Re: [Audyssey] Castaways, to wait or build?

2011-07-13 Thread dark
Well sinse to have 500 units you'd need 110 ten houses which is actually 
more squares than there is on the map! tthat might be hard ;d.


Beware the Grue!

Dark.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Wednesday, July 13, 2011 11:22 PM
Subject: Re: [Audyssey] Castaways, to wait or build?



It is capped at 500.  I think that's a pretty fair limit.  ROFL!

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Re: [Audyssey] Weirdest castaways bug ever!

2011-07-13 Thread Zachary Kline
Hi Chris,
I just did.  No change, the tavern still required the appropriate materials.  
Best,
Zack.
On Jul 13, 2011, at 6:49 PM, Christopher Bartlett wrote:

> Did you toggle the single/multi-player switch?
> 
>   Chris Bartlett
> 
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Zachary Kline
> Sent: Wednesday, July 13, 2011 6:42 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Weirdest castaways bug ever!
> 
> Hi Chris,
> Okay, I can't duplicate this one at all.  Very strange.  I did as you
> suggested and built a storehouse first, and that took the appropriate number
> of bricks and lumber.  The tavern came after that, and it did what I would
> expect, no immediate construction or anything.  Odd.
> Best,
> Zack.
> On Jul 13, 2011, at 6:17 PM, Christopher Bartlett wrote:
> 
>> Ok, with 0.7b, every time I start a new game, the original storehouse
> takes
>> 10 lumber and only 2 bricks.  Once the storehouse has its materials,
>> starting any other building site tells you immediately that it has the
>> materials.  This doesn't affect saved games, but it happens every time, no
>> matter what combination of perks and flaws you choose.  Now, I started by
>> doing what Jeremy asked and chose cooperative play, and I figured that the
>> resulting weirdness was due to that, but I've exited the game and started
> a
>> new single-player game with the same results.  I suppose I could uninstall
>> and reinstall and see if I can start a single-player game, but this is the
>> strangest bug I've seen with the game.
>> 
>> 
>> 
>> The good news: builders do in fact do what they're supposed to.
>> 
>> 
>> 
>>   Chris Bartlett
>> 
>> 
>> 
>> ---
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Re: [Audyssey] Weirdest castaways bug ever!

2011-07-13 Thread Christopher Bartlett
Did you toggle the single/multi-player switch?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Zachary Kline
Sent: Wednesday, July 13, 2011 6:42 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Weirdest castaways bug ever!

Hi Chris,
Okay, I can't duplicate this one at all.  Very strange.  I did as you
suggested and built a storehouse first, and that took the appropriate number
of bricks and lumber.  The tavern came after that, and it did what I would
expect, no immediate construction or anything.  Odd.
Best,
Zack.
On Jul 13, 2011, at 6:17 PM, Christopher Bartlett wrote:

> Ok, with 0.7b, every time I start a new game, the original storehouse
takes
> 10 lumber and only 2 bricks.  Once the storehouse has its materials,
> starting any other building site tells you immediately that it has the
> materials.  This doesn't affect saved games, but it happens every time, no
> matter what combination of perks and flaws you choose.  Now, I started by
> doing what Jeremy asked and chose cooperative play, and I figured that the
> resulting weirdness was due to that, but I've exited the game and started
a
> new single-player game with the same results.  I suppose I could uninstall
> and reinstall and see if I can start a single-player game, but this is the
> strangest bug I've seen with the game.
> 
> 
> 
> The good news: builders do in fact do what they're supposed to.
> 
> 
> 
>Chris Bartlett
> 
> 
> 
> ---
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Re: [Audyssey] Weirdest castaways bug ever!

2011-07-13 Thread Zachary Kline
Hi Chris,
Okay, I can't duplicate this one at all.  Very strange.  I did as you suggested 
and built a storehouse first, and that took the appropriate number of bricks 
and lumber.  The tavern came after that, and it did what I would expect, no 
immediate construction or anything.  Odd.
Best,
Zack.
On Jul 13, 2011, at 6:17 PM, Christopher Bartlett wrote:

> Ok, with 0.7b, every time I start a new game, the original storehouse takes
> 10 lumber and only 2 bricks.  Once the storehouse has its materials,
> starting any other building site tells you immediately that it has the
> materials.  This doesn't affect saved games, but it happens every time, no
> matter what combination of perks and flaws you choose.  Now, I started by
> doing what Jeremy asked and chose cooperative play, and I figured that the
> resulting weirdness was due to that, but I've exited the game and started a
> new single-player game with the same results.  I suppose I could uninstall
> and reinstall and see if I can start a single-player game, but this is the
> strangest bug I've seen with the game.
> 
> 
> 
> The good news: builders do in fact do what they're supposed to.
> 
> 
> 
>Chris Bartlett
> 
> 
> 
> ---
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[Audyssey] Weirdest castaways bug ever!

