, but Im not sure, it might be much better. I dont know what is a good interface because I fear that a menu with all the widgets to navigate is meant for sighted users, but it might be not true if the blind user builds a mental image of the screen.Here are the console commands in the GitHub version (copy pasted from some commits):s 8 sets the speed to 8 times normal speed.r adds 1000 resources of every type to the player.a 10 archer adds 10 archers to the current square.a a1 10 archer adds 10 archers to a1.v triggers victory.Selecting a map by typing its name (or as
  a filter) would be better too.Anyway, since a command line interface is easier to code (more fun to experiment) and maybe even not that bad to use (and more flexible: for example you can set any speed with the console command), it might be a nice way to go.

URL: http://forum.audiogames.net/viewtopic.php?pid=226605#p226605




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

@firefly82: Yes, formations. A concept of group would be required. Units would follow the least mobile unit (naval units and ground units would not be part of the same formation, while aerial units could maneuver with non aerial units). Maybe a coordinator unit could be used. Not sure.Im wondering how a group would be disbanded. Maybe the notion of group should be tied to the move order. This way, when the order is executed, or if another order is given to a part of this group, the units would be automatically released from the group.Im reluctant to use the modified F1 to F4 keys, but maybe it is necessary to access easily to a group. I dont know. And Ill have to check if I can free some keys by replacing some of them with a console command. After all, many of these commands are cheat code commands. Not sure yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=226608#p226608




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS

Hi Soundmud!HMM, i think formations would be a little bit more complicate like groups. Formations are a little bit different. Group means that this selected units will stay together and walk the same way. Formation means the line in wich the group is mooving. For example Archers behind the knights. Formations would be very very interesting and strategic! Realy interesting! Cause you would have to know the abilityvalues of the units so you can make better formations. Knights would guard archers so that they could attack from behind. Damn, i like this idea very much!

URL: http://forum.audiogames.net/viewtopic.php?pid=226611#p226611




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS

People when talking about units and formation i have one concept for wage war. for example every squad on map have a different terain. For example a1 hils and here archers have a bonuses when defend and attacking. a2 plains here is better a knights a3 forest here have bonuses footman etc what we thinking about this?

URL: http://forum.audiogames.net/viewtopic.php?pid=226627#p226627




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector


  


Re: SoundRTS

I think that this group system is not necessary, at least for now.You can already make groups, put the units on another square or presscontrol s, and send all the soldiers one square at a time.Wait then to arrive to the selected square and send them to the nextsquare on the path, if desired.About the console idea, I think its good, but it will be good to addtranslations as well, so the users will not need to knowenglish to use the console.

URL: http://forum.audiogames.net/viewtopic.php?pid=226649#p226649




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS

Hi i wont to play sound rts online on serwer are any interested for it?

URL: http://forum.audiogames.net/viewtopic.php?pid=226694#p226694




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: SoundRTS

I am running a public server running the latest github version along with the latest beta version of crazymod and crazyambiance. Really desperate for people to play against, because the AI is starting to become way too easy. @soundmud: Generally I tend to prefer the command line, but I know most people tend to struggle with it. Regarding formations, I personally dont see much of a need for them. As stated previously, its not difficult sending in units in different orders to have the units with most hp entering a square first, and the less uh... durable units walking in behind them. It could be interesting if units didnt always walk at their max speeds, but had configurable speeds or a form of accelleration time so they werent automatically and immediately running at their fastest speed, but I feel like these settings would only complicate the game. One aspect of the group concept that interests me is the ability to 
 have a group of soldiers do nothing more than follow another unit, for example having a group of archers following a peasant around as he exploited a goldmine.Anyway, these are all just my thoughts, and I am really enjoying this discussion. 

