Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2021-01-01 Thread AudioGames . net Forum — New releases room : Sam Smith via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

yeah, man me too, i guess we're too late because man, i had throw box, but i think it's it will happen with other cloud storage services, so i think the photos, not on dropbox, i don't know, i do not know.

URL: https://forum.audiogames.net/post/603647/#p603647




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2020-07-05 Thread AudioGames . net Forum — New releases room : tayo . bethel via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Hi:Does anyone have the documentation for this mod? I'm trying go play as elven but lost all units because I didn't know where to build certain buildings.

URL: https://forum.audiogames.net/post/549022/#p549022




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2020-03-11 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

mine is out of date so... do you still want?

URL: https://forum.audiogames.net/post/508085/#p508085




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2020-03-11 Thread AudioGames . net Forum — New releases room : snow via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

who have the readme? the readme on the website not work for now, it says dropbox 404.

URL: https://forum.audiogames.net/post/508079/#p508079




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2020-01-24 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

It still 9 beta 10? Is de development discontinued?

URL: https://forum.audiogames.net/post/495430/#p495430




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2020-01-23 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I think that documentation was out of date anyway, this mod changed a lot since that was last updated if I remember correctly.

URL: https://forum.audiogames.net/post/495340/#p495340




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2020-01-23 Thread AudioGames . net Forum — New releases room : Haramir via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Hello folks, I'm also looking for the english documentation, can someone share it please?Best regards, Haramir.

URL: https://forum.audiogames.net/post/495274/#p495274




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-09-20 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

If someone has the documentation, I'd love to have it. I'm trying to figure out what all this stuff does. Can Pragma host it directly on his website?

URL: https://forum.audiogames.net/post/463056/#p463056




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-09-04 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Oop I' just also noticed it.

URL: https://forum.audiogames.net/post/459720/#p459720




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-09-04 Thread AudioGames . net Forum — New releases room : kaveinthran via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

the CrazyMod documentation dropbox link is not working on the crazy mod download page. How can I find them?

URL: https://forum.audiogames.net/post/459628/#p459628




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-16 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

no its broken

URL: https://forum.audiogames.net/post/419544/#p419544




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-16 Thread AudioGames . net Forum — New releases room : oussamabengatrane via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

is the doc for this mod still their? i want to read it if any one has a link

URL: https://forum.audiogames.net/post/419537/#p419537




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-16 Thread AudioGames . net Forum — New releases room : oussamabengatrane via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

if the doc still their? i want to read it if  has a link

URL: https://forum.audiogames.net/post/419537/#p419537




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-13 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

@electro yes, the latest version is 9b10.The developer of the mod is pragma pragma; the same guy (or guys) that is working on the crazy party project.I don't know if pragma will return to this mod at any time, after advance more with the CP, but He never told some thing about that this project is completly avandoned, or in stand by.Thanks :3 And yes, is the best soundRTS mod that we have! 

URL: https://forum.audiogames.net/post/418580/#p418580




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-13 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Wow (great information when I'm playing this mod).Is it still updating or the development is discontinued? Is the developer bizzy, or something?Sorry for asking those questions, but that mod is so amazing at least for me. I mean, what was the latest update? I know it was the 9 beta 10 update, but don't know the date of it.

URL: https://forum.audiogames.net/post/418303/#p418303




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-03-05 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

There was documentation for this at some point, but it's probably very out of date by now. What would you like in documentation? It would be a lot of effort to write manually, but a script that takes some info from the rules and puts it into a document might work.The vermin is a pretty unconventional race, but they can be fun to play. Basically, you don't build buildings or recruit units like you normally do. Like Omer said, your buildings can generate stumps, which can upgrade into any buildings. And your, I think it's initially called a brooder, can recruit larvae which can upgrade to any units. The fruit trees are your farms, and the carnivore trees are basically like towers. The other buildings are needed to produce certain units. For example, to upgrade your larvae to mosquitoes you need I think a mud room, etc. The only building that has useful abilities is the mushroom gallery, which can do toxic spores that harm units, hallucinogenic spores that make your units invisible, and I can't remember what the other one was called but it heals your units. The mushroom units aren't particularly useful though, and I tend to not really make them. As for the other units, all I can remember is that crabs can attack adjacent squares, and fireflies are very useful when fully upgraded because they can blaze a square which does a lot of damage. Oh and the survival pheromone can bring back dead units, which is very useful if you lost units on your main square.