2011-07-13 Thread Christopher Bartlett
Ok, with 0.7b, every time I start a new game, the original storehouse takes
10 lumber and only 2 bricks.  Once the storehouse has its materials,
starting any other building site tells you immediately that it has the
materials.  This doesn't affect saved games, but it happens every time, no
matter what combination of perks and flaws you choose.  Now, I started by
doing what Jeremy asked and chose cooperative play, and I figured that the
resulting weirdness was due to that, but I've exited the game and started a
new single-player game with the same results.  I suppose I could uninstall
and reinstall and see if I can start a single-player game, but this is the
strangest bug I've seen with the game.

 

The good news: builders do in fact do what they're supposed to.

 

Chris Bartlett

 

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Re: [Audyssey] Where's 0.7b of castaways?

2011-07-13 Thread Jeremy Kaldobsky
Try downloading now.  I waited, thinking maybe the file server was just taking 
its time to process the upload, but finally I just uploaded it again.

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[Audyssey] Where's 0.7b of castaways?

2011-07-13 Thread Christopher Bartlett
Just tried downloading from:

http://www.kaldobsky.com/audiogames/castaways.zip and got the 0.6b version.
Has the download URL changed?

 

Chris Bartlett

 

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[Audyssey] Castaways, version 0.7b

2011-07-13 Thread Jeremy Kaldobsky
Ok guys, here's the update.  I fixed a few more glitches with the new AI, 
thanks to several saved game files people sent me.  I've added 2 more perks, 1 
more fault, and a lot of the ground work for the new features I am trying to 
get done.  As odd as it sounds, I'm actually counting on some errors when you 
enable the new content.  This will help me determine what else still needs to 
be done.  Don't worry though, the game will still work as normal if you 
continue to play it the traditional way.  Please download version 0.7b.

In the character creation section, you will notice there is a new toggle 
option, after the fault.  By default, it is set to Single player.  Until the 
new feature is officially added, just keep playing with this setting.  What I 
would like everyone to do, just once, is press Enter on that option and change 
it to Multiplayer co op mode.  When you begin your game, there is a good chance 
that some type of error will pop up, either instantly, or up to 60 seconds 
later.  If you receive an error, please post it for me, as well as 
approximately how long it took before it popped up.  If someone else has 
already posted the exact same error, you don't need to post yours.  Once you've 
done this to help me out, just go back to playing on Single player.  I will do 
what I can to get the new features coded as fast as humanly possible, lol!

I guess this gives a pretty good hint about the new features I've been trying 
to get finished.  :D

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[Audyssey] Rock Band 3: Me Enamora expert pro keys

2011-07-13 Thread Yohandy
   sucky performance, but expert pro nevertheless. haha. anything of 
moderate difficulty where I don't fail out I consider good enough. unless I 
really love the song and wish to FC it. as usual, I'll probably move on to 
some other random song I feel like learning while browsing and never fully 
perfect this one. lol. enjoy!
http://www.sendspace.com/file/fgi2ak 



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Re: [Audyssey] Castaways, to wait or build?

2011-07-13 Thread Zachary Kline
Whoa.  I wouldn't want to even think about the logistical nightmare 500 people 
would be.  You'd need a ridiculous amount of food and a way to keep it 
constantly flowing in, lest everybody starve.  
That being said, if anybody does manage to sustain 500 people, I'd love to hear 
about it.
Best,
Zack.
On Jul 13, 2011, at 3:22 PM, Jeremy Kaldobsky wrote:

> It is capped at 500.  I think that's a pretty fair limit.  ROFL!
> 
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Re: [Audyssey] Castaways, to wait or build?

2011-07-13 Thread Jeremy Kaldobsky
It is capped at 500.  I think that's a pretty fair limit.  ROFL!

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Re: [Audyssey] Castaways, to wait or build?

2011-07-13 Thread darren harris
So how many units can you have active in the game at any 1 time? Is it
purely resource based or is it capped regardless of amount of resources.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 13 July 2011 21:47
To: Milos Przic; Gamers Discussion list
Subject: Re: [Audyssey] Castaways, to wait or build?


The task of constructing a new building is done by 2 different groups of
people.  When you decide to make a new building, a House for example, a
construction site is created.  Peasants will begin carrying lumber, bricks,
and anything else needed, to that construction site automatically.
Depending on how far away the construction site is, sometimes that takes a
little while.  You will be told, as the peasants drop off supplies.

At any time you can hover over the building and press enter to check on its
status.  A building that's under construction will tell you if it is still
waiting on more supplies.  If all of the supplies have been delivered, it
will tell you what percentage complete it is.