URL: http://forum.audiogames.net/viewtopic.php?pid=226705#p226705




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Re: SoundRTS

2015-08-05 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector


  


Re: SoundRTS

For those wishing to organise online games; someone created a topic on that a while back. We got together and were able to play a number of games successfully. Were always interested in adding more people. See http://forum.audiogames.net/viewtopic.php?id=16331

URL: http://forum.audiogames.net/viewtopic.php?pid=226710#p226710




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Re: SoundRTS

2015-08-04 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: SoundRTS

@soundmud: Ive noticed the github version of soundrts is much more stable than 1.1A9. Assuming there have been a few fixes on github to make it more stable, will these be put into 1.1A10 or at some point in the future?@Milos: Considering the only objective there is for multiplayer soundrts is to destroy an enemy, a non-aggression pact wouldnt make much sense. It could be cool if you could join or leave alliances during the game, if the alliance youre trying to join agrees, but that may cause problems with upgrades as allies share upgrades. In the end of course its up to soundmud and whoever else may be developing the game, but what you suggest doesnt really seem like it would belong in an RTS, especially one with games as short as they are in soundrts.

URL: http://forum.audiogames.net/viewtopic.php?pid=226537#p226537




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Re: SoundRTS

2015-08-04 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

@aaron77: Thanks for the info. The Github version is the development trunk, and the next update will be based on it, so it will contain the fixes.The diplomacy commands I have mentioned are present in Warcraft 3 (Starcraft has it too I think), with the addition of allied_victory if for some reason you dont plan to share the victory with your allies, or maybe to delay the end of the game, Im not sure. The AI with roleplay behavior is in turn based games like Civilization 4 where you have more time to think. So maybe in this case a pause button would make sense.

URL: http://forum.audiogames.net/viewtopic.php?pid=226543#p226543




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Re: SoundRTS

2015-08-04 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

Im not familiar with diplomacy in multiplayer RTS games but I have found this article:http://zeroempires.net/play-diplomacy-aoe/

URL: http://forum.audiogames.net/viewtopic.php?pid=226544#p226544




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Re: SoundRTS

2015-08-04 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS

@milos: Yes, it would be interesting. Maybe most of the diplomatic interactions would be done from a standard menu, so even players with different languages could play. And maybe AI opponents would do diplomacy too, but with a more realistic behavior depending on their character (they would role play a character with specific aggressiveness and reliability, while human players usually just want to win the game). What essentially prevents this feature to be added soon is the amount of menus, but maybe the features could be experimented from the console with command line commands. There would be still a lot of work, of course.Maybe a first lightweight step would be, from the console, commands like ally 1 to ally with player 1 (just non aggression actually), enemy 1 to consider player 1 as an enemy, share_vision 1 to share vision with player 1 (I remember that an enemy can use it to intimidate a cornered e
 nemy by showing the situation for a quick surrender), unshare_vision 1, share_units 1 to allow player 1 to control your units and buildings, unshare_units 1, give 10,0 1 to give 10 gold and 0 wood to player 1.

URL: http://forum.audiogames.net/viewtopic.php?pid=226539#p226539




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Re: SoundRTS

2015-08-04 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: SoundRTS

Hmm. The command line commands you suggest sound interesting. I cant really say much though, because I rarely ever am lucky enough to find a person to play against. I twould be nice if you could controll more of the game through the command line interface though, because the alliance screen when there are a lot of players takes a while to navigate through.It would be nice to press ` before a game and just type the commands in yourself, though I suppose you may encounter a problem when you have lots of players with the same name, for example AI. What commands are currently available anyway? I cant find any documentation on the little terminal.

URL: http://forum.audiogames.net/viewtopic.php?pid=226574#p226574




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soundrts bigger troops

2015-08-03 Thread AudioGames . net Forum — New releases room : robing via Audiogames-reflector


  


soundrts bigger troops

Can anyone fix a bigger troop mod for the blitzkrieg mod? and cheeper troops like 1 credit for a Labour, 3 credits for a worker, 5 gold for a grenade launcher/p.i infantery/riflemen 40 credits for Heavy tanks, 30 credits for medium tanks and 20 credits for a light tank for example

URL: http://forum.audiogames.net/viewtopic.php?pid=226406#p226406




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Re: SoundRTS

2015-08-03 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS

I dont have is it correctly to post here but... I have one idea and i like to hear think of developer of this game: I might that in sound rts must be added any of diplomatic action. For example pact of non agresion. Only war is born after much time. But with diplomatic this game will be more interested... I hope that you can understand me, becouse english is not my native language...

URL: http://forum.audiogames.net/viewtopic.php?pid=226454#p226454




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Re: soundrts bigger troops

2015-08-03 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: soundrts bigger troops

Hi, but why you post this topic here? I like world war themed games but time of conflict is better war strategy than sound rts... Administrator will probably set this topic in general...

