Re: [Audyssey] better control of troop training in castaways

2011-08-18 Thread Christopher Bartlett
I have to disagree about Mission 2's difficulty.  I managed to beat it with
four knights and five rangers, before the goblins were a major threat.
Mission 3 is a cast-iron puppy though.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Thursday, August 18, 2011 4:43 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] better control of troop training in castaways

Hi.
I have to agree about the troop management. I wanted to make pikemen, 
but had to create 6 rangers first, because there were 6 cloaks in my 
barracks.

I've noticed that shift g speaks different coordinates from where it was 
reported that a battle happened. Is it a matter of the enemy troops 
moving away fast or is the coordinates misreported?
On 8/18/2011 11:56 PM, brice mellen wrote:
> Well, I don't wanna do mission 3 until I can complete mission 2, but 
> heres my problem. First off I think that killing is a little 
> accessive, it takes so long to get new people that losing them really 
> hurts you I think that the process of new people needs to be sped up a 
> lot. It's really irritating when I finally get my beriks and all that 
> built and start finally getting what I need just to make my soldiers 
> and then bam, yetti's come down and attack and kill my people. And 
> then if I try to build beriks right away and not food making places 
> then my guys start dying off of starvation, then having to build 
> houses on top and that, and wait the rediculous amount of time to wait 
> for your children to grow up and your women to have the children, it 
> doesn't really leave much that you can do, not to mention the goblins 
> that swarm you so fast that your better off just ignoring them because 
> you make no progress their. And might I say, I'm playing on easy.
>
> -Original Message- From: Kelvin Tan
> Sent: Thursday, August 18, 2011 11:04 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] better control of troop training in castaways
>
> agreed about the enemy gets stronger so much faster than most normal 
> players
> can! i tried to delay on the start of the catapault building, trying to
> build a big army to fend off enemy troops, but i must say i failed big 
> time!
> i choose to produce about 10 knights and 10 cavalry, and it totally 
> did not
> went as i expecte it to haha. i love battles, but i guess i will have to
> produce more types of troops i guess. 1 question here is, is 5 of each 
> type
> of the 4 different troops stronger than 10 of each type of 2 troops? i 
> only
> made knights and   calvary because i think they arequite balance 
> because
> knights are strong but slow and calvary are fastest but not as strong, 
> also
> becauserangerskill my knights, and my calvary will kill them in return.
> likewise, pikemen kills my calvary but my knights kills them too. my
> thinking is either to build an army of knights and calvary, or rangers 
> and
> pikemen will really balance the fighting strengths and weaknesses but 
> guess
> not really. so is there a point of building a big quantity of 1 type? or
> should i just make 1 each instead of 4 of a kind.
> - Original Message - From: "dark" 
> To: "Gamers Discussion list" 
> Sent: Wednesday, August 17, 2011 7:11 PM
> Subject: Re: [Audyssey] better control of troop training in castaways
>
>
> Yep, I noticed this too, even though i had three knights, the soldiers 
> kept
> on being knights even when i had three cloaks and 2 armour in my 
> barracks.
>
> the ai that is supposed to balance military to insure that soldiers 
> train to
> be the troop type you have least of doesn't seem to be working
> unfortunately.
>
> i don't know if actually assigning soldiers to train is necessary though,
> sinse if the ai worked as suggested and soldiers tried to equalize your
> number of troops that should work.
>
> i will say though with the weakness circle this just makes life even more
> difficult, sinse you don't necessarily want! 7 knights, when you could 
> have
> five knights and two rangers.
>
> I also agree about mission 3, it seems impossible, because the enemies 
> get
> stronger and stronger far faster than you can even if you raise their 
> base.
>
> imho raids should do more damage to them.
>
> Another way that might make the game flexible would be to remove the
> requirement for metal from the barracks, sinse that would mean you don't
> encessarily have to build up metal production first, and thus could
> concentrate on other methods and troop types like rangers and pikemen.
>
> Beware the grue!
>
> Dark.
> - Original Message - From: "alex wallis" 
> 
> To: 
> Sent: Wednesday, August 17, 2011 1:25 AM
> Subject: [Audyssey] better control of troop training in castaways
>
>
>> Hi.Hi,
>> I am still playing mission 3 in castaways, and I must say I think it 
>> needs
>> some serious rebalancing, at the moment I think its unbeatable.
>> but anyway that's no

Re: [Audyssey] alterean soundpack problem

2011-08-18 Thread Oriol Gómez (iPhone)
Hi
Im in paris on vacation but i will soon get on it


Enviado desde mi iPhone

El 18/08/2011, a las 02:15 p.m., "dark"  escribió:

> Hi. 
> 
> Because escape is the interupt for sapi, I keep hitting shift escape by 
> mistake and muting all area sounds and music. 
> 
> there's no way to get this back, even pressing F10 and then altering the 
> volume doesn't do it, so I end up having to play without (and repeating shift 
> escape does no good). 
> 
> Any suggestions? 
> 
> maybe that command could be reassigned, - say shift delete or something? 
> 
> It is slightly irritating currently, sinse the only way to get music back is 
> quit the client and restart, which usually means having to recall. 
> 
> Beware the grue! 
> 
> Dark.
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Re: [Audyssey] AG instructions and stem stumper for smart phones

2011-08-18 Thread william lomas
start the game, then u get them

On Aug 19, 2011, at 2:40 AM, Che wrote:

>  hmm, not seeing that, maybe it is on i phone and not droid version?
>  when i start it up, i get play now, select level, something that sounds like 
> start marathon, but nothing about instructions or tutorials.
>  when i start level one, it says find the fertilizer by tapping the sound 
> that is playing now.
> so after 5 minutes of randomly moving around the screen, i found the sound 
> and tapped it, having had no clue what i was doing or why.
>  so you guys that have played this, any tips or know of anywhere i can find 
> instructions?
> the fact that the developer has not even basic instructions on their web site 
> blows me away frankly.
>  i don't really get how a developer can spend countless hours working on a 
> game, then just throw in instructions as an afterthought.
>  check out Grey Matter's block party, the instructions are clear, laid out 
> well and easy to navigate.
>  compare that to castaways, jeremy knows i love his stuff, and castaways so 
> far has my vote for game of the year, but he also knows i think his 
> instructions are terrible, and a real turnoff for a person just picking up 
> the game.
>  as i've mentioned before, i've reccomended castaways to several folks at 
> blind adrenaline that i know to be fairly avid audio gamers, only one of 
> which ended up giving it an honest try because they weren't clear on how the 
> game worked, etc.  remember, the vast vast majority of audio gamers are not 
> on this list, and do not get all the information that jeremy and others have 
> posted about the game, a great deal of which i have found vital to playing it 
> and understanding it enough to play well.
>  this is a key element, and i think its a real tragedy when a good game 
> doesn't get a fair shot because the instructions aren't complete or clear 
> enough.
>  whew, anyhow, didn't mean to get on a rant there, just an aspect of a lot of 
> games i don't understand at all.
>  anyhow, stem stumpers has gotten good reviews, and i'd love to check it out, 
> but totally baffled as to how to even get going with it.
> any info appreciated.
> thanks,
> che
> 
> 
> On 8/18/2011 6:47 PM, Michael Taboada (AI5HF) wrote:
>> Hi,
>> If you start the game, there will be a tutorial.
>> Hth,
>> 
>> -Michael.
>> --
>> From: "Che" 
>> Sent: Thursday, August 18, 2011 5:43 PM
>> To: "Gamers Discussion list" 
>> Subject: [Audyssey] Stem stumper for smart phones
>> 
>>> hey all, i purchased the game stem stumper for my android phone today
>>> to help support development of audio games on smart phones in a small
>>> way, as we have very few audio games so far.
>>> anyhow, the reviews i have read of it say its great, but i cannot find
>>> instructions on how it is played, or what the goal is or much else.
>>> anybody out there played this either on iPhone or droid and can give
>>> some info, or maybe a site where instructions can be found?
>>> i searched for a solid ten minutes today, but came up empty handed,
>>> the developers site doesn't seem to have instructions either, if they
>>> do they seem to be well hidden.
>>> thanks for any info.
>>> 
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
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>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> 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] soul trapper help.