When the supplies have all been delivered, the peasants are finished with
their part.  Now, builders will travel out to the construction site and
start building.  Once again, depending on where you're building, it may take
them a little while to walk there and do their jobs.  You will be told as
different people work on constructing your new building.  Once they have
done enough work, you will be told that the building is completed.

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[Audyssey] Email will be down for unknown time

2011-07-13 Thread shaun everiss

Hi.
Subject basically  says it all.
There is a current issue with gmail which I am part of that it may on 
first logon or randomly after that, not work and give 500 errors.

If this happens it may take me a bit to wait for it to resolve.
Email answers from me will probably be delayed until this is fixed.


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Re: [Audyssey] Getting Items in Battlezone

2011-07-13 Thread Bryan Peterson
I tend to agree with you Lori, but alas I'm not the developer or that's 
exactly how I'd have done it.

We are the Knights who say...Ni!
- Original Message - 
From: "Lori Duncan" 

To: 
Sent: Wednesday, July 13, 2011 3:21 PM
Subject: [Audyssey] Getting Items in Battlezone


Hi I'm playing Battlezone but am finding the getting items system very 
hard to come to terms with.  I think you should just get the item when it 
is centred, or else once centred you just hit the enter key and then you 
have it.  The laptop I'm using has a really stupid function as far as the 
f1 etc keys are concerned.  For example the f8 pressed by itself controls 
the computer comume, but to actually make it work as the f8 key you've to 
hit a nother key on the keyboard at the same time to get it to work 
properly.  It's a real pain when playing games, especially Pipe2 Blast 
chamber with the spiders.  Anyway my point is would it not be sympler just 
to hit enter once you have the sound centred to grab the item.  Thanks 
from Lori.

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[Audyssey] Getting Items in Battlezone

2011-07-13 Thread Lori Duncan
Hi I'm playing Battlezone but am finding the getting items system very hard to 
come to terms with.  I think you should just get the item when it is centred, 
or else once centred you just hit the enter key and then you have it.  The 
laptop I'm using has a really stupid function as far as the f1 etc keys are 
concerned.  For example the f8 pressed by itself controls the computer comume, 
but to actually make it work as the f8 key you've to hit a nother key on the 
keyboard at the same time to get it to work properly.  It's a real pain when 
playing games, especially Pipe2 Blast chamber with the spiders.  Anyway my 
point is would it not be sympler just to hit enter once you have the sound 
centred to grab the item.  Thanks from Lori.
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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Jeremy Kaldobsky
The audio games link is here
http://forum.audiogames.net/viewtopic.php?id=5636

and the download link is here
www.kaldobsky.com/audiogames/castaways.zip

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Re: [Audyssey] Castaways, to wait or build?

2011-07-13 Thread Jeremy Kaldobsky
The task of constructing a new building is done by 2 different groups of 
people.  When you decide to make a new building, a House for example, a 
construction site is created.  Peasants will begin carrying lumber, bricks, and 
anything else needed, to that construction site automatically.  Depending on 
how far away the construction site is, sometimes that takes a little while.  
You will be told, as the peasants drop off supplies.

At any time you can hover over the building and press enter to check on its 
status.  A building that's under construction will tell you if it is still 
waiting on more supplies.  If all of the supplies have been delivered, it will 
tell you what percentage complete it is.

When the supplies have all been delivered, the peasants are finished with their 
part.  Now, builders will travel out to the construction site and start 
building.  Once again, depending on where you're building, it may take them a 
little while to walk there and do their jobs.  You will be told as different 
people work on constructing your new building.  Once they have done enough 
work, you will be told that the building is completed.

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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Zachary Kline
Hi Alfredo,
There is a thread on AudioGames about it.  You can find it at 
http://forum.audiogames.net/viewtopic.php?id=5636
Aprone's games all have their own dedicated forum threads like this one.  I'm 
sure Dark or someone will eventually get around to writing a database entry 
abot it.
Best,
Zack.
On Jul 13, 2011, at 1:32 PM, Alfredo Castaneda wrote:

> 
> Hello,
> What is this castaways game you are all talking about. I did not see any 
> information on Audio Games. If someone can share with me some of the 
> information that would be great.
> Alfredo
> P.S. Is the conputer version of Goalball available yet?
> 
> 
>> Date: Wed, 13 Jul 2011 13:19:01 -0700
>> From: jer...@kaldobsky.com
>> To: gamers@audyssey.org
>> Subject: Re: [Audyssey] Castaways v0.3b
>> 
>> Nope. You shouldn't ever have to register that file again, unless of course, 
>> you reformat windows or something.
>> 
>> ---
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>> gamers-unsubscr...@audyssey.org.
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>> If you have any questions or concerns regarding the management of the list,
>> please send E-mail to gamers-ow...@audyssey.org.
> 
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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Alfredo Castaneda

Hello,
What is this castaways game you are all talking about. I did not see any 
information on Audio Games. If someone can share with me some of the 
information that would be great.
Alfredo
P.S. Is the conputer version of Goalball available yet?
 