URL: http://forum.audiogames.net/viewtopic.php?pid=226415#p226415




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Re: soundrts bigger troops

2015-08-03 Thread AudioGames . net Forum — New releases room : robing via Audiogames-reflector


  


Re: soundrts bigger troops

Worldwar 2 has Always facionate me. I Think the battles is to short, I wanna have battles who can be for atleast like 10 minutes or more, depent on how big d troops is, but it must be much cheaper costs

URL: http://forum.audiogames.net/viewtopic.php?pid=226413#p226413




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SoundRTS

2015-08-03 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


SoundRTS

Hi all,I open a new topic here (I hope its the right place) to avoid cluttering the CrazyMod topic with questions about SoundRTS. I will probably edit this first post several times to reflect the current status of the game.SoundRTS is a real-time strategy audio game.It is available at: http://jlpo.free.fr/soundrtsHere is a very brief version of the current status:- The next alpha update (1.2 alpha 10) will essentially make sure that my new computer builds a Windows installer correctly.- Before releasing this update, I have to fix some bugs and improve the new package manager (for mods, maps and sound packs). The game client must be able to check a package for an update without downloading the whole package. I am also making sure that a map or mod maker will be able to use his free Dropbox account to host packages instead of just a web site which seems less frequent these days.- I can
 ;t really give a release date for the update (especially an accurate date).

URL: http://forum.audiogames.net/viewtopic.php?pid=226435#p226435




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-08-03 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@luiscarlosgm: I realize that this question might be about CrazyMod or about SoundRTS, and this is because there is no official topic about SoundRTS (my fault). So, at last, I have created a new topic about SoundRTS: http://forum.audiogames.net/viewtopic.php?id=16669

URL: http://forum.audiogames.net/viewtopic.php?pid=226441#p226441




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-30 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Is there an update?

URL: http://forum.audiogames.net/viewtopic.php?pid=225951#p225951




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-16 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hi all. Just thought Id let you know Im running a public server, which I believe is called aaronserver running a cloned version from github, the mods crazymod, crazyambiance, and soundpack. I am using the latest beta of the crazymod which can be downloaded on the crazymod site. I am unsure if the server will work on version 1.1A9 but it would be interesting to find out.Speaking of crazymod, I have found a bug in the latest beta. I dont know if the developers monitor this forum anymore, but elephants with turrets in the savage race are a bit broken. When theyre upgraded, you dont lose the upgrade to elephant with turret option in their menu, so you can press it, and their mana is refilled at no cost instantly when their mana cant even regenerate naturally. This means you can have about 20 elephants with turrets, use set arrows trap twice, upgrade, repeat, upgrade, repeat, till you have hundre
 ds of the traps.@soundmud: How are the numbers for the recorded games generated? Im trying to find a game I played a few weeks ago to send it to someone, but finding the correct one requires me to look through each one till I find it within soundrts, then find the file that is linked to/is that game. Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=224379#p224379




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-16 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@aaron77: I think its Unix time (number of seconds since Jan 01 1970).A more readable sortable date format (_MM_DD_hh_mm_ss?) would have been more convenient for sure. I take note.This site might help: http://www.unixtimestamp.com/The other option is to check the date of the file (maybe search).

URL: http://forum.audiogames.net/viewtopic.php?pid=224392#p224392




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-16 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

hmm, Im sure there are tools to convert the number of seconds into human-readable time, since thats how many computer clocks opperate isnt it? Ill have to check out that site.  Otherwise, Ill just use the lovely expanded ls command. thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=224422#p224422




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-14 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@sanslash332It will be a bit tricky to make the chat run in parallel, but I agree that it is necessary, unless I remove it and leave it in the lobby as it used to be... No, Ill try to fix it. Thanks for the report.

URL: http://forum.audiogames.net/viewtopic.php?pid=224080#p224080




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-14 Thread AudioGames . net Forum — New releases room : blindndangerous via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Thanks for this. So this is where all the public servers went to. The alpha os 1.2 has no one online. This one seems to have two public multiplayer servers up on it.