URL: https://forum.audiogames.net/post/416473/#p416473




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-28 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

HELLO THERE,VERMİN İS A QUİTE WİERD RACEYOU GENERATE STUMPS from froot trees, and upgrade them to diffrent trees such as mushroom gallery, twinkling tree and sothen you generate larvas and upgrade them to soldiersits quite a wierd yeah

URL: https://forum.audiogames.net/post/415390/#p415390




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-28 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

yeah that's what I am wondering myself. I think the documentation hasn't been updated for a while now.

URL: https://forum.audiogames.net/post/415349/#p415349




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-26 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Where can I find documentation for this? I have the version included in Sound RTS 1.2 Continuous 12. Is this the latest version?

URL: https://forum.audiogames.net/post/414844/#p414844




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2019-02-07 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Hi there. Just curious about one thing. In the new beta 10 of the crazy mod, there is a new race called the vermin race. is there a little more information as to how they work, and what to expect from them as far as using strategy? Other than that. Love the mod so far. Good work on it Pragma, and if you need some help with updating or translating the documentation for the new races in the mod, please send me a pm on the forum.

URL: https://forum.audiogames.net/post/410201/#p410201




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-28 Thread AudioGames . net Forum — New releases room : Kyleman123 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

is there any work still being done to make the crazy mod playable on  a Mac? I downloaded it and it came with all of the windows .exe files. I don't mind running it from source, just let me know what I need to do.

URL: http://forum.audiogames.net/post/401497/#p401497




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-19 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

yeszakc93 wrote:Is this based on the blitzkrieg mod?

URL: http://forum.audiogames.net/post/399475/#p399475




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-18 Thread AudioGames . net Forum — New releases room : Gardahn via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Hi, if I Play this mod, and create my Server, I can not select Targets for my Units with tab.

URL: http://forum.audiogames.net/post/399455/#p399455




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-15 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Is this based on the blitzkrieg mod?

URL: http://forum.audiogames.net/post/398991/#p398991




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-14 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I have tried to write a map with a river.Although the terrain is very simple, can also try to design the river terrain in this way.http://www.fileconvoy.com/dfl.php?id=gc … fbfe0bca78

URL: http://forum.audiogames.net/post/398678/#p398678




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-14 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I have tried to write a map with a river.Although the terrain is very simple, can also try to design the river terrain in this way.http://www.fileconvoy.com/dfl.php?id=ga … 2b1aa8e6c3

URL: http://forum.audiogames.net/post/398678/#p398678




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

yep, will be a interesting project update (or re done) the crazy mod.I think that a good start point, is use the current work, for create a new mod from scratch, but using the good things (and currentli made settings) to... first for example, create tree races with a different gameplay, but valanced between them, with advantages and weaknesses.Is possibly do the classic warcraft / medioevo settings. Humans, orcs an elves.

URL: http://forum.audiogames.net/post/398539/#p398539




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

It seems that the problem can only be solved by increasing the life of the melee units.zakc93 wrote:Yes, the technicals is one of the most powerful races at the moment and hard to beat. The elves as well, the meteors and teleportation make them very dangerous, and their towers make it hard to attack them. The weakness of the orcs like you said is not having range units, so with the new continuous version they end up dying before they can get close enough to the enemy. They also have few units that can attack air units.

URL: http://forum.audiogames.net/post/398409/#p398409




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Yes, the technicals is one of the most powerful races at the moment and hard to beat. The elves as well, the meteors and teleportation make them very dangerous, and their towers make it hard to attack them. The weakness of the orcs like you said is not having range units, so with the new continuous version they end up dying before they can get close enough to the enemy. They also have few units that can attack air units.