> Date: Wed, 13 Jul 2011 13:19:01 -0700
> From: jer...@kaldobsky.com
> To: gamers@audyssey.org
> Subject: Re: [Audyssey] Castaways v0.3b
> 
> Nope. You shouldn't ever have to register that file again, unless of course, 
> you reformat windows or something.
> 
> ---
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> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
  
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[Audyssey] Castaways, to wait or build?

2011-07-13 Thread Milos Przic
   Hi Jeremy,
   I think I have a problem. When I assign the jobs, find the land, and build a 
house or a storehouse, it is under construction, but the workers are just 
standing around. After some time (I don't know if I do something in the 
meantime) they start collecting lumber and bricks. But what then? I ask because 
they never finish. Is the c4 where the land is so far from the a1 or whatever 
field they are on? And how should I know on which field they are?
   Thanks!
  Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs


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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Jeremy Kaldobsky
The download link is
www.kaldobsky.com/audiogames/castaways.zip
I haven't added the game to my main website yet, but I plan to do that soon as 
well.

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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Jeremy Kaldobsky
Nope.  You shouldn't ever have to register that file again, unless of course, 
you reformat windows or something.

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Re: [Audyssey] Castaways, multiple building sites:

2011-07-13 Thread Jeremy Kaldobsky
My first guess is that those builders took on peasant duties before the 
construction site was ready for builders.  Once they have dropped off the 
supplies that they are currently transporting, I expect those builders will go 
back to their normal jobs.

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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Joe Quinn
Where do u get this from?

Sent from my iPhone

On Jul 13, 2011, at 2:37 PM, "darren harris"  
wrote:

> Thanks I at last got that file registered.
> 
> Will I have to register that file again for every update?
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Jeremy Kaldobsky
> Sent: 13 July 2011 19:48
> To: Gamers Discussion list
> Subject: Re: [Audyssey] Castaways v0.3b
> 
> You don't have direct X7 registered on your system.  There are instructions
> for doing that, within the game's readme.txt file.  Once you do the steps,
> it will start up fine, and you won't ever have to register the file again.
> 
> ---
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> 
> 
> 
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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread darren harris
Thanks I at last got that file registered.

Will I have to register that file again for every update?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 13 July 2011 19:48
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways v0.3b

You don't have direct X7 registered on your system.  There are instructions
for doing that, within the game's readme.txt file.  Once you do the steps,
it will start up fine, and you won't ever have to register the file again.

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Re: [Audyssey] Emailing: chrisbug

2011-07-13 Thread Christopher Bartlett
That's the version I'm running, I think, says so on the main screen.

Chris


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, July 13, 2011 12:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Emailing: chrisbug

I believe these problems will be fixed when you download version 0.6b.  I
tore out all of the secondary job AI, and recoded it from scratch.  The
problems seem to be solved now.

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Re: [Audyssey] Initial strategic thoughts on Castaways

2011-07-13 Thread Jeremy Kaldobsky
Chris, great beginner's guide!  I'm glad to see people willing to spend time 
helping others figure out the game.  To answer your question, lumber that is 
sent to the saw mill is only reserved for making barrels.  The easiest way to 
prevent this from happening, is to simply close the building using the 
backspace key.  This will let peasants know, that you don't want supplies being 
taken there.  The draw back, is that they also will not carry logs there, but 
sometimes this is acceptable while you wait for the right amount of free lumber 
to make it to some construction site. 

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Re: [Audyssey] Initial strategic thoughts on Castaways

2011-07-13 Thread Jeremy Kaldobsky
The game does have temporary sounds, and Locutus is working on replacing them 
with some of nicer quality.  Much of the game does involve text, yes.

Multiplayer is still in the works.  I'm hoping to have it ready within a day or 
so.

There aren't currently missions, but the objective is to escape from the 
continent you have been shipwrecked on.  So even though there aren't individual 
quests right now, you do have a primary goal in mind, plus you have the task of 
keeping your people fed, and defending them from the hostile natives.


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Re: [Audyssey] Castaways: shift D and F and column letters.

2011-07-13 Thread Jeremy Kaldobsky
Yeah, I knew eventually those would come back to bite me.  If you have an idea 
for an alternative key layout, I'm all ears.  I assumed people wouldn't miss 
the ability to jump to column D or F, haha.