URL: http://forum.audiogames.net/viewtopic.php?pid=224148#p224148




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hi, I noticed what I assume is a bug: when youre in an alliance and someone in the alliance is defeated and goes into observer mode, you can still see everything that person sees, which is everything. Maybe remove people who are defeated from an alliance?Dont think in game voice chat is necessary, but having the option to chat to either everyone or just your allies could be useful.

URL: http://forum.audiogames.net/viewtopic.php?pid=223865#p223865




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Voice chat can also be applied to the inside, so that with more efficiency will be higher.

URL: http://forum.audiogames.net/viewtopic.php?pid=223867#p223867




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello:In my opinion, voice chat is impossible, because server performance.Currently, in maps with a considerable size, when in it are hmmm aprox abobe 450 units inclusive in local network play, the fluidity of the game decrease.Well, about chat, @soundmud, can you remove the system, that when a player opens the chat console, the game senter in pause mode?In all games, starcraft, age of empires, etc, when a players open qteh chat dialo, the simulation continues normally. Is a problem of user if an event occurs when He is writing a message.This is for, when various players are playing, the games stops so mutch when two or three palyers are sending messages.b

URL: http://forum.audiogames.net/viewtopic.php?pid=224015#p224015




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@zakc93 Ill check this bug. Thanks for the report!

URL: http://forum.audiogames.net/viewtopic.php?pid=223922#p223922




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Should chat to strengthen the system, can support multiple languages, and for private chat and public chat, private chat can Alliance players to chat public chat is you can easily talk.

URL: http://forum.audiogames.net/viewtopic.php?pid=223850#p223850




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Should chat to strengthen the system, can support multiple languages, and for private chat and public chat, private chat can Alliance players to chat public chat is you can easily talk.Best to support voice chat, if it can be done is really good.

URL: http://forum.audiogames.net/viewtopic.php?pid=223850#p223850




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Re: Looking for SoundRTS players

2015-07-04 Thread AudioGames . net Forum — General Game Discussion : zakc93 via Audiogames-reflector


  


Re: Looking for SoundRTS players

I made a skype group so we can arrange games. The link is:skype:?chatblob=Ti9IwNvHb-lWDTSrPtd14QoBsF0GvIcRh9iPzOG4D6AfIXTR7DvZwAlLXA3E5saHCw5YXeyts5fLKgnw

URL: http://forum.audiogames.net/viewtopic.php?pid=222608#p222608




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-02 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@Wayson Yes, I have noticed some problems about the AI. I have added two issues to the database. There are many more problems of course but I hope to fix at least these two.https://github.com/soundmud/soundrts/issues/57https://github.com/soundmud/soundrts/issues/58

URL: http://forum.audiogames.net/viewtopic.php?pid=222370#p222370




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-01 Thread AudioGames . net Forum — New releases room : Wayson via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Now that I think about it, it is not easy as in a one hour job to beat six AI players. The mod is awesome BTW. After a single concerted attack about 20-30 minutes into the game my forward units face a procession of 1-3 weak units per minute. There is no change when I let the game last 90 minutes and exit the game with five NPCs. I would like to be attacked by all npcs at once every five minutes.

URL: http://forum.audiogames.net/viewtopic.php?pid=69#p69




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Re: Looking for SoundRTS players

2015-06-30 Thread AudioGames . net Forum — General Game Discussion : roelvdwal via Audiogames-reflector


  


Re: Looking for SoundRTS players

Hi everyone,Im hosting a sound rts crazymod 9 serverFor some reason it isnt compatible with the stock crazymod package, but It should be the latest version.It might have to do with the other mods I have installed. Here is the link to my sound rts package.https://dl.dropboxusercontent.com/u/346 … stable.zipContains: crazy mod, soundpack, supersoundpack, many custom maps and some replays.Im not the author of any of these mods.It might be uploading for a while still

URL: http://forum.audiogames.net/viewtopic.php?pid=222057#p222057




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Re: Looking for SoundRTS players

2015-06-30 Thread AudioGames . net Forum — General Game Discussion : roelvdwal via Audiogames-reflector


  


Re: Looking for SoundRTS players

Hi everyone,Im hosting a sound rts crazymod 9 serverIll do my best to keep it up, but I wont keep my computer on at night. Maybe Ill dedicate a spare machine to server use later.For some reason it isnt compatible with the stock crazymod package, but It should be the latest version.It might have to do with the other mods I have installed. Here is the link to my sound rts package.https://dl.dropboxusercontent.com/u/346 … stable.zipContains: crazy mod, soundpack, supersoundpack, many custom maps and some replays.Im not the author of any of these mods.It might be uploading for a while still

URL: http://forum.audiogames.net/viewtopic.php?pid=222057#p222057




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Re: preview! SoundRTS, the starwars mod!