2011-08-18 Thread michael barnes
Hey, does anyone know of any website that will give me help on the game 
soul trapper?

I am stuck at the organ and need to know the keys to press.
Thanks.

--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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[Audyssey] AG instructions and stem stumper for smart phones

2011-08-18 Thread Che

  hmm, not seeing that, maybe it is on i phone and not droid version?
  when i start it up, i get play now, select level, something that 
sounds like start marathon, but nothing about instructions or tutorials.
  when i start level one, it says find the fertilizer by tapping the 
sound that is playing now.
 so after 5 minutes of randomly moving around the screen, i found the 
sound and tapped it, having had no clue what i was doing or why.
  so you guys that have played this, any tips or know of anywhere i can 
find instructions?
 the fact that the developer has not even basic instructions on their 
web site blows me away frankly.
  i don't really get how a developer can spend countless hours working 
on a game, then just throw in instructions as an afterthought.
  check out Grey Matter's block party, the instructions are clear, laid 
out well and easy to navigate.
  compare that to castaways, jeremy knows i love his stuff, and 
castaways so far has my vote for game of the year, but he also knows i 
think his instructions are terrible, and a real turnoff for a person 
just picking up the game.
  as i've mentioned before, i've reccomended castaways to several folks 
at blind adrenaline that i know to be fairly avid audio gamers, only one 
of which ended up giving it an honest try because they weren't clear on 
how the game worked, etc.  remember, the vast vast majority of audio 
gamers are not on this list, and do not get all the information that 
jeremy and others have posted about the game, a great deal of which i 
have found vital to playing it and understanding it enough to play well.
  this is a key element, and i think its a real tragedy when a good 
game doesn't get a fair shot because the instructions aren't complete or 
clear enough.
  whew, anyhow, didn't mean to get on a rant there, just an aspect of a 
lot of games i don't understand at all.
  anyhow, stem stumpers has gotten good reviews, and i'd love to check 
it out, but totally baffled as to how to even get going with it.

 any info appreciated.
thanks,
 che


On 8/18/2011 6:47 PM, Michael Taboada (AI5HF) wrote:

Hi,
If you start the game, there will be a tutorial.
Hth,

-Michael.
--
From: "Che" 
Sent: Thursday, August 18, 2011 5:43 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Stem stumper for smart phones


hey all, i purchased the game stem stumper for my android phone today
to help support development of audio games on smart phones in a small
way, as we have very few audio games so far.
anyhow, the reviews i have read of it say its great, but i cannot find
instructions on how it is played, or what the goal is or much else.
anybody out there played this either on iPhone or droid and can give
some info, or maybe a site where instructions can be found?
i searched for a solid ten minutes today, but came up empty handed,
the developers site doesn't seem to have instructions either, if they
do they seem to be well hidden.
thanks for any info.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Bryan Peterson

I heartily agree. A free game is one thing but a commercial one, no way.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, August 18, 2011 7:13 PM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding
the sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release
of the game will be much more difficult.  I payed several hundred in
sounds and music and I expect people to use them. Its an insult for
people to delete or overwrite my sounds and put together their own
game as far as I'm concerned. Language packs etc is one thing, but
someone replacing sounds, music, etc I payed for with different ones
is another.

Cheers!


On 8/17/11, Valiant8086  wrote:

Or they can mod it, seeing the sounds are just wav files that could be
easily replaced. Do you plan to keep the sounds that way?
Sent with Thunderbird 3.1.10 portable.


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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-18 Thread Thomas Ward
Hi Dark,

Python is Python regardless if it is embedded in a program as a
scriptable module or you write the next version of Shades of Doom. The
language and sintax carry over from program to program although the
classes and ffunctions available might be different. However, the same
basic rules apply.

However, as I said Python is not too bad. You can usually enabled tab
indentation in a screen reader like NVDA or Window-Eyes and it will
tell you if a line is indented one, two, or three tabs. I never use a
braille display any more myself except when its late at night and I
want to review something in piece and quiet. The only advantage with a
braille display is you can feel the indention rather than hearing the
screen reader blab every tab position at the beginning of every line.
I will say that gets to be a bit annoying. Especially, if I have a
really nested statement, and NVDA does something like tab, tab, tab,
tab for several tabs when I'd rather it just say x number of tabs and
be done with it. However, it can be done easy enough.

Cheers!

On 8/18/11, dark  wrote:
> Well hal will let you know the number of tabs before a line and possibly
> more if I muck about with the detection settings (it's not a feature I use
> much).
>
> The problem with relying upon a braille display is only some people have
> them because they're prohibitively expensive.
>
> i looked at getting one at one stage, but couldn't afford the price tag
> annoyingly, and anyway now that synth voices are good enough to listen to it
> makes the idea of a braille display less necessary for most things.
>
> i think Jason's idea is to have scripts based upon Python people can modify,
> rather than python itself, so as to keep things easier for the end user, so
> how complex the indentation will get I'm not sure.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Small update to mapData IF/RPG game thingy

2011-08-18 Thread dhruv kumar
but the map_gen thing works

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-18 Thread Thomas Ward
Hi,

Yes, that works as well. Although, just my two cents, I think it is
better to manually indent/format your code rather than depend on a
third-party program for automatic indention. Far too many developers
today seem to gravitate towards IDES that automatically indent code,
have custom wizards to create entire blocks of code, etc and while it
speeds up the process it also lacks a certain amount of uniqueness and
style. Plus a manual coder such as myself can take any off the shelf
text editor Notepad, Gedit, Nano, Emacs, whatever and roll up my
sleaves and start programming without having x number of extra
specialized tools for programming. All you need is one good text
editor to do programming. I look at it as the "all for one one for all
principle" but like I said that's just my opinion.

Cheers!

On 8/18/11, Jacob Kruger  wrote:
> Also, Jamal Masry's text/programming editor, edSharp has specific support
> for blind python programmers:
> http://www.empowermentzone.com/edsetup.exe
>
> Only for windows though, AFAIK anyway.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'

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Re: [Audyssey] Small update to mapData IF/RPG game thingy

2011-08-18 Thread dhruv kumar
hi,
wow, but when I download mapdata_exe or something like this, it says
that crc failed?
what should I doo?

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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Thomas Ward
Hi Valiant,

No. Version 1.0 will be fully encrypted. As soon as I'm done modding
the sounds, settle on this or that, I am fully planning on encrypting
everything. The days of someone hacking and modding the full release
of the game will be much more difficult.  I payed several hundred in
sounds and music and I expect people to use them. Its an insult for
people to delete or overwrite my sounds and put together their own
game as far as I'm concerned. Language packs etc is one thing, but
someone replacing sounds, music, etc I payed for with different ones
is another.

Cheers!


On 8/17/11, Valiant8086  wrote:
> Or they can mod it, seeing the sounds are just wav files that could be
> easily replaced. Do you plan to keep the sounds that way?
> Sent with Thunderbird 3.1.10 portable.

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[Audyssey] Rail racer response, was:Re: question on switching liscensing

2011-08-18 Thread Che

  hi gang,
 sorry, I didn't realize that was sent to list instead of me directly.
i think this is totally my fault though, as i realized my old email 
address is on the rail racer web page, and tim was probably sending to 
it instead of my current one, thus i wasn't getting his emails.
  I answer all customer emails as soon as i can, nobody is ignored, so 
if you have tried contacting me via that old email address, please send to:

blindadrenal...@gmail.com
  also, i skip huge chunkcs of the gamers list, so if you need me for 
something, best to email me directly as well.
  Finally, regarding rail racer, it got delayed due to making updates 
and new stuff for the blind adrenaline card room, but a new version of 
RR is coming, along with a much improved free demo that will allow you 
to create and race your own tracks.

  thanks, and sorry for the trouble.
che

On 8/18/2011 8:00 PM, Thomas Ward wrote:

Hi Tim,

Just a suggestion, but its better to send these messages to the
developer privately rather than to the general Audyssey list. While
not directly off topic I always considered messages between you
personally and the software developer regarding licensing to be a
personal off list discussion from a moderating standpoint.