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Re: [Audyssey] Emailing: chrisbug

2011-07-13 Thread Jeremy Kaldobsky
I believe these problems will be fixed when you download version 0.6b.  I tore 
out all of the secondary job AI, and recoded it from scratch.  The problems 
seem to be solved now.

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Re: [Audyssey] Initial strategic thoughts on Castaways

2011-07-13 Thread william lomas
what is the objective though of this do we have missions or just keep going on 
and on and on?
haven't played it yet

On Jul 13, 2011, at 7:51 PM, Lori Duncan wrote:

> Hi, I'm trying to find out more about this game, does it have sound or is it 
> just text-based, and can you play with other people.  Thanks from Lori.
> 
> --
> From: "Christopher Bartlett" 
> Sent: Tuesday, July 12, 2011 6:47 PM
> To: "'Gamers Discussion list'" 
> Subject: [Audyssey] Initial strategic thoughts on Castaways
> 
>> First of all, I haven't even come close to winning yet, having been blown
>> up, starved and misallocating resources to a dead-end.  But I have learned a
>> few things here and there that might help others starting out with this
>> game.  Some might consider these to be spoilers, but as Jeremy was talking
>> about a walk-through anyhow, I figure these thoughts may be of use.  Read
>> ahead at your own risk, the management is not responsible for any physical,
>> financial, moral, religious, special or other effects you may experience
>> either by doing so or risking the addictive nature of the game.  On your own
>> head be it.
>> 
>> 
>> 
>> Pay attention to the recommendation to build a storehouse as your first
>> building; everything else goes much faster once you do.
>> 
>> 
>> 
>> The consequence of the tavern being the only place folk can eat is that this
>> probably should be your second building so your folk don't starve.  Don't
>> forget to assign a cook and bartender, at least until the initial wine
>> supply is gone, when you can free up the bartender for other work.
>> 
>> 
>> 
>> For purposes of building your storehouse, start with everyone as peasants
>> until you have accumulated the supplies necessary to build, at which point
>> you can switch four to six of them to be builders to get it done, while your
>> other peasants are gathering supplies for the second building site.  This
>> overlap of making sure to begin a new building site as soon as the last one
>> has all the necessary materials is the key to efficient building, as it has
>> your peasants always getting a site ready while your builders finish up the
>> last site.
>> 
>> 
>> 
>> Watch your initial inventories of bricks and lumber.  If you end up with
>> fewer than 8 of each before beginning to build a sawmill and a quarry,
>> you're sunk, as you have to have the sawmill to turn logs that lumberjacks
>> produce into lumber you can build with, and your stone masons have to have a
>> quarry to work in to build bricks.  So far as I know, there's no way out of
>> this logic.
>> 
>> 
>> 
>> Vegetable farms are good to build in the beginning; they're relatively cheap
>> in materials and produce immediately usable food, unlike wheat farms that
>> require a mill and a bakery and their attendant professionals.
>> 
>> 
>> 
>> Watch your people assignments.  Until you have your houses built and your
>> women start popping out babies, labor shortages are going to be your most
>> intractable problem.  You can get by on as few as two peasants, but your
>> building projects will be slowed way down as they will spend most of their
>> time ferrying food to the tavern.  Don't be afraid to switch up your people
>> frequently; only keep a doctor when you have a sick or injured person.
>> Builders not actually working at a site are a waste of people; switch them
>> out until you have your materials gathered for a given site.
>> 
>> 
>> 
>> Jeremy, does lumber stored in the sawmill figure into building, or is that
>> reserved for barrel-making?
>> 
>> 
>> 
>> The goblins appear to begin in the northeast corner and spread slowly
>> through the map, entering at other edges as time goes by.  I still haven't
>> figured out the proper balance to get soldiers and knights in the field in
>> time; the development process is long and requires quite a bit of
>> specialized labor, which I've never had sufficient people to do in time. I
>> can't comment on the military aspects yet.
>> 
>> 
>> 
>> There, you now know most of what I know.  I do urge people to try this game;
>> it needs a few small tweaks for playability that Jeremy tells us are in
>> process, but already it's pretty close to a final game.  I'm hoping for a
>> map editor and more information about specific terrain effects.
>> 
>> 
>> 
>> The last hint I'll give is to read your building descriptions thoroughly.
>> Each building will tell you what it produces and what jobs are needed for
>> that production.  Pay attention to the hospital in particular as injured
>> workers can represent a major drain on your already thinly stretched
>> productivity.
>> 
>> 
>> 
>> Enjoy.
>> 
>> 
>> 
>>   Chris Bartlett
>> 
>> 
>> 
>> ---
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>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/list

Re: [Audyssey] Initial strategic thoughts on Castaways

2011-07-13 Thread Lori Duncan
Hi, I'm trying to find out more about this game, does it have sound or is it 
just text-based, and can you play with other people.  Thanks from Lori.