2015-06-28 Thread AudioGames . net Forum — General Game Discussion : blindndangerous via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

Well see. Im terrible at SoundRTS, but Id give it a second chance if a bunch of people are making mods for it.

URL: http://forum.audiogames.net/viewtopic.php?pid=221806#p221806




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Re: preview! SoundRTS, the starwars mod!

2015-06-26 Thread AudioGames . net Forum — General Game Discussion : dardar via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

hello, milos not a problem about the english, you are easily understoodI would usually say to listen to the audio recording posted in my first post, but as you said english is not your native language I will answer as follows:In the maps, it is possible to control troopers, tanks, air and space crafts. Although the two latter are practically the same.When will it be released? Its expected release date is July 25th, 2015.Why the long wait? Because I have a week of exams coming up, followed by two weeks of work in London, so will not be coding that much.Thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=221564#p221564




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Re: preview! SoundRTS, the starwars mod!

2015-06-26 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

Okay tnx...

URL: http://forum.audiogames.net/viewtopic.php?pid=221580#p221580




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Re: preview! SoundRTS, the starwars mod!

2015-06-26 Thread AudioGames . net Forum — General Game Discussion : luiscarlosgm via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

we can wait 30 days for the release.

URL: http://forum.audiogames.net/viewtopic.php?pid=221595#p221595




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Re: preview! SoundRTS, the starwars mod!

2015-06-26 Thread AudioGames . net Forum — General Game Discussion : JoeFoeGames via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

Hey,Sounds really awesome. I think this will be a new impulse for me to get back to Sound RTS. We will see...

URL: http://forum.audiogames.net/viewtopic.php?pid=221641#p221641




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-26 Thread AudioGames . net Forum — New releases room : Wayson via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I notice that the Elf race is the most difficult to beat when played by an AI. On an 8 player map with 1 AI ally and 6 AI enemies, it is easy to win the game.I am looking to pay a coder to beef up AI aggressiveness and code the vermin AI.

URL: http://forum.audiogames.net/viewtopic.php?pid=221650#p221650




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-26 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Indeed, in the melee, elves have the advantage of, so Ill victory at all costs to exterminate the elves, the premise is that I must be familiar with the map.

URL: http://forum.audiogames.net/viewtopic.php?pid=221652#p221652




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Where is the micro operation of soundrts?

URL: http://forum.audiogames.net/viewtopic.php?pid=221420#p221420




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Re: Looking for SoundRTS players

2015-06-25 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: Looking for SoundRTS players

Why we dont play with blidskrieg mod? i might that be a verry cool gaming...

URL: http://forum.audiogames.net/viewtopic.php?pid=221410#p221410




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Re: Looking for SoundRTS players

2015-06-25 Thread AudioGames . net Forum — General Game Discussion : zakc93 via Audiogames-reflector


  


Re: Looking for SoundRTS players

Just checked it out. It does seem like an interesting mod, we can try it at some point. But the crazy mod has more variety and I think would be more fun over all

URL: http://forum.audiogames.net/viewtopic.php?pid=221432#p221432




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Re: Looking for SoundRTS players

2015-06-25 Thread AudioGames . net Forum — General Game Discussion : roelvdwal via Audiogames-reflector


  


Re: Looking for SoundRTS players

Blitzkrieg sertinly has good sounds, but its basicly get yourself a nukliar bunker etc. Then you blow your enemy base to bits.I think its just slightly too powerful. I do like the tanks and such. They are very good.

URL: http://forum.audiogames.net/viewtopic.php?pid=221434#p221434




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Re: preview! SoundRTS, the starwars mod!

2015-06-25 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

when this mod was been released? And in this maps do you player can control a only land units like a troopers etc, or can control space units like space ship cruiser , destroyers etc?, sory in my country english does not a national language... i hope that we can understand my question...