HTH

On 8/18/11, tim kilgore  wrote:

Hey, I've sent you a couple of messages regarding how to switch my railracer
liscense.  Is that a possibilityy? If so, could you send me my liscense key?
Also, is there a limit as to how many keys you'll send.

My old email address was: tim8275@sbcglobalnet.

Any help you could gie would be appriciated.

Thanks

Tim Kilgore


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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Thomas Ward
Hi Hayden,

That's precisely why I removed the ledges from the bronze spikes. The
spikes are made out of bronze and so is the metal edges that surround
them. Plus keep in mind they are not a pit, but huge sspikes stuck out
of the ground you have to jump over so the floor shouldn't crumble
given that the floor itself is undamaged.The floor is holding the
spikes up not caved in like a pit.

HTH



On 8/18/11, Hayden Presley  wrote:
> Hi,
> As a note, it somehow makes more sense for me that bronze spikes are bounded
> by metal instead of the exact same sound as the chasms and the firepits.
>
> Best Regards,
> Hayden

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Re: [Audyssey] New gamebook, The horrible dungeons of dreadful doom!

2011-08-18 Thread Hayden Presley
Hi,
I think some of my favorites were the above-mentioned fire exit, the
so-called goblin folksong, and the lord of the rings featuring the "wise
Lord Sauron". Let's not forget the boxing ring.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 8:48 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] New gamebook, The horrible dungeons of dreadful
doom!

Hi,

Yeah, I know the feeling. There were a number of times I was aware of
something bad would happen, but I chose that option anyway just to see
what would happen for kicks.

For instance, the fire exit. I figured given Dark's quarky sense of
humor that instead of being an exit from the dungeon a "fire exit"
meant you'd die in some horable way. All the same I had to open the
door just once to see what would happen, and sure enough I got roasted
alive. Lol!

Thing is the gamebook is such a crazy and silly game you just have to
open all the doors, look in every room, and try every option just for
laughs if for no other reason. I completed the game, but got lots of
laughs out of it along the way.

cheers!


On 8/15/11, Jacob Kruger  wrote:
> yup, but will also be honest, and say that a few times, although you're
> pretty sure it's not the best idea, you still want to know what's going to
> happen when you try something, or go somewhere...the wonders of being in a
> virtual world, instead of the 'real' one...
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'
>

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Re: [Audyssey] question on switching liscensing

2011-08-18 Thread Thomas Ward
Hi Tim,

Just a suggestion, but its better to send these messages to the
developer privately rather than to the general Audyssey list. While
not directly off topic I always considered messages between you
personally and the software developer regarding licensing to be a
personal off list discussion from a moderating standpoint.

HTH

On 8/18/11, tim kilgore  wrote:
> Hey, I've sent you a couple of messages regarding how to switch my railracer
> liscense.  Is that a possibilityy? If so, could you send me my liscense key?
> Also, is there a limit as to how many keys you'll send.
>
> My old email address was: tim8275@sbcglobalnet.
>
> Any help you could gie would be appriciated.
>
> Thanks
>
> Tim Kilgore
>
>
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Re: [Audyssey] mota beta 22 thoughts

2011-08-18 Thread Hayden Presley
Hi,
As a note, it somehow makes more sense for me that bronze spikes are bounded
by metal instead of the exact same sound as the chasms and the firepits.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 10:20 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

   I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

   The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
   When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and fire
spells
are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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Re: [Audyssey] question on snes emulator

2011-08-18 Thread Thomas Ward
Hi Michael,

What specifically is the problem with configuring a joystick? Once you
load a rom just press alt+f7 to bring up the joystick dialog and there
you can map or asign various actions to buttons. Just tab to the
button you want to asign and follow the steps on screen.

As far as the display error I'm clueless on that score. i've always
just accepted the defaults and they always worked regardless of XP,
Vista, Windows 7, or Linux. So perhaps we need more details about the
error specifically to resolve it.

HTH


On 8/18/11, michael barnes  wrote:
> Hey, I was told that snes 9x was accessible for the blind.
> However when I went to setup my controller I had some problem doing the
> setup by myself.
> I also get this message that pops up everytime I go into the program
> that said display error.
> How can I fix this problem and the problem with the accessibility?
> Thanks.
>
> --
> Email services provided by the System Access Mobile Network.  Visit
> www.serotek.com to learn more about accessibility anywhere.
>
>
> ---
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[Audyssey] question on switching liscensing

2011-08-18 Thread tim kilgore
Hey, I've sent you a couple of messages regarding how to switch my railracer 
liscense.  Is that a possibilityy? If so, could you send me my liscense key? 
Also, is there a limit as to how many keys you'll send.


My old email address was: tim8275@sbcglobalnet.

Any help you could gie would be appriciated.

Thanks

Tim Kilgore 



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Re: [Audyssey] Stem stumper for smart phones

2011-08-18 Thread Michael Taboada (AI5HF)

Hi,
If you start the game, there will be a tutorial.
Hth,

-Michael.
--
From: "Che" 
Sent: Thursday, August 18, 2011 5:43 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Stem stumper for smart phones

  hey all, i purchased the game stem stumper for my android phone today to 
help support development of audio games on smart phones in a small way, as 
we have very few audio games so far.
 anyhow, the reviews i have read of it say its great, but i cannot find 
instructions on how it is played, or what the goal is or much else.
  anybody out there played this either on iPhone or droid and can give 
some info, or maybe a site where instructions can be found?
  i searched for a solid ten minutes today, but came up empty handed, the 
developers site doesn't seem to have instructions either, if they do they 
seem to be well hidden.

 thanks for any info.

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Re: [Audyssey] better control of troop training in castaways

2011-08-18 Thread Willem

Hi.
I have to agree about the troop management. I wanted to make pikemen, 
but had to create 6 rangers first, because there were 6 cloaks in my 
barracks.


I've noticed that shift g speaks different coordinates from where it was 
reported that a battle happened. Is it a matter of the enemy troops 
moving away fast or is the coordinates misreported?

On 8/18/2011 11:56 PM, brice mellen wrote:
Well, I don't wanna do mission 3 until I can complete mission 2, but 
heres my problem. First off I think that killing is a little 
accessive, it takes so long to get new people that losing them really 
hurts you I think that the process of new people needs to be sped up a 
lot. It's really irritating when I finally get my beriks and all that 
built and start finally getting what I need just to make my soldiers 
and then bam, yetti's come down and attack and kill my people. And 
then if I try to build beriks right away and not food making places 
then my guys start dying off of starvation, then having to build 
houses on top and that, and wait the rediculous amount of time to wait 
for your children to grow up and your women to have the children, it 
doesn't really leave much that you can do, not to mention the goblins 
that swarm you so fast that your better off just ignoring them because 
you make no progress their. And might I say, I'm playing on easy.


-Original Message- From: Kelvin Tan
Sent: Thursday, August 18, 2011 11:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] better control of troop training in castaways

agreed about the enemy gets stronger so much faster than most normal 
players

can! i tried to delay on the start of the catapault building, trying to
build a big army to fend off enemy troops, but i must say i failed big 
time!
i choose to produce about 10 knights and 10 cavalry, and it totally 
did not

went as i expecte it to haha. i love battles, but i guess i will have to
produce more types of troops i guess. 1 question here is, is 5 of each 
type
of the 4 different troops stronger than 10 of each type of 2 troops? i 
only
made knights and   calvary because i think they arequite balance 
because
knights are strong but slow and calvary are fastest but not as strong, 
also

becauserangerskill my knights, and my calvary will kill them in return.
likewise, pikemen kills my calvary but my knights kills them too. my
thinking is either to build an army of knights and calvary, or rangers 
and
pikemen will really balance the fighting strengths and weaknesses but 
guess

not really. so is there a point of building a big quantity of 1 type? or
should i just make 1 each instead of 4 of a kind.
- Original Message - From: "dark" 
To: "Gamers Discussion list" 
Sent: Wednesday, August 17, 2011 7:11 PM
Subject: Re: [Audyssey] better control of troop training in castaways


Yep, I noticed this too, even though i had three knights, the soldiers 
kept
on being knights even when i had three cloaks and 2 armour in my 
barracks.


the ai that is supposed to balance military to insure that soldiers 
train to

be the troop type you have least of doesn't seem to be working
unfortunately.

i don't know if actually assigning soldiers to train is necessary though,
sinse if the ai worked as suggested and soldiers tried to equalize your
number of troops that should work.

i will say though with the weakness circle this just makes life even more
difficult, sinse you don't necessarily want! 7 knights, when you could 
have

five knights and two rangers.