URL: http://forum.audiogames.net/post/398403/#p398403




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Yes, the technicals is one of the most powerful races at the moment and hard to beat. The elves as well, the meteors and teleportation make them very dangerous, and their towers make it hard to attack them. The weakness of the orcs like you said is not having range units, so they end up dying before they can get to the enemy. They also have few units that can attack air units.

URL: http://forum.audiogames.net/post/398403/#p398403




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

The race with the greatest initial advantage should still be technical.Units with long-range attack capabilities now dominate.In fact, the orcs are not weak, but there are no units that have long-range attacks in the early days.zakc93 wrote:True. The robots, orcs and dark elves seem to be the weakest races, and probably need a boost. The elementals would probably be impossible to balance with the rest, so maybe they need to be taken out entirely. I remember pragma once mentioned removing their units and giving the separate elementals to different races, which might be a good idea.

URL: http://forum.audiogames.net/post/398393/#p398393




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-13 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

The race with the greatest initial advantage should still be technical.zakc93 wrote:True. The robots, orcs and dark elves seem to be the weakest races, and probably need a boost. The elementals would probably be impossible to balance with the rest, so maybe they need to be taken out entirely. I remember pragma once mentioned removing their units and giving the separate elementals to different races, which might be a good idea.

URL: http://forum.audiogames.net/post/398393/#p398393




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-12 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

True. The robots, orcs and dark elves seem to be the weakest races, and probably need a boost. The elementals would probably be impossible to balance with the rest, so maybe they need to be taken out entirely. I remember pragma once mentioned removing their units and giving the separate elementals to different races, which might be a good idea.

URL: http://forum.audiogames.net/post/398386/#p398386




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-12 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

It is indeed unbalanced.But if you want to balance all 10 races, it is a very big project.In my opinion, we can choose three races to adjust, so the amount of work will be much smaller.zakc93 wrote:The crazymod seems rather unbalanced, especially in the new continuous version of sound rts. I thought of making a modified version, but the fact that everything is in french was a bit of an issue. So I made a translated version with everything in english. I wrote a script to do most of it and corrected the issues manually. It seems to work, so hopefully I got them all. I haven't made any changes, but thought I'd post it in case anyone's interested.https://www.dropbox.com/s/15rxsibkpus0b … d.zip?dl=1

URL: http://forum.audiogames.net/post/398232/#p398232




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-12-12 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

The crazymod seems rather unbalanced, especially in the new continuous version of sound rts. I thought of making a modified version, but the fact that everything is in french was a bit of an issue. So I made a translated version with everything in english. I wrote a script to do most of it and corrected the issues manually. It seems to work, so hopefully I got them all. I haven't made any changes, but thought I'd post it in case anyone's interested.https://www.dropbox.com/s/15rxsibkpus0b … d.zip?dl=1

URL: http://forum.audiogames.net/post/398225/#p398225




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-11-24 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I'm still getting that question in my head :d

URL: http://forum.audiogames.net/post/394875/#p394875




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2018-11-24 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Hi, have there been any updates to this mod since the 9beta10 version?

URL: http://forum.audiogames.net/post/394842/#p394842




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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-08-16 Thread AudioGames . net Forum — New releases room : wp85 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Sorry for the double post, but I'm noticing that the drop box link for the full documentation for the mod is broken as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=324689#p324689





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-08-09 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Refueling, refueling, continue to develop soundrts

URL: http://forum.audiogames.net/viewtopic.php?pid=323625#p323625





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-08-09 Thread AudioGames . net Forum — New releases room : wp85 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Ok so I am loving this mod. However when I go to check out the guide for each race online, I get a 404 error drop box message. Is their stil a way to get a copy of the spacifics of the race? I love the fact I can play the races even in single player. Keep up the good work.

URL: http://forum.audiogames.net/viewtopic.php?pid=323614#p323614





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-06-08 Thread AudioGames . net Forum — New releases room : buu420 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Thank you verry much That's exactly what I was looking for. I really apriciate this.