--
From: "Christopher Bartlett" 
Sent: Tuesday, July 12, 2011 6:47 PM
To: "'Gamers Discussion list'" 
Subject: [Audyssey] Initial strategic thoughts on Castaways


First of all, I haven't even come close to winning yet, having been blown
up, starved and misallocating resources to a dead-end.  But I have learned 
a

few things here and there that might help others starting out with this
game.  Some might consider these to be spoilers, but as Jeremy was talking
about a walk-through anyhow, I figure these thoughts may be of use.  Read
ahead at your own risk, the management is not responsible for any 
physical,

financial, moral, religious, special or other effects you may experience
either by doing so or risking the addictive nature of the game.  On your 
own

head be it.



Pay attention to the recommendation to build a storehouse as your first
building; everything else goes much faster once you do.



The consequence of the tavern being the only place folk can eat is that 
this

probably should be your second building so your folk don't starve.  Don't
forget to assign a cook and bartender, at least until the initial wine
supply is gone, when you can free up the bartender for other work.



For purposes of building your storehouse, start with everyone as peasants
until you have accumulated the supplies necessary to build, at which point
you can switch four to six of them to be builders to get it done, while 
your

other peasants are gathering supplies for the second building site.  This
overlap of making sure to begin a new building site as soon as the last 
one
has all the necessary materials is the key to efficient building, as it 
has
your peasants always getting a site ready while your builders finish up 
the

last site.



Watch your initial inventories of bricks and lumber.  If you end up with
fewer than 8 of each before beginning to build a sawmill and a quarry,
you're sunk, as you have to have the sawmill to turn logs that lumberjacks
produce into lumber you can build with, and your stone masons have to have 
a
quarry to work in to build bricks.  So far as I know, there's no way out 
of

this logic.



Vegetable farms are good to build in the beginning; they're relatively 
cheap

in materials and produce immediately usable food, unlike wheat farms that
require a mill and a bakery and their attendant professionals.



Watch your people assignments.  Until you have your houses built and your
women start popping out babies, labor shortages are going to be your most
intractable problem.  You can get by on as few as two peasants, but your
building projects will be slowed way down as they will spend most of their
time ferrying food to the tavern.  Don't be afraid to switch up your 
people

frequently; only keep a doctor when you have a sick or injured person.
Builders not actually working at a site are a waste of people; switch them
out until you have your materials gathered for a given site.



Jeremy, does lumber stored in the sawmill figure into building, or is that
reserved for barrel-making?



The goblins appear to begin in the northeast corner and spread slowly
through the map, entering at other edges as time goes by.  I still haven't
figured out the proper balance to get soldiers and knights in the field in
time; the development process is long and requires quite a bit of
specialized labor, which I've never had sufficient people to do in time. 
I

can't comment on the military aspects yet.



There, you now know most of what I know.  I do urge people to try this 
game;

it needs a few small tweaks for playability that Jeremy tells us are in
process, but already it's pretty close to a final game.  I'm hoping for a
map editor and more information about specific terrain effects.



The last hint I'll give is to read your building descriptions thoroughly.
Each building will tell you what it produces and what jobs are needed for
that production.  Pay attention to the hospital in particular as injured
workers can represent a major drain on your already thinly stretched
productivity.



Enjoy.



   Chris Bartlett



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Re: [Audyssey] Castaways, sick and injured

2011-07-13 Thread Jeremy Kaldobsky
Agreed.  I've actually got that on my list of things to do.  :)

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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Jeremy Kaldobsky
You don't have direct X7 registered on your system.  There are instructions for 
doing that, within the game's readme.txt file.  Once you do the steps, it will 
start up fine, and you won't ever have to register the file again.

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[Audyssey] Emailing: chrisbug

2011-07-13 Thread Christopher Bartlett
Ok, I'm not sure if attachments come through, but if so, here's a saved game
where the jobs aren't behaving as described.  This is the very beginning of
a new game under 0.5B.  I've designated 8 builders, but of course there's no
materials at the building site yet, so all 14 should revert to peasants
until there's something to build.  The builders are just standing around
waiting.

Chris Bartlett
  
The message is ready to be sent with the following file or link attachments:

chrisbug


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[Audyssey] Initial strategic thoughts on Castaways

2011-07-13 Thread Christopher Bartlett
First of all, I haven't even come close to winning yet, having been blown
up, starved and misallocating resources to a dead-end.  But I have learned a
few things here and there that might help others starting out with this
game.  Some might consider these to be spoilers, but as Jeremy was talking
about a walk-through anyhow, I figure these thoughts may be of use.  Read
ahead at your own risk, the management is not responsible for any physical,
financial, moral, religious, special or other effects you may experience
either by doing so or risking the addictive nature of the game.  On your own
head be it.