I also agree about mission 3, it seems impossible, because the enemies 
get
stronger and stronger far faster than you can even if you raise their 
base.


imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the
requirement for metal from the barracks, sinse that would mean you don't
encessarily have to build up metal production first, and thus could
concentrate on other methods and troop types like rangers and pikemen.

Beware the grue!

Dark.
- Original Message - From: "alex wallis" 


To: 
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways



Hi.Hi,
I am still playing mission 3 in castaways, and I must say I think it 
needs

some serious rebalancing, at the moment I think its unbeatable.
but anyway that's not why I am writing,
I am writing to ask could we have more control over troop training?
as at the moment, the game seems to automatically assume just because
there is armour at the barracks I want anyone I tell to be a soldier to
become a knight.
I really think that the military jobs need to each have there own
categories, so soldiers, literally meaning ordinary soldiers, a specific
category for knights, and all other military units should have there own
job types.
as I frequently find myself in the position where I am building up spare
stockpiles of armour, and yet I don't want people to become knights just
because the armour i

Re: [Audyssey] Stem stumper for smart phones

2011-08-18 Thread Phil Vlasak

Hi Che,
Here is my listing for the game for iPhones.
Ananse Productions, Games For the Rest of Us.

Home of Stem Stumper, a blind-accessible puzzle game
for the iPhone and iPod Touch.
A dynamic layered soundtrack to guide Mimea the vine
through 100  brain-teasing levels.
Use sling shots, sprinklers and Angry Acorns
to open paths for her to go.
Use the right combination to rack up points and prove once and for all 
you´re smarter than a 6th grader.


The inaugaral game of Ananse Productions, Stem Stumper is built from the 
ground up to be enjoyed by both the iPhone's burgeoning blind community and 
fully sighted players around the world.
Stem Stumper is fully integrated with VoiceOver, Apple's builtin screen 
reader for iOS devices and and Talkback.
And if you think you can solve our puzzles with a blindfold on, we're 
including a sound only "sonar" mode.
While this might be Ananse Productions first project, members of Ananse´s 
team have already worked on several successful projects. Kwasi Mensah, lead 
developer and programmer has worked on games as varied as Green Day: Rock 
Band, Borderlands and Mass Effect: Pinnacle Station.
Jennifer Kanis, our lead artist, has worked on tihe iPhone games in the 
Curious George franchise for FableVision.
Dawn-Marie Dunn, our Audio guru, has been involved in gaming for more than 
ten years and music for more than twenty composing

original audio for Flash projects and sound effects for websites.

Fully integrated with VoiceOver and Talkback

10 Beautifully drawn gardens all with their own dynamic soundtrack
110 Puzzles
Sound only "sonar" mode

Stem Stumper, the innovative puzzle game you can play with your eyes closed 
is coming to Android. On Tuesday August 9th, you'll be able to chow down and 
feed Mimea the vine on both iOS and Android OS 2.1 or later.
We're also releasing Stem Stumper Lite, our free version that let's you try 
20 of our brain teasing levels for free before buying the full game.


The objective in Stem Stumper is to get your plant, Mimea to grow in order 
to reach the bag of fertilizer hidden in the level. To do so, you'll have to 
bypass obstacles and destroy anything that is in her way. Stem Stumper can 
be played in one of two ways. If you are playing this game traditionally by 
using sight, you tap around the screen until you find what you are looking 
for. Playing this way isn't hard at all and may actually be too easy. The 
second way to play Stem Stumper is to use the audio cues only. You can 
either use audio cues in normal mode or in sonar mode where the whole screen 
turns black. As you tap around the screen, the audio in the game changes. 
The music gets louder as you get closer to what you're suppose to be looking 
for When you finally tap the area you are looking for, an audible alarm goes 
off. It's a different alarm for different objects.
Instructions are still written in text so if you are blind or having trouble 
seeing, you won't be able to read the instructions that tell you what to do 
or how to play. You'll need someone to explain it to you. But, it seems that 
if you go into your iPhone settings and enable VoiceOver in the 
accessibility section, the instructions will be read out to you. I'm 
assuming if you are sight impaired, you would have this setting already 
enabled, which I did not. Once this is enabled, you can play the entire game 
without looking as now, the instructions as well as all menu items will be 
read out loud to you. It will even tell you every detail about the game you 
are playing including how much flower power you have left and what items you 
are tapping on. With VoiceOver on now though, you have to double tap 
everything instead of just single tapping it.


http://thegamerwithkids.com/2011/05/03/tgwks-review-of-stem-stumper-v1-1-ios/






- Original Message - 
From: "Che" 

To: "Gamers Discussion list" 
Sent: Thursday, August 18, 2011 6:43 PM
Subject: [Audyssey] Stem stumper for smart phones


  hey all, i purchased the game stem stumper for my android phone today to 
help support development of audio games on smart phones in a small way, as 
we have very few audio games so far.
 anyhow, the reviews i have read of it say its great, but i cannot find 
instructions on how it is played, or what the goal is or much else.
  anybody out there played this either on iPhone or droid and can give 
some info, or maybe a site where instructions can be found?
  i searched for a solid ten minutes today, but came up empty handed, the 
developers site doesn't seem to have instructions either, if they do they 
seem to be well hidden.

 thanks for any info.

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I

[Audyssey] question on snes emulator

2011-08-18 Thread michael barnes

Hey, I was told that snes 9x was accessible for the blind.
However when I went to setup my controller I had some problem doing the 
setup by myself.
I also get this message that pops up everytime I go into the program 
that said display error.

How can I fix this problem and the problem with the accessibility?
Thanks.

--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Mota thoughts

2011-08-18 Thread Hayden Presley
Hi,
I don't like that damage idea. For one thing, if there is a monster in the
room below, it is totally to your advantage to jump down there before they
start hurting you while you are on the rope.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Thursday, August 18, 2011 9:46 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota thoughts

One thing you could add to help make it clear when you missed a jump is to
add a shorter scream or exhale followed by a fall noise to signal that you
took a fall. You might also consider taking some damage when you jump near
the top of a rope and fall.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 17, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Hi Dark,

As for your first point about jumping onto ledges and missing that's often
the result of simply not jumping far enough. I've done it plenty of times
myself and all I can say is to try again if that happens.You will get a feel
for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a staircase,
ledge, etc because the look up/down commands page up and down only changes
the y axis of view and unfortunally in MOTA the z axis is up/down. So I'm
going have to write a custom look up/down function for this game
specifically to resolve this problem or rewrite the targeting code to do
this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between now
and rc1.

Cheers!


On 8/17/11, dark  wrote:
> Hi.
>
> Well I've finally6 got a copy of mota, and I'm liking what I'm seeing 
> thus far, the analogue jump system is as i expected, as is the running
jumps.
>
> the only two miner niggles I have are first, for some reason you don't 
> always seem to reach a ledge after climbing up a rope and jumping off, 
> sometimes you fall back to the bottom even when you've climbed as far 
> as you can upwards. A note, perhaps the indicator saying "stone ledge" 
> whenb your in a position to jump off might help, as might an indicator 
> on how far you have fallen.
>
> Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
> After jumping the big gap and climbing downwards, there's a flight of 
> steps going down and usually an enemy down there.
>
> whatever weapon I use, I don't seem able to targit at all.
>
> if there is a key to targit my attacks to a monster below me, I'd like 
> to know.
>
> Other than that, i'm liking thus far, and these two issues might just 
> be me getting used to the mechanics.
>
> All the best,
>
> Dark.
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
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>

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[Audyssey] Stem stumper for smart phones

2011-08-18 Thread Che
  hey all, i purchased the game stem stumper for my android phone today 
to help support development of audio games on smart phones in a small 
way, as we have very few audio games so far.
 anyhow, the reviews i have read of it say its great, but i cannot find 
instructions on how it is played, or what the goal is or much else.
  anybody out there played this either on iPhone or droid and can give 
some info, or maybe a site where instructions can be found?
  i searched for a solid ten minutes today, but came up empty handed, 
the developers site doesn't seem to have instructions either, if they do 
they seem to be well hidden.

 thanks for any info.