URL: http://forum.audiogames.net/viewtopic.php?pid=314572#p314572





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-06-08 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

@buu420Note: If the title of the map isn't defined, the game will probably use the name of the file (without txt).

URL: http://forum.audiogames.net/viewtopic.php?pid=314498#p314498





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-06-08 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

@buu420Letters, from the file res/ui/tts.txt :5000 a
5001 b
...
5025 zAnd some numbers, just in case (not sure if it is still useful) :3000 0
3001 1
...
3009 9

URL: http://forum.audiogames.net/viewtopic.php?pid=314495#p314495





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-06-07 Thread AudioGames . net Forum — New releases room : buu420 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Hi, I just downloaded the crazy mod, and am having an issue. I want to make a map, but since all the sounds for the tts stuff has been removed I can't reference the numbers for the letters so I can write the name for my map, does anyone have a reference table of those sounds by chance?

URL: http://forum.audiogames.net/viewtopic.php?pid=314292#p314292





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-15 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Glad to be here soundmud and pragma again.I don't know if the development goes slower or faster, but I see that the spanish translation is a little bit out of date.

URL: http://forum.audiogames.net/viewtopic.php?pid=37#p37





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-15 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I have checked the SoundRTS 1.0 installer (1.0.1 to be precise), it works on Windows 10, 64 bits. The Blitzkrieg installer works too if you change the installation folder. Note that the software used to create the installer of Blitzkrieg is probably NSIS instead of Inno Setup. Some parameters of the installer might be different too.

URL: http://forum.audiogames.net/viewtopic.php?pid=311040#p311040





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-15 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I have checked the SoundRTS 1.0 installer, it works on Windows 10, 64 bits. The Blitzkrieg installer works too if you change the installation folder. Note that the software used to create the installer of Blitzkrieg is probably NSIS instead of Inno Setup. Some parameters of the installer might be different too.

URL: http://forum.audiogames.net/viewtopic.php?pid=311040#p311040





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-14 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

I also hope to continue to develop crazymod, Also hope that the original developers can achieve more functions

URL: http://forum.audiogames.net/viewtopic.php?pid=311030#p311030





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-14 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Crashmaster, soundrts, any version, works fine on windows x64You don't have to do  anithing special to get the game works.Only download the binary zip version and you're OK.And pragma, thanks for continuing update this awesome mod.Waiting for more updates in the future.

URL: http://forum.audiogames.net/viewtopic.php?pid=311028#p311028





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Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

2017-05-14 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10)

Interesting changes. Are there plans to continue development of the mod or has it been abandoned?

URL: http://forum.audiogames.net/viewtopic.php?pid=310973#p310973





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Re: SoundRTS and the CrazyMod (update 8.3)

2017-05-13 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Sorry for reviving this up, but since I play it I don't know if there are updates like in a year?

URL: http://forum.audiogames.net/viewtopic.php?pid=310853#p310853





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-08-07 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello americrainian, if you have other mod that you want to apply in the game, the only that you have to do is:1. copy the ffolder of your new mod, to the "mod" folder that is in to the root folder of your game2. find the file soundrts.ini at the user folder in your soundrts folder, and open it.3. look for a line that says: mods=X (where X is your current mod applied in the game) and modify the mods that are mentioned after the equals symbol writing the name of the folder of the new mod that are you applying.After that, only save the file, and reopen your game, and that is all ^^If you have some problems, please only ask :3

URL: http://forum.audiogames.net/viewtopic.php?pid=273119#p273119





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-08-04 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

hi.if i have other mods for sound RTS, how can i make the game to use it? sorry if that was already asked before, but i'm bored with old mod for it and want to get something new on it so i can  play and enjoy the game again, as right now it's sits lonely in my games folder, blocked out by Manamon, alter aeon, and psycho strike. 

URL: http://forum.audiogames.net/viewtopic.php?pid=272535#p272535





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-07-14 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The crazymod needs to be updated for the latest version of SoundRTS. For example the catapults should have a range instead of special_range 1 (although they still seem to work, not sure how special range is treated in the new version), and walls and gates should be introduced.