URL: http://forum.audiogames.net/viewtopic.php?pid=221411#p221411




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Re: Looking for SoundRTS players

2015-06-25 Thread AudioGames . net Forum — General Game Discussion : zakc93 via Audiogames-reflector


  


Re: Looking for SoundRTS players

Lol, thats a very confusing race initially. I managed to figure it out by playing it enough. And agreed, skype would make it a lot easier. My skype name is the same as on here, I think.

URL: http://forum.audiogames.net/viewtopic.php?pid=221401#p221401




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Re: Looking for SoundRTS players

2015-06-24 Thread AudioGames . net Forum — General Game Discussion : roelvdwal via Audiogames-reflector


  


Re: Looking for SoundRTS players

Hi, Id like to join too. Ive made some cool maps including a map where you basicly play a campaign with 4 people and you depend on one another but in the end you kill eachother.My skype name is roelvdwal, Id love to play some soundrts. Im getting tired of that same old crappy ai :d.

URL: http://forum.audiogames.net/viewtopic.php?pid=221243#p221243




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Re: Looking for SoundRTS players

2015-06-24 Thread AudioGames . net Forum — General Game Discussion : Sevrior via Audiogames-reflector


  


Re: Looking for SoundRTS players

Vermin looks cool. Ill need english documentation before I can use it though. Not entirely sure how it functions as is.

URL: http://forum.audiogames.net/viewtopic.php?pid=221340#p221340




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Re: Looking for SoundRTS players

2015-06-24 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: Looking for SoundRTS players

People can any create a server and give us ip of ser ver and all player must enter ip of serwer and go on play. is it possible to play with blitskrieg mode? I think that it was cool...

URL: http://forum.audiogames.net/viewtopic.php?pid=221283#p221283




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Re: Looking for SoundRTS players

2015-06-24 Thread AudioGames . net Forum — General Game Discussion : zakc93 via Audiogames-reflector


  


Re: Looking for SoundRTS players

The latest version of the CrazyMod, although it is just a beta, is:http://pragmapragma.free.fr/soundrts-cr … 9beta9.zipIt has some new units and abilities. I think we should play with this

URL: http://forum.audiogames.net/viewtopic.php?pid=221297#p221297




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Re: Looking for SoundRTS players

2015-06-24 Thread AudioGames . net Forum — General Game Discussion : roelvdwal via Audiogames-reflector


  


Re: Looking for SoundRTS players

Maybe we should have one another on skype. Thatd make things a lot easier

URL: http://forum.audiogames.net/viewtopic.php?pid=221331#p221331




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Re: Looking for SoundRTS players

2015-06-23 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: Looking for SoundRTS players

Hi people i want to play sound rts too, and how to do it

URL: http://forum.audiogames.net/viewtopic.php?pid=221123#p221123




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Re: Looking for SoundRTS players

2015-06-23 Thread AudioGames . net Forum — General Game Discussion : sneak via Audiogames-reflector


  


Re: Looking for SoundRTS players

Id be interested as well. I havent played in maybe two years, but I can pick up things pretty quickly. Could someone point me to the links Ill need to get everything set up? My Skype is alexander16262 feel free to add me.

URL: http://forum.audiogames.net/viewtopic.php?pid=221119#p221119




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Re: Looking for SoundRTS players

2015-06-23 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector


  


Re: Looking for SoundRTS players

For those who havent played this game in that long a time, have a look at this: http://pragmapragma.free.fr/soundrts-crazymod/en/This is the crazy mod Zak spoke of in post 1. Whereas, in the past, you could only choose one race, you can now play 8, with unique abilities. I can assure you that it makes this (already great) game even better. I also hope we can arrange some games. 

URL: http://forum.audiogames.net/viewtopic.php?pid=221126#p221126




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Re: Looking for SoundRTS players

2015-06-23 Thread AudioGames . net Forum — General Game Discussion : JWoodill21 via Audiogames-reflector


  


Re: Looking for SoundRTS players

Im in. I just need the maps.

URL: http://forum.audiogames.net/viewtopic.php?pid=221150#p221150




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Re: Looking for SoundRTS players

2015-06-23 Thread AudioGames . net Forum — General Game Discussion : milos via Audiogames-reflector


  


Re: Looking for SoundRTS players

I m never playing sound rts multy player mode, and i dont know what or how to play...