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Re: [Audyssey] better control of troop training in castaways

2011-08-18 Thread brice mellen
Well, I don't wanna do mission 3 until I can complete mission 2, but heres 
my problem. First off I think that killing is a little accessive, it takes 
so long to get new people that losing them really hurts you I think that the 
process of new people needs to be sped up a lot. It's really irritating when 
I finally get my beriks and all that built and start finally getting what I 
need just to make my soldiers and then bam, yetti's come down and attack and 
kill my people. And then if I try to build beriks right away and not food 
making places then my guys start dying off of starvation, then having to 
build houses on top and that, and wait the rediculous amount of time to wait 
for your children to grow up and your women to have the children, it doesn't 
really leave much that you can do, not to mention the goblins that swarm you 
so fast that your better off just ignoring them because you make no progress 
their. And might I say, I'm playing on easy.


-Original Message- 
From: Kelvin Tan

Sent: Thursday, August 18, 2011 11:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] better control of troop training in castaways

agreed about the enemy gets stronger so much faster than most normal players
can! i tried to delay on the start of the catapault building, trying to
build a big army to fend off enemy troops, but i must say i failed big time!
i choose to produce about 10 knights and 10 cavalry, and it totally did not
went as i expecte it to haha. i love battles, but i guess i will have to
produce more types of troops i guess. 1 question here is, is 5 of each type
of the 4 different troops stronger than 10 of each type of 2 troops? i only
made knights and   calvary because i think they arequite balance because
knights are strong but slow and calvary are fastest but not as strong, also
becauserangerskill my knights, and my calvary will kill them in return.
likewise, pikemen kills my calvary but my knights kills them too. my
thinking is either to build an army of knights and calvary, or rangers and
pikemen will really balance the fighting strengths and weaknesses but guess
not really. so is there a point of building a big quantity of 1 type? or
should i just make 1 each instead of 4 of a kind.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Wednesday, August 17, 2011 7:11 PM
Subject: Re: [Audyssey] better control of troop training in castaways


Yep, I noticed this too, even though i had three knights, the soldiers kept
on being knights even when i had three cloaks and 2 armour in my barracks.

the ai that is supposed to balance military to insure that soldiers train to
be the troop type you have least of doesn't seem to be working
unfortunately.

i don't know if actually assigning soldiers to train is necessary though,
sinse if the ai worked as suggested and soldiers tried to equalize your
number of troops that should work.

i will say though with the weakness circle this just makes life even more
difficult, sinse you don't necessarily want! 7 knights, when you could have
five knights and two rangers.

I also agree about mission 3, it seems impossible, because the enemies get
stronger and stronger far faster than you can even if you raise their base.

imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the
requirement for metal from the barracks, sinse that would mean you don't
encessarily have to build up metal production first, and thus could
concentrate on other methods and troop types like rangers and pikemen.

Beware the grue!

Dark.
- Original Message - 
From: "alex wallis" 

To: 
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways



Hi.Hi,
I am still playing mission 3 in castaways, and I must say I think it needs
some serious rebalancing, at the moment I think its unbeatable.
but anyway that's not why I am writing,
I am writing to ask could we have more control over troop training?
as at the moment, the game seems to automatically assume just because
there is armour at the barracks I want anyone I tell to be a soldier to
become a knight.
I really think that the military jobs need to each have there own
categories, so soldiers, literally meaning ordinary soldiers, a specific
category for knights, and all other military units should have there own
job types.
as I frequently find myself in the position where I am building up spare
stockpiles of armour, and yet I don't want people to become knights just
because the armour is lying around I would actually like to be able to set
what military unit people become.

---
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Re: [Audyssey] better control of troop training in castaways

2011-08-18 Thread Kelvin Tan
agreed about the enemy gets stronger so much faster than most normal players 
can! i tried to delay on the start of the catapault building, trying to 
build a big army to fend off enemy troops, but i must say i failed big time! 
i choose to produce about 10 knights and 10 cavalry, and it totally did not 
went as i expecte it to haha. i love battles, but i guess i will have to 
produce more types of troops i guess. 1 question here is, is 5 of each type 
of the 4 different troops stronger than 10 of each type of 2 troops? i only 
made knights and   calvary because i think they arequite balance because 
knights are strong but slow and calvary are fastest but not as strong, also 
becauserangerskill my knights, and my calvary will kill them in return. 
likewise, pikemen kills my calvary but my knights kills them too. my 
thinking is either to build an army of knights and calvary, or rangers and 
pikemen will really balance the fighting strengths and weaknesses but guess 
not really. so is there a point of building a big quantity of 1 type? or 
should i just make 1 each instead of 4 of a kind.
- Original Message - 
From: "dark" 
To: "Gamers Discussion list" 
Sent: Wednesday, August 17, 2011 7:11 PM
Subject: Re: [Audyssey] better control of troop training in castaways


Yep, I noticed this too, even though i had three knights, the soldiers kept
on being knights even when i had three cloaks and 2 armour in my barracks.

the ai that is supposed to balance military to insure that soldiers train to
be the troop type you have least of doesn't seem to be working
unfortunately.

i don't know if actually assigning soldiers to train is necessary though,
sinse if the ai worked as suggested and soldiers tried to equalize your
number of troops that should work.

i will say though with the weakness circle this just makes life even more
difficult, sinse you don't necessarily want! 7 knights, when you could have
five knights and two rangers.

I also agree about mission 3, it seems impossible, because the enemies get
stronger and stronger far faster than you can even if you raise their base.

imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the
requirement for metal from the barracks, sinse that would mean you don't
encessarily have to build up metal production first, and thus could
concentrate on other methods and troop types like rangers and pikemen.

Beware the grue!

Dark.
- Original Message - 
From: "alex wallis" 
To: 
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways


> Hi.Hi,
> I am still playing mission 3 in castaways, and I must say I think it needs
> some serious rebalancing, at the moment I think its unbeatable.
> but anyway that's not why I am writing,
> I am writing to ask could we have more control over troop training?
> as at the moment, the game seems to automatically assume just because
> there is armour at the barracks I want anyone I tell to be a soldier to
> become a knight.
> I really think that the military jobs need to each have there own
> categories, so soldiers, literally meaning ordinary soldiers, a specific
> category for knights, and all other military units should have there own
> job types.
> as I frequently find myself in the position where I am building up spare
> stockpiles of armour, and yet I don't want people to become knights just
> because the armour is lying around I would actually like to be able to set
> what military unit people become.
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> 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/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3841 - Release Date: 08/17/11 
18:34:00


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Re: [Audyssey] Mota thoughts

2011-08-18 Thread Karl Belanger
One thing you could add to help make it clear when you missed a jump is to
add a shorter scream or exhale followed by a fall noise to signal that you
took a fall. You might also consider taking some damage when you jump near
the top of a rope and fall.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 17, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts

Hi Dark,

As for your first point about jumping onto ledges and missing that's often
the result of simply not jumping far enough. I've done it plenty of times
myself and all I can say is to try again if that happens.You will get a feel
for jumping onto ledges after a while.

As to your second point that's an unresolved technical problem between
side-scrollers and 3d based game play. You can not shoot from a staircase,
ledge, etc because the look up/down commands page up and down only changes
the y axis of view and unfortunally in MOTA the z axis is up/down. So I'm
going have to write a custom look up/down function for this game
specifically to resolve this problem or rewrite the targeting code to do
this automatically in a 2d environment.
Either way it is one of those things I intend to fix sometime between now
and rc1.

Cheers!