URL: http://forum.audiogames.net/viewtopic.php?pid=268031#p268031





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Respecting the new idea, y Think that is the correct notion of guide the game.The squares, is only a interface thing, but internally, the world is a open world, without this division of squares. With that, you have a lot of more (and fun) options to develop and macke things for units, maps, and etc For starcraft 1 h, I think that isn't the behavior of unit. I remember game strategies that some zergs, with a pair of zerglings, engage combat with a marine of the oponent. And next, escape. The marines try to follow the zerlings in retaliate mode, and the zerlings guide the marines to a trap with more powerful unit for destroy them. Obviously, it can occur only if the terran can't detect this trap, or forget put these marines in defensive mode. ¡ O yes! ¡I remember it! This is the defensive mode of starcraft!When a unit is in attack mode, They will try to follow and destroy any enemy at is sight range, but if you put a unit in defensive mode, it attacks only when a enemy is on fire range, and don't follow it if the enemy try escape.^^Well, SoundMud, remember to view the other thread; I reported some bugs on it  b

URL: http://forum.audiogames.net/viewtopic.php?pid=260205#p260205





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-12 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

The "don't leave this square until I tell you" solution I have described should solve most problems. The idea is that by default a unit has the implicit order to stay in the current square. The player have to give orders to solve some situations.(Maybe this "hold zone" could be a sub-square in zoom mode, so you would have the hold order this way.)If I remember correctly, in Starcraft 1, there is the notion of "don't retaliate too far": if you try to lure a unit to your base by attacking it and then running away, after some distance, the enemy unit will move back to its initial spot.On the other hand, this notion of "don't leave this zone" is part of the simulation, so maybe this zone should be a circle too, instead of a square. Maybe the simulation should be as classic as possible, and eventually some maps (or some user interface) would try to simplify the gameplay, by having some obstacles matching the sq
 uares grid if necessary, but this challenge may not be removed by default.The existing maps made by contributors show varied designs: some maps have very few squares with many obstacles, some are big, open ground, maps. Maybe the design decision to simplify the map or not can be delayed and made available to the map maker.The new guiding idea would be: the simulation should ignore the user interface; squares are only part of the user interface; so squares shouldn't be part of the simulation at all.

URL: http://forum.audiogames.net/viewtopic.php?pid=260193#p260193





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello, guys. Respecting the retaliate, in starcraft2, when a unit is attacked, It'll try to follow and destroy the enemy that attacks it. But, for evade this behavior, exist a "hold" order.I  Think that you can implement this order for unitst s that you want keep their position. I don't remember now what is the exact name that starcraft uses, but it works with that behavior .b

URL: http://forum.audiogames.net/viewtopic.php?pid=260172#p260172





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Aha I see, thanks for the clarification. Maybe you could give each unit different behavior based on mode, maybe an always retaliate setting for aggressive and a non-retaliation on the same square mode for passive/defensive.

URL: http://forum.audiogames.net/viewtopic.php?pid=260135#p260135





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I also feel that when being attacked, you can choose to retaliate or stay in place.

URL: http://forum.audiogames.net/viewtopic.php?pid=260125#p260125





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@stewie Thanks for the report (and sorry for the confusion).I have just checked chapter 8. Here is what happens. If your footmen attack, nothing unusual will happen because like before they are fighting in b1. If you send the archers, with the new way range is working, they will attack from a1 as soon as they will get in range. The enemy archers will retaliate from b1, because their range allows it too. So, when your archers in a1 are hit, an alert will be raised in a1, and all the soldiers will react and move to b1.I'm not sure yet how I will fix this:- maybe the alert shouldn't be raised in the a1 square but on the b1 square; on the other hand, catapults should be attacked like before, so...- maybe the units without an attack shouldn't retaliate (but maybe the necromancer has some attack)- a "hold here, don't move" order should be created, even if it shouldn't be necessary in many cases- or maybe magic user
 s shouldn't retaliate- is the way units react to catapults satisfying, anyway? it is good for the AI, but for the player?Or maybe a unit should consider that by default it is supposed to stay in the specified square, so:- if the unit can retaliate from the square, it will move closer and retaliate (this will be useful for archers behind an wall attacked by the enemy; instead of exiting the citadel, they will just move closer and retaliate from behind the wall as you would expect)- if the unit cannot retaliate, then it will try to move to a safer spot in the current square- if there is no safer spot, the unit would probably leave the square to attack or flee depending on its mode and various factors.This might be the thing to do. It is high priority of course.