URL: http://forum.audiogames.net/viewtopic.php?pid=221140#p221140




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Re: Looking for SoundRTS players

2015-06-23 Thread AudioGames . net Forum — General Game Discussion : Sevrior via Audiogames-reflector


  


Re: Looking for SoundRTS players

I have always wanted to try multiplayer. However, Ive never even seen anyone else on the multiplayer option. Im using SoundRTS 1.2 a9 CrazyMod8.3. I assume this is correct. If thats the case, then Im up for a match anytime.

URL: http://forum.audiogames.net/viewtopic.php?pid=221185#p221185




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-22 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Can you put the main sound rts website at the soundrts.fardelnetwork.net address? Itll solve the problem of residents of some countries being unable to access the site.

URL: http://forum.audiogames.net/viewtopic.php?pid=220920#p220920




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Re: Looking for SoundRTS players

2015-06-22 Thread AudioGames . net Forum — General Game Discussion : Ronal via Audiogames-reflector


  


Re: Looking for SoundRTS players

hello zakc93, do you have a face book akount, if yes, its more easy to dicide when we can play multy player, maybee, i will call my friend to, ehehehehe, i like sound rts too lol, its the cool game..

URL: http://forum.audiogames.net/viewtopic.php?pid=220918#p220918




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Re: Looking for SoundRTS players

2015-06-22 Thread AudioGames . net Forum — General Game Discussion : keyIsFull via Audiogames-reflector


  


Re: Looking for SoundRTS players

Yeah, I am interested in palying more soundRTS. You have me on skype so it shouldnt be too hard to organize games

URL: http://forum.audiogames.net/viewtopic.php?pid=220952#p220952




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-21 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hey pragma, let us know when you decide to work on the CrazyMod again. Weve got suggestions, but it would probably be better if we give them while youre working on it, rather than piling them up now.

URL: http://forum.audiogames.net/viewtopic.php?pid=220910#p220910




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Looking for SoundRTS players

2015-06-21 Thread AudioGames . net Forum — General Game Discussion : zakc93 via Audiogames-reflector


  


Looking for SoundRTS players

SoundRTS has always been one of my favourite games to play, but most of the time were just a few friends playing it on one of our own servers. This is mostly because weve made our own maps, because most of the maps in SoundRTS dont work well with the CrazyMod. But its more fun to play with more people, so basically Im looking for people to join us. Anyone interested?

URL: http://forum.audiogames.net/viewtopic.php?pid=220911#p220911




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-21 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

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

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




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Re: Looking for SoundRTS players

2015-06-21 Thread AudioGames . net Forum — General Game Discussion : App con via Audiogames-reflector


  


Re: Looking for SoundRTS players

HiI would but I need to install it first

URL: http://forum.audiogames.net/viewtopic.php?pid=220912#p220912




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-19 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Proposed to return to the original mode of traditional racial trebuchet, or on the map, their attack strength too weak, and there is no strong skills, their skills are all the dark family, so in the face of other races, even in the face of yourself. It prone to attack who who is unlucky situation, because fundamental offend not to go in.

URL: http://forum.audiogames.net/viewtopic.php?pid=220518#p220518




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-16 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Ask a question, traditional race vs race technology, both to the development of the peak, sticking, the other party should be how to break?

URL: http://forum.audiogames.net/viewtopic.php?pid=220159#p220159




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Re: preview! SoundRTS, the starwars mod!

2015-06-15 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

Hi.That sounds really cool. Will there be campaigns as well?

URL: http://forum.audiogames.net/viewtopic.php?pid=220052#p220052




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Re: preview! SoundRTS, the starwars mod!

2015-06-15 Thread AudioGames . net Forum — General Game Discussion : dardar via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

hello hello!First to shaunterry01 were glad we have persuaded you back to the game!To SLJ hmm, Ill be perfectly honest with you, I hadnt thought about that. For the first release the answer is most certainly no. But for the second/third release... I dont see why not. I mean it wouldnt be hard to do, Id just need to come up with some ideas and call up old yoda and darth for some voice acting.So really, I think the answer is no, but yes.Hope this helps!

URL: http://forum.audiogames.net/viewtopic.php?pid=220120#p220120




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Re: preview! SoundRTS, the starwars mod!