On 8/17/11, dark  wrote:
> Hi.
>
> Well I've finally6 got a copy of mota, and I'm liking what I'm seeing 
> thus far, the analogue jump system is as i expected, as is the running
jumps.
>
> the only two miner niggles I have are first, for some reason you don't 
> always seem to reach a ledge after climbing up a rope and jumping off, 
> sometimes you fall back to the bottom even when you've climbed as far 
> as you can upwards. A note, perhaps the indicator saying "stone ledge" 
> whenb your in a position to jump off might help, as might an indicator 
> on how far you have fallen.
>
> Also, for some reason i can't attack monsters if I'm on a flight of
stairs.
> After jumping the big gap and climbing downwards, there's a flight of 
> steps going down and usually an enemy down there.
>
> whatever weapon I use, I don't seem able to targit at all.
>
> if there is a key to targit my attacks to a monster below me, I'd like 
> to know.
>
> Other than that, i'm liking thus far, and these two issues might just 
> be me getting used to the mechanics.
>
> All the best,
>
> Dark.
> ---
> Gamers mailing list __ Gamers@audyssey.org 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/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
> 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] Microsoft Flight simulator and Itsyourplane

2011-08-18 Thread Trouble
I use that setup and it can be a little ruff when getting the planes 
flight plan set up. I mostly start the flight plan after its your 
plane is running.


At 09:54 AM 8/18/2011, you wrote:

Hi all,
Was just curious, is anyone on this list using the Microsoft Flight 
Simulator Deluxe Edition together with itsyourplane?
I just about to start playing it and have already talked to a 
visually impaired flyer, but it would be fun to know if anyonne else 
is flying as well.

Best regards,
Christian


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[Audyssey] Microsoft Flight simulator and Itsyourplane

2011-08-18 Thread Christian
Hi all,
Was just curious, is anyone on this list using the Microsoft Flight Simulator 
Deluxe Edition together with itsyourplane?
I just about to start playing it and have already talked to a visually impaired 
flyer, but it would be fun to know if anyonne else is flying as well.
Best regards,
Christian


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[Audyssey] alterean soundpack problem

2011-08-18 Thread dark
Hi. 

Because escape is the interupt for sapi, I keep hitting shift escape by mistake 
and muting all area sounds and music. 

there's no way to get this back, even pressing F10 and then altering the volume 
doesn't do it, so I end up having to play without (and repeating shift escape 
does no good). 

Any suggestions? 

maybe that command could be reassigned, - say shift delete or something? 

It is slightly irritating currently, sinse the only way to get music back is 
quit the client and restart, which usually means having to recall. 

Beware the grue! 

Dark.
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Re: [Audyssey] Small update to mapData IF/RPG game thingy

2011-08-18 Thread Jacob Kruger
Ok, sorry, my bad, but like said in prior email, think since pseudo-developed 
this, I know why things are there, take place, get asked etc., but let me at 
least explain minor things :

In mapData_exe.zip

The file mapData.exe will automatically load the contents for the map from 
mapData.txt - if you open that unencrypted version in notepad, it should make 
some sense at least, but if as part of the command line command to run it, you 
include the map=mapName command line argument, it would then try to load the 
contents of a file called mapName.txt.

As in since it defaults to looking for mapData.txt if nothing else is 
specified, it will also load it if you type in something like:
mapData map=mapData

The other file, mapDataGen_exe.zip contains mapDataGenerator.exe which will ask 
you for a file name when you start it, but then also lets you load the contents 
of another file into it, before then making changes to areas, NPCs, items etc. 
and then saving the output text files both in clean and encrypted formats which 
can then be made use of along with the other, mapData.exe command line app to 
actually play/explore those maps, etc.

Hope this makes more sense.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


- Original Message ---

Subject: Re: [Audyssey] Small update to mapData IF/RPG game thingy
   From: "dark" 
   Date: Thu, 18 Aug 2011 12:05:29 +0100
 To: ,
 "Gamers Discussion list" 

>Hi Jacob.
>
>I'm afraid I'm a litle confused.
>
>I have your last E-mail about your rpg generator, but it seems there are 
>several exe files doing different things.
>
>Perhaps an explanation of what does what and a post of just the exe files 
>would help here, sinse I'm afraid your messages concerning the rpg generator 
>are a litle hard to understand, sinse you seem to switch from talking about 
>map generator to talking about source material, and then! there's a content 
>generator.
>
>A clear explanation of all this would be appreciated.
>
>Beware the grue!
>
>Dark.
>- Original Message - 
>From: "Jacob Kruger" 
>To: 
>Sent: Thursday, August 18, 2011 11:45 AM
>Subject: [Audyssey] Small update to mapData IF/RPG game thingy
>
>
>> Here are download links for latest, updated version of my mapData IF/RPG 
>> engine thingies. The straight one is just to make use of map content, and 
>> the generator one is for generating the content files, without having to 
>> type them up yourself.
>>
>> Only real thing have added in right now is to let you edit basic character 
>> info as well, but think have also tweaked a couple of other small things.
>>
>> MapData windows executable:
>> http://www.blindza.co.za/uploads/mapData/mapData_dist/mapData_exe.zip
>> (3.19Mb)
>>
>> mapDataGenerator windows executable:
>> http://www.blindza.co.za/uploads/mapData/mapData_dist/mapDataGen_exe.zip
>> (3.20Mb)
>>
>> mapData compiled python:
>> http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapData_pyc.zip
>> (16.0Kb)
>>
>> mapDataGenerator compiled python:
>> http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapDataGen_pyc.zip
>> (24.0Kb)
>>
>> These two compiled python instances should (hopefully) be able to run on 
>> something like a mac or linux machine, and if you let the generator 
>> generate the encrypted output, you could share that text file with other 
>> guys without them off-hand being able to just read the contents thereof 
>> without playing it - unless they also loaded it into the generator, etc., 
>> but anyway.
>>
>> The generator will also let you save/reload maps etc., so you don't have 
>> to generate everything at once, and the actual sort of pseudo-front end 
>> module is meant to let you save one saved game per map as such, but 
>> anyway, since while those do sort of carry over session to session, 
>> haven't really tested that side of it too much as such.
>>
>> Anyone who looks at this command line stuff, let me know if anything goes 
>> wrong, since still sort of using it as a form of practice routine to get 
>> used to the python programming language, but anyway.
>>
>> Stay well
>>
>> Jacob Kruger
>> Blind Biker
>> Skype: BlindZA
>> '...fate had broken his body, but not his spirit...'
>>
>>
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Re: [Audyssey] Small update to mapData IF/RPG game thingy

2011-08-18 Thread dark

Hi Jacob.

I'm afraid I'm a litle confused.

I have your last E-mail about your rpg generator, but it seems there are 
several exe files doing different things.


Perhaps an explanation of what does what and a post of just the exe files 
would help here, sinse I'm afraid your messages concerning the rpg generator 
are a litle hard to understand, sinse you seem to switch from talking about 
map generator to talking about source material, and then! there's a content 
generator.


A clear explanation of all this would be appreciated.

Beware the grue!

Dark.
- Original Message - 
From: "Jacob Kruger" 

To: 
Sent: Thursday, August 18, 2011 11:45 AM
Subject: [Audyssey] Small update to mapData IF/RPG game thingy


Here are download links for latest, updated version of my mapData IF/RPG 
engine thingies. The straight one is just to make use of map content, and 
the generator one is for generating the content files, without having to 
type them up yourself.


Only real thing have added in right now is to let you edit basic character 
info as well, but think have also tweaked a couple of other small things.


MapData windows executable:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapData_exe.zip
(3.19Mb)

mapDataGenerator windows executable:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapDataGen_exe.zip
(3.20Mb)

mapData compiled python:
http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapData_pyc.zip
(16.0Kb)

mapDataGenerator compiled python:
http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapDataGen_pyc.zip
(24.0Kb)

These two compiled python instances should (hopefully) be able to run on 
something like a mac or linux machine, and if you let the generator 
generate the encrypted output, you could share that text file with other 
guys without them off-hand being able to just read the contents thereof 
without playing it - unless they also loaded it into the generator, etc., 
but anyway.