 

Pay attention to the recommendation to build a storehouse as your first
building; everything else goes much faster once you do.

 

The consequence of the tavern being the only place folk can eat is that this
probably should be your second building so your folk don't starve.  Don't
forget to assign a cook and bartender, at least until the initial wine
supply is gone, when you can free up the bartender for other work.

 

For purposes of building your storehouse, start with everyone as peasants
until you have accumulated the supplies necessary to build, at which point
you can switch four to six of them to be builders to get it done, while your
other peasants are gathering supplies for the second building site.  This
overlap of making sure to begin a new building site as soon as the last one
has all the necessary materials is the key to efficient building, as it has
your peasants always getting a site ready while your builders finish up the
last site.

 

Watch your initial inventories of bricks and lumber.  If you end up with
fewer than 8 of each before beginning to build a sawmill and a quarry,
you're sunk, as you have to have the sawmill to turn logs that lumberjacks
produce into lumber you can build with, and your stone masons have to have a
quarry to work in to build bricks.  So far as I know, there's no way out of
this logic.

 

Vegetable farms are good to build in the beginning; they're relatively cheap
in materials and produce immediately usable food, unlike wheat farms that
require a mill and a bakery and their attendant professionals.

 

Watch your people assignments.  Until you have your houses built and your
women start popping out babies, labor shortages are going to be your most
intractable problem.  You can get by on as few as two peasants, but your
building projects will be slowed way down as they will spend most of their
time ferrying food to the tavern.  Don't be afraid to switch up your people
frequently; only keep a doctor when you have a sick or injured person.
Builders not actually working at a site are a waste of people; switch them
out until you have your materials gathered for a given site.

 

Jeremy, does lumber stored in the sawmill figure into building, or is that
reserved for barrel-making?

 

The goblins appear to begin in the northeast corner and spread slowly
through the map, entering at other edges as time goes by.  I still haven't
figured out the proper balance to get soldiers and knights in the field in
time; the development process is long and requires quite a bit of
specialized labor, which I've never had sufficient people to do in time.  I
can't comment on the military aspects yet.

 

There, you now know most of what I know.  I do urge people to try this game;
it needs a few small tweaks for playability that Jeremy tells us are in
process, but already it's pretty close to a final game.  I'm hoping for a
map editor and more information about specific terrain effects.

 

The last hint I'll give is to read your building descriptions thoroughly.
Each building will tell you what it produces and what jobs are needed for
that production.  Pay attention to the hospital in particular as injured
workers can represent a major drain on your already thinly stretched
productivity.

 

Enjoy.

 

Chris Bartlett

 

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[Audyssey] Castaways: shift D and F and column letters.

2011-07-13 Thread Christopher Bartlett
The Shift letters for map columns were also speaking their other functions,
so that Shift E would move you back in the professions list.  Now of course
Shift d and f have other functions.  It might be time to reexamine those
control choices.

 

Chris Bartlett, loving the new improvements.

 

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Re: [Audyssey] Battlezone?

2011-07-13 Thread burakyuksek

Hi,
That is a sidescroller game developed by game madnis interactive. You can 
download it at

www.audiogames.net
saygilar sevgiler.
- Original Message - 
From: "Milos Przic" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 05, 2011 2:24 PM
Subject: [Audyssey] Battlezone?



  Hi all,
  After some time spent in Poland I am back home and online! So checking 
the email I saw that Dark mencioned a game called Battlezone. As I am 
impatient to look through the hole inbox searching if someone have already 
asked about this game, I beg you not to blaim me. So what is battlezone? I 
am following the games for the blind and their development for quite some 
time, and the name sounds familiar, but I really can't remember...

  Thanks in advance and best regards!
 Milos Przic
msn: milos.pr...@gmail.com
skype: Milosh-hs


__ Information from ESET NOD32 Antivirus, version of virus 
signature database 6243 (20110627) __


The message was checked by ESET NOD32 Antivirus.

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[Audyssey] Castaways, multiple building sites:

2011-07-13 Thread Christopher Bartlett
I have a vegetable farm and a hospital in process.  The vegetable farm has
its materials and is ready for builders.  The hospital needs materials.  My
builders are acting as peasants bringing materials to the hospital
construction site, even though they could be building on the veg farm.  Is
this expected behavior?