2015-06-15 Thread AudioGames . net Forum — General Game Discussion : luiscarlosgm via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

dardardardar, thats cool! It makes me translate this mod into spanish, dont you?

URL: http://forum.audiogames.net/viewtopic.php?pid=220129#p220129




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-15 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Everyone quickly go to the server to play it, good boring ah, or who set up a private server, sharing a IP bar

URL: http://forum.audiogames.net/viewtopic.php?pid=220042#p220042




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-15 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@zakc93: Many thanks,

URL: http://forum.audiogames.net/viewtopic.php?pid=220033#p220033




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-14 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hey victorius, I put it on dropbox for you: https://dl.dropboxusercontent.com/u/519 … 9beta9.zip

URL: http://forum.audiogames.net/viewtopic.php?pid=219961#p219961




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preview! SoundRTS, the starwars mod!

2015-06-14 Thread AudioGames . net Forum — General Game Discussion : dardar via Audiogames-reflector


  


preview! SoundRTS, the starwars mod!

Hello to all you lovely people of the forum.As you may or may not remember, a long long long long time ago, in a far distant planet of the galaxy named forum, there was a topic. From this topic the rebble and empire alliance received a desperate distress call for a starwars mod for soundRTs.So with help from the force lords from Nathan Tech, the rebbles and empire alliance seased there poker game erm, i mean fighting, and grouped together to make this mod.Starwars mod version 1.0 by nathan tech!Pick your side, rebble or empire, pick from over 10 different unit types and here the realistic battle sounding attacks as each unit follows your orders to concor the universe. Control sly sith and justifiable jedi as they participate in this force shaking mod.Sounds great, dont it?Theres only one problem. Its not being released until the end of July.But but! before you hit backspace on your keyboard and begin to charge me with your torches and pichforks id like to offer this recorded preview I did of a basic run threw of a few of the mods abilities.Check it out now:https://dl.dropboxusercontent.com/u/212 … ration.mp3Hope you enjoy and we are simply on the edge of our seats waiting for your reviews and comments.Grab your sabers, hop in your fighters, and lets make war in the stars!

URL: http://forum.audiogames.net/viewtopic.php?pid=219978#p219978




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Re: preview! SoundRTS, the starwars mod!

2015-06-14 Thread AudioGames . net Forum — General Game Discussion : Sean-Terry01 via Audiogames-reflector


  


Re: preview! SoundRTS, the starwars mod!

This really sounds awesome. I thin this one will get me back in to playing Sound RTS a great deal!!!

URL: http://forum.audiogames.net/viewtopic.php?pid=220019#p220019




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-14 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Yesterday saw the official version of the server was playing, why crazymod no one to play?

URL: http://forum.audiogames.net/viewtopic.php?pid=220020#p220020




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-13 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I dont seem to be able to access any websites under free.fr. DNS is resolving correctly but the traceroute shows that it is hanging on this particular hop:18 371 ms 376 ms 365 ms bzn-9k-sys-f.intf.routers.proxad.net [212.27.58.225]Upon doing more digging, it may be caused by my IP being blacklisted for some reason by the free.fr servers. Im not sure why this is happening.

URL: http://forum.audiogames.net/viewtopic.php?pid=219817#p219817




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Re: would you soundRTS players be interested in this

2015-06-13 Thread AudioGames . net Forum — General Game Discussion : arrahat via Audiogames-reflector


  


Re: would you soundRTS players be interested in this

Hello everyone! Yes, the idea of space at the expense of a good strategy. I would also like a full-scale space strategy!

URL: http://forum.audiogames.net/viewtopic.php?pid=219819#p219819




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-12 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

 ping pragmapragma.free.frPinging perso169-g5.free.fr [212.27.63.169] with 32 bytes of data: Request timed out.Request timed out.Request timed out.Request timed out.Ping statistics for 212.27.63.169: Packets: Sent = 4, Received = 0, Lost = 4 (100% loss)

URL: http://forum.audiogames.net/viewtopic.php?pid=219730#p219730




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-12 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The engine is the biggest drawback is data multi card will, I play as the Zerg, get 90 termite nests at the same time the recruitment of termites results directly stuck

URL: http://forum.audiogames.net/viewtopic.php?pid=219729#p219729




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