The generator will also let you save/reload maps etc., so you don't have 
to generate everything at once, and the actual sort of pseudo-front end 
module is meant to let you save one saved game per map as such, but 
anyway, since while those do sort of carry over session to session, 
haven't really tested that side of it too much as such.


Anyone who looks at this command line stuff, let me know if anything goes 
wrong, since still sort of using it as a form of practice routine to get 
used to the python programming language, but anyway.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] Small update to mapData IF/RPG game thingy

2011-08-18 Thread Jacob Kruger
Those links in the prior email are direct download links for zip files with 
various bits and pieces in them, so, for example, if you download:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapData_exe.zip

And do something like hit enter on mapData.exe it will run the command line app 
using the sample mapData.txt content file to let you try out the relatively 
simple interface, but if you download, and unzip the other file:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapDataGen_exe.zip

That one (mapDataGenerator.exe) it will let you generate your own map content 
files, and, yes, it's relatively simplified RPG since you only really have hit 
points, weapons, basic monsters/NPCs, and items that you might need to place in 
a location to unlock another, etc., but anyway...

Also comes down to that when all items with a specified destination are placed 
there, it will render the outro text, and game/map is finished, etc.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


- Original Message ---

Subject: Re: [Audyssey] Small update to mapData IF/RPG game thingy
   From: dhruv kumar 
   Date: Thu, 18 Aug 2011 16:23:16 +0530
 To: jac...@mailzone.co.za,
  Gamers Discussion list 

>hi,
>what is your rpg engine?
>please, please, please, upload it please!
>
>On 8/18/11, Jacob Kruger  wrote:
>> Here are download links for latest, updated version of my mapData IF/RPG
>> engine thingies. The straight one is just to make use of map content, and
>> the generator one is for generating the content files, without having to
>> type them up yourself.
>>
>> Only real thing have added in right now is to let you edit basic character
>> info as well, but think have also tweaked a couple of other small things.
>>
>> MapData windows executable:
>> http://www.blindza.co.za/uploads/mapData/mapData_dist/mapData_exe.zip
>> (3.19Mb)
>>
>> mapDataGenerator windows executable:
>> http://www.blindza.co.za/uploads/mapData/mapData_dist/mapDataGen_exe.zip
>> (3.20Mb)
>>
>> mapData compiled python:
>> http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapData_pyc.zip
>> (16.0Kb)
>>
>> mapDataGenerator compiled python:
>> http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapDataGen_pyc.zip
>> (24.0Kb)
>>
>> These two compiled python instances should (hopefully) be able to run on
>> something like a mac or linux machine, and if you let the generator generate
>> the encrypted output, you could share that text file with other guys without
>> them off-hand being able to just read the contents thereof without playing
>> it - unless they also loaded it into the generator, etc., but anyway.
>>
>> The generator will also let you save/reload maps etc., so you don't have to
>> generate everything at once, and the actual sort of pseudo-front end module
>> is meant to let you save one saved game per map as such, but anyway, since
>> while those do sort of carry over session to session, haven't really tested
>> that side of it too much as such.
>>
>> Anyone who looks at this command line stuff, let me know if anything goes
>> wrong, since still sort of using it as a form of practice routine to get
>> used to the python programming language, but anyway.
>>
>> Stay well
>>
>> Jacob Kruger
>> Blind Biker
>> Skype: BlindZA
>> '...fate had broken his body, but not his spirit...'
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> 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/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> 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] Small update to mapData IF/RPG game thingy

2011-08-18 Thread dhruv kumar
hi,
what is your rpg engine?
please, please, please, upload it please!

On 8/18/11, Jacob Kruger  wrote:
> Here are download links for latest, updated version of my mapData IF/RPG
> engine thingies. The straight one is just to make use of map content, and
> the generator one is for generating the content files, without having to
> type them up yourself.
>
> Only real thing have added in right now is to let you edit basic character
> info as well, but think have also tweaked a couple of other small things.
>
> MapData windows executable:
> http://www.blindza.co.za/uploads/mapData/mapData_dist/mapData_exe.zip
> (3.19Mb)
>
> mapDataGenerator windows executable:
> http://www.blindza.co.za/uploads/mapData/mapData_dist/mapDataGen_exe.zip
> (3.20Mb)
>
> mapData compiled python:
> http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapData_pyc.zip
> (16.0Kb)
>
> mapDataGenerator compiled python:
> http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapDataGen_pyc.zip
> (24.0Kb)
>
> These two compiled python instances should (hopefully) be able to run on
> something like a mac or linux machine, and if you let the generator generate
> the encrypted output, you could share that text file with other guys without
> them off-hand being able to just read the contents thereof without playing
> it - unless they also loaded it into the generator, etc., but anyway.
>
> The generator will also let you save/reload maps etc., so you don't have to
> generate everything at once, and the actual sort of pseudo-front end module
> is meant to let you save one saved game per map as such, but anyway, since
> while those do sort of carry over session to session, haven't really tested
> that side of it too much as such.
>
> Anyone who looks at this command line stuff, let me know if anything goes
> wrong, since still sort of using it as a form of practice routine to get
> used to the python programming language, but anyway.
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> 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/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> 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] Small update to mapData IF/RPG game thingy

2011-08-18 Thread Jacob Kruger
Here are download links for latest, updated version of my mapData IF/RPG engine 
thingies. The straight one is just to make use of map content, and the 
generator one is for generating the content files, without having to type them 
up yourself.

Only real thing have added in right now is to let you edit basic character info 
as well, but think have also tweaked a couple of other small things.

MapData windows executable:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapData_exe.zip
(3.19Mb)

mapDataGenerator windows executable:
http://www.blindza.co.za/uploads/mapData/mapData_dist/mapDataGen_exe.zip
(3.20Mb)

mapData compiled python:
http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapData_pyc.zip
(16.0Kb)

mapDataGenerator compiled python:
http://www.blindza.co.za/uploads/mapData/mapData_pyc/mapDataGen_pyc.zip
(24.0Kb)

These two compiled python instances should (hopefully) be able to run on 
something like a mac or linux machine, and if you let the generator generate 
the encrypted output, you could share that text file with other guys without 
them off-hand being able to just read the contents thereof without playing it - 
unless they also loaded it into the generator, etc., but anyway.

The generator will also let you save/reload maps etc., so you don't have to 
generate everything at once, and the actual sort of pseudo-front end module is 
meant to let you save one saved game per map as such, but anyway, since while 
those do sort of carry over session to session, haven't really tested that side 
of it too much as such.

Anyone who looks at this command line stuff, let me know if anything goes 
wrong, since still sort of using it as a form of practice routine to get used 
to the python programming language, but anyway.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] better control of troop training in castaways

2011-08-18 Thread Steady Goh
Leather becomes brigandine leather armor to train your soldier to become 
pikemen. Not available in mission 1 and 2.

锦发/Steady Goh
- Original Message - 
From: "brice mellen" 

To: "Gamers Discussion list" 
Sent: Thursday, August 18, 2011 5:12 PM
Subject: Re: [Audyssey] better control of troop training in castaways


Well, and I would like an explanation of how to make my soldiers become 
the ones you need leather for, as it stand now we really have no job 
descriptions either, and unfortunately I don't have Microsoft word to read 
that rtf file about it.
I'm not even to mission 3 yet because mission 2 is so damn hard lol, all 
my freshly created soldiers die because I don't have enough time to make 
them in to anything else before yetti's start attacking my settlement. 
Granted I started on normal difficulty, but I didn't think normal would be 
so hard.


-Original Message- 
From: dark

Sent: Wednesday, August 17, 2011 6:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] better control of troop training in castaways

Yep, I noticed this too, even though i had three knights, the soldiers 
kept

on being knights even when i had three cloaks and 2 armour in my barracks.

the ai that is supposed to balance military to insure that soldiers train 
to

be the troop type you have least of doesn't seem to be working
unfortunately.

i don't know if actually assigning soldiers to train is necessary though,
sinse if the ai worked as suggested and soldiers tried to equalize your
number of troops that should work.

i will say though with the weakness circle this just makes life even more
difficult, sinse you don't necessarily want! 7 knights, when you could 
have

five knights and two rangers.