 

Chris Bartlett

p.s. 0.6b

 

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Re: [Audyssey] l-works arcade and maze game

2011-07-13 Thread burakyuksek

Hi,
Press delet key in the game.
saygilar sevgiler.
- Original Message - 
From: "Jack F" 

To: "gamers" 
Sent: Sunday, July 03, 2011 4:39 AM
Subject: [Audyssey] l-works arcade and maze game



Hi all,
I know I posted this before but I didn't get a reply so I'm going to
try it again.
Does anyone have l-works arcade?
And Nicol, will you please upload tdl maze game? I lost it in a crash
a while ago. And someone told me the cheats for q9. How do I get to
the cheat prompt?
Thanks.
best regards,
jack

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[Audyssey] Castaways, sick and injured

2011-07-13 Thread Christopher Bartlett
Jeremy, sick and injured people should have their own categories in the e/r
list.  They should be treated like mothers.

 

Chris Bartlett

 

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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread darren harris
Hi,

Is there a way to make the sound work?

I tried to play last night and the debug log said it couldn't create direct
sound. 

I was hoping that you'd be able to just download and play but something is
stopping it. could this be looked into?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 13 July 2011 17:21
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways v0.3b

Well, after tearing all of the new AI code out, things went back to working
perfectly, as far as I could tell.  Instead of just putting the new AI code
back in, I got to work changing the original AI so that it would have a
nicer bond with the new features I was going to put back in.  I'm pleased to
say, that after I finished, I played a game where I got all of the way up to
having a doctor, and not a single error or bug with the people!  Yay!  We
won't know for sure, of course, until I have my swarm of testers putting it
to the test through.  Hehe, that's all of you guys.

I've added in a quick reference announcement, for when you highlight over
buildings.  A tavern will say "Tavern. 5, 2, 0, 2" to give you a super quick
idea of what is stored within it.  In this case, 5 meat, 2 bread, no
vegetables, and 2 wine barrels.  Buildings under construction now also tell
you what the destination amount is.  When building construction site are
fully stocked, a message will let you know that it is time for the builders
to take over.  And finally, when the game begins, all of your people start
out as builders instead of peasants!  For the millionth time, I started the
game out by switching everyone over to be builders, and it occurred to me I
should just change that!  Now that the new AI is working, those builders
will start out acting as peasants, so there won't be any job switching
required, until you want to start specifically dedicating some people to be
peasants (which is a good idea at some point).

Please grab version 0.6b and let me know if the bugs are finally squashed.
I'm already back to work on the new features, so hopefully I hear good news
from everyone about this new version.  big_smile

As a side note.  Blacksmiths require 2 metal bars to make a suit of armor,
so that might explain why some people saw their black smiths sitting around
even when there was metal waiting in the forge.

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Re: [Audyssey] Castaways v0.3b

2011-07-13 Thread Jeremy Kaldobsky
Well, after tearing all of the new AI code out, things went back to working 
perfectly, as far as I could tell.  Instead of just putting the new AI code 
back in, I got to work changing the original AI so that it would have a nicer 
bond with the new features I was going to put back in.  I'm pleased to say, 
that after I finished, I played a game where I got all of the way up to having 
a doctor, and not a single error or bug with the people!  Yay!  We won't know 
for sure, of course, until I have my swarm of testers putting it to the test 
through.  Hehe, that's all of you guys.

I've added in a quick reference announcement, for when you highlight over 
buildings.  A tavern will say "Tavern. 5, 2, 0, 2" to give you a super quick 
idea of what is stored within it.  In this case, 5 meat, 2 bread, no 
vegetables, and 2 wine barrels.  Buildings under construction now also tell you 
what the destination amount is.  When building construction site are fully 
stocked, a message will let you know that it is time for the builders to take 
over.  And finally, when the game begins, all of your people start out as 
builders instead of peasants!  For the millionth time, I started the game out 
by switching everyone over to be builders, and it occurred to me I should just 
change that!  Now that the new AI is working, those builders will start out 
acting as peasants, so there won't be any job switching required, until you 
want to start specifically dedicating some people to be peasants (which is a 
good idea at some point).

Please grab version 0.6b and let me know if the bugs are finally squashed.  I'm 
already back to work on the new features, so hopefully I hear good news from 
everyone about this new version.  big_smile

As a side note.  Blacksmiths require 2 metal bars to make a suit of armor, so 
that might explain why some people saw their black smiths sitting around even 
when there was metal waiting in the forge.

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Re: [Audyssey] Castaways: soldiers and knights?

2011-07-13 Thread Jeremy Kaldobsky
Knights are between 4 and 6 times more powerful than Soldiers.  The reason it 
is a range is because they don't have exactly the same ratio between killing 
power, traveling speed, and resistance to injury during battle.  As a general 
rule, having 1 knight is about the same as 5 soldiers.  The permanent position 
is meant to offset the fact that you're saving so much man power on defense.


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