URL: http://forum.audiogames.net/viewtopic.php?pid=260123#p260123





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

So I'm playing through the campaign again and I am currently on chapter 8. I've disabled all mods and am experiencing an extremely bizarre issue. for some mind boggling reason, if I send archers or footmen to b1, my necromancer follows them. I do not understand the logic of this at all. Even if I send everyone to b1 and order the necromancer to stay at a1, it still moves to b1 and dies.[edit]No, it seems as though all the units are moving regardless, what the hell?[/edit]

URL: http://forum.audiogames.net/viewtopic.php?pid=260111#p260111





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

So I'm playing through the campaign again and I am currently on chapter 8. I've disabled all mods and am experiencing an extremely bizarre issue. for some mind boggling reason, if I send archers or footmen to b1, my necromancer follows them. I do not understand the logic of this at all. Even if I send everyone to b1 and order the necromancer to stay at a1, it still moves to b1 and dies.

URL: http://forum.audiogames.net/viewtopic.php?pid=260111#p260111





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

So I'm playing through the campaign again and I am currently on chapter 8. I've disabled all mods and am experiencing an extremely bizarre issue. for some mind boggling reason, if I send archers or footmen to b1, my necromancer follows them. I do not understand the logic of this at all.

URL: http://forum.audiogames.net/viewtopic.php?pid=260111#p260111





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@gigino1987: I hopefully understand a little italian, since it is similar to my mother tongue, Spanish. However I will download.

URL: http://forum.audiogames.net/viewtopic.php?pid=260079#p260079





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : gigino1987 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hi,I have been updated the Italian translation UI for Crazymod 9 beta, download from follow link:https://dl.dropboxusercontent.com/u/145 … ian-ui.zipThanks for job

URL: http://forum.audiogames.net/viewtopic.php?pid=260039#p260039





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-06 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Most need to address the problem is that once data becomes large, the game speed will become very slow

URL: http://forum.audiogames.net/viewtopic.php?pid=259653#p259653





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

GreatIt looks like it will soon be able to see the next version.

URL: http://forum.audiogames.net/viewtopic.php?pid=259517#p259517





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Greatlooks like it will soon be able to see the next version

URL: http://forum.audiogames.net/viewtopic.php?pid=259516#p259516





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-05 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

This project is still on continue development.If you want to see witch new features are coming for the next release, You just have to see the issues and new commits in the public github repository.Generally, soundMud have on the years a period of inactivity, but  when the french's summer is near, the updates of soundrts are very frequent.

URL: http://forum.audiogames.net/viewtopic.php?pid=259495#p259495





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I hope this project will continue..Because I like it very much

URL: http://forum.audiogames.net/viewtopic.php?pid=259134#p259134





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

I hope this project will continue.

URL: http://forum.audiogames.net/viewtopic.php?pid=259134#p259134





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-04-22 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

arjan wrote:Is there a link to the latest beta of version 9 somewhere? the links seem to have expired so I can only go to the main site with version 8.3. Kind of want to get back into this, but there doesn't seem to be a link.It's probably a bit late to reply, but I have just found a link to CrazyMod version 9 beta 9 at the end of this page: http://pragmapragma.free.fr/soundrts-crazymod/

URL: http://forum.audiogames.net/viewtopic.php?pid=257855#p257855





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-03-28 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Feeling of the traditional school is good for weak, I with traditional vs. technology and attacking defense is not is not, key trebuchet cannot direct attack to the adjacent regions.