I also agree about mission 3, it seems impossible, because the enemies get
stronger and stronger far faster than you can even if you raise their 
base.


imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the
requirement for metal from the barracks, sinse that would mean you don't
encessarily have to build up metal production first, and thus could
concentrate on other methods and troop types like rangers and pikemen.

Beware the grue!

Dark.
- Original Message - 
From: "alex wallis" 

To: 
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways



Hi.Hi,
I am still playing mission 3 in castaways, and I must say I think it 
needs some serious rebalancing, at the moment I think its unbeatable.

but anyway that's not why I am writing,
I am writing to ask could we have more control over troop training?
as at the moment, the game seems to automatically assume just because 
there is armour at the barracks I want anyone I tell to be a soldier to 
become a knight.
I really think that the military jobs need to each have there own 
categories, so soldiers, literally meaning ordinary soldiers, a specific 
category for knights, and all other military units should have there own 
job types.
as I frequently find myself in the position where I am building up spare 
stockpiles of armour, and yet I don't want people to become knights just 
because the armour is lying around I would actually like to be able to 
set what military unit people become.


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Re: [Audyssey] sounds apparently not missing in MOTA beta 22

2011-08-18 Thread Darren Duff
I would say so as it doesn't happen her either. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, August 17, 2011 10:30 PM
To: audyssey gamers list
Subject: [Audyssey] sounds apparently not missing in MOTA beta 22

I don't recall on which list this was mentioned.  Someone said that they
were getting a Windows ding, as when a sound is missing, when bumping into a
wall and hearing the dead end indication.  I don't have that problem.  I
wonder if it was a partial download they got?

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Re: [Audyssey] arrangement of buildings list in castawaysand a suggestion.

2011-08-18 Thread Steady Goh
Yah I like those suggestions. Another thing I hope Jeremy can consider 
adding is the ability to switch certain buildings to high priority besides
open and close. In mission 3 which production efficiency is very crucial in 
winning, I had to go round and round closing and opening buildings. One case 
is I needed leather in the monastery as soon as possible but my peasants 
kept transporting other goods. I have to close the tavern, sawmill, butcher 
shop and mill just to get the eather in. I think it will be helpful to 
switch the building that needs attention to high priority. Food is not 
always the most important. haha! I close my tavern a lot just to get my 
peasants focuss on other buildings.


锦发/Steady Goh
- Original Message - 
From: "Che" 

To: "Gamers Discussion list" 
Sent: Wednesday, August 17, 2011 12:17 PM
Subject: Re: [Audyssey] arrangement of buildings list in castawaysand a 
suggestion.




  I agree these suggestions would be good.
  also, the ability to set markers with a short note per would be helpful.
  so i could make a marker for my current main quarry, then from anywhere 
else on the map, pop open my marker list, hit q, then enter and boom, i'm 
at my quarry.
  this would go a long way towards helping organize these large maps 
methinks.

  later,
che



On 8/16/2011 10:42 PM, Christopher Bartlett wrote:
Yep, I'd agree with the terrain location suggestions and the reorder of 
the

building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next
to each other,
at the moment you have meet and vegetable farms, and then right near the
bottom of the list is the animal farm, I think this should be grouped
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that
they depend on each other,
so for example, I would have the butchers shop, then the textile, and
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to
explore them, I think a really useful feature would be a terrain
location mode, so lets say I am at a1 and want to quickly find the
nearest site to put my quarry, I could bring up a list of terrain types
and find out where the nearest bit of forest, rocky ground or empty land
is etc.

alternatively, I did think of another job that could make this more of a
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an
explorer or cartographer, you could find out from him where the nearest
bit of forest is or whatever, and a benefit of having him could be that
all your peasants and builders move around quicker, as he could advise
on the quickest root.
I certainly think a quick terrain location feature could be useful 
anyway.


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Re: [Audyssey] arrangement of buildings list in castawaysand a suggestion.

2011-08-18 Thread Steady Goh
Yah I like those suggestions. Another thing I hope Jeremy can consider 
adding is the ability to switch certain buildings to high priority besides 
open and close. In mission 3 which production efficiency is very crucial in 
winning, I had to go round and round closing and opening buildings. One case 
is I needed leather in the monastery as soon as possible but my peasants 
kept transporting other goods. I have to close the tavern, sawmill, butcher 
shop and mill just to get the leather in. I think it will be helpful to 
switch the building that needs attention to high priority. Food is not 
always the most important. haha! I close my tavern a lot just to get my 
peasants focuss on other buildings.


锦发/Steady Goh
Steady strum and sing  guitar lessons; learn to play like the original and 
sound like a professional!

http://www.soft.com.sg/forum/teacher-available/201635-steady-guitar-lessons-play-like-original-sound-like-professional.html
http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
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- Original Message - 
From: "Che" 

To: "Gamers Discussion list" 
Sent: Wednesday, August 17, 2011 12:17 PM
Subject: Re: [Audyssey] arrangement of buildings list in castawaysand a 
suggestion.




  I agree these suggestions would be good.
  also, the ability to set markers with a short note per would be helpful.
  so i could make a marker for my current main quarry, then from anywhere 
else on the map, pop open my marker list, hit q, then enter and boom, i'm 
at my quarry.
  this would go a long way towards helping organize these large maps 
methinks.

  later,
che



On 8/16/2011 10:42 PM, Christopher Bartlett wrote:
Yep, I'd agree with the terrain location suggestions and the reorder of 
the

building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next
to each other,
at the moment you have meet and vegetable farms, and then right near the
bottom of the list is the animal farm, I think this should be grouped
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that
they depend on each other,
so for example, I would have the butchers shop, then the textile, and
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to
explore them, I think a really useful feature would be a terrain
location mode, so lets say I am at a1 and want to quickly find the
nearest site to put my quarry, I could bring up a list of terrain types
and find out where the nearest bit of forest, rocky ground or empty land
is etc.

alternatively, I did think of another job that could make this more of a
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an
explorer or cartographer, you could find out from him where the nearest
bit of forest is or whatever, and a benefit of having him could be that
all your peasants and builders move around quicker, as he could advise
on the quickest root.
I certainly think a quick terrain location feature could be useful 
anyway.


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If

Re: [Audyssey] better control of troop training in castaways

2011-08-18 Thread brice mellen
Well, and I would like an explanation of how to make my soldiers become the 
ones you need leather for, as it stand now we really have no job 
descriptions either, and unfortunately I don't have Microsoft word to read 
that rtf file about it.
I'm not even to mission 3 yet because mission 2 is so damn hard lol, all my 
freshly created soldiers die because I don't have enough time to make them 
in to anything else before yetti's start attacking my settlement. Granted I 
started on normal difficulty, but I didn't think normal would be so hard.


-Original Message- 
From: dark

Sent: Wednesday, August 17, 2011 6:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] better control of troop training in castaways

Yep, I noticed this too, even though i had three knights, the soldiers kept
on being knights even when i had three cloaks and 2 armour in my barracks.

the ai that is supposed to balance military to insure that soldiers train to
be the troop type you have least of doesn't seem to be working
unfortunately.

i don't know if actually assigning soldiers to train is necessary though,
sinse if the ai worked as suggested and soldiers tried to equalize your
number of troops that should work.

i will say though with the weakness circle this just makes life even more
difficult, sinse you don't necessarily want! 7 knights, when you could have
five knights and two rangers.

I also agree about mission 3, it seems impossible, because the enemies get
stronger and stronger far faster than you can even if you raise their base.

imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the
requirement for metal from the barracks, sinse that would mean you don't
encessarily have to build up metal production first, and thus could
concentrate on other methods and troop types like rangers and pikemen.

Beware the grue!

Dark.
- Original Message - 
From: "alex wallis" 

To: 
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways



Hi.Hi,
I am still playing mission 3 in castaways, and I must say I think it needs 
some serious rebalancing, at the moment I think its unbeatable.

but anyway that's not why I am writing,
I am writing to ask could we have more control over troop training?
as at the moment, the game seems to automatically assume just because