URL: http://forum.audiogames.net/viewtopic.php?pid=255305#p255305





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Re: SoundRTS and the CrazyMod (update 8.3)

2016-01-15 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Is there a link to the latest beta of version 9 somewhere? the links seem to have expired so I can only go to the main site with version 8.3. Kind of want to get back into this, but there doesn't seem to be a link.

URL: http://forum.audiogames.net/viewtopic.php?pid=246799#p246799





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-10 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

and what is that new project now?

URL: http://forum.audiogames.net/viewtopic.php?pid=238101#p238101





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-09 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

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

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





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-06 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Don't know either. If this is abandonned or what's happening with the developer?

URL: http://forum.audiogames.net/viewtopic.php?pid=237550#p237550





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-11-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

How long will it take to come out?

URL: http://forum.audiogames.net/viewtopic.php?pid=237509#p237509





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Re: SoundRTS and the CrazyMod (update 8.3)

2015-10-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

What's the new idea in the next version?

URL: http://forum.audiogames.net/viewtopic.php?pid=233943#p233943




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-10-04 Thread AudioGames . net Forum — New releases room : johanntrm7 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

Hello, since the question was posed, the following information on the latest version of SoundRTS Crasymod:v9Race vermin.Erudite and less powerful ball.The storm clouds can be started on an adjacent square.Ghoul cheaper.The voodoo priest recharge his mana slowly.Changing the orc race, and fusion of slugger became the troll troll stunner, creating the troll war, creating the rocket shooter, hippogriff cheaper, with a bit more life and 2 rations.Tunnel handed 200 mana, but the nest recharge twice as fast.The crab no longer see next.Meteor now lasts for 5 seconds instead of 30.Race Dark Elf, see the file.Replacing the magnetic storm by the magnetic field, the magnetic fields hurts all units including friends, he sees the invisible, does nothing to buildings. The tower has the choice to launch it on a nearby box or on the box, or running the random.New towers, view the file.Damage and cooldowns of all that is laser were reviewed, including the laser tower has a cooldown significantly lower but with lower than before also damage.The catapult no longer sees next door and costs a little less.New test for traps, they now have a 2 ranks to attack at least once against all melee units who approach it. All told melee buildings have also a 2 ranks, while it is 1.5 for more units.Search berserk in the tipi, providing access to the berserker troll that lives only 20 secs.Search "steel sheet" in the leafy garden, increases the attack of the tower with sharp leaves.Balancing spells of the tours in darkness.Arrangement and correction of root system.A test speed of 10 instead of 6 for shurikans.Sunbeam on adjacent squares.With savages, the sentinel tree has no time limit.House of mahouts, elephant mahouts and tamable no time limit, évoluable elephant elephant turret which has two archers on his back.Peaceful invasive vines and grapes in wild, with no time limit.The trap is Dropped by arrows the archers and elephants turret, instead of being built.Mages and skills among elementals.The elemental water is less aggressive (less damage and less radius).Elemental Earth with less armor.Cooldown largest tower for triggerfish and large watchtower.Improvements darkness necromancy field explosion of corpses and plague can spread through the body to the necro, absorbing souls for the maze.Vermin buildings on the keys of the units.The puppet is no time limit.The Illusionist may reveal two shadows for a few seconds, which is like a soldier but is invulnerable.The Illusionist has more false vortex.Lich now appear wisps on target box, but this spell costs 200 mana.

URL: http://forum.audiogames.net/viewtopic.php?pid=233817#p233817




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Re: SoundRTS and the CrazyMod (update 8.3)

2015-08-31 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS and the CrazyMod (update 8.3)

@pragma what is the last version of crazymod?The last release, or beta release that you put on this page is te 9 beta 7, but in your website appear a new beta, the 9 beta 9.¿what are the changes comparing with the beta 7?

URL: http://forum.audiogames.net/viewtopic.php?pid=230025#p230025




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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: 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: 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: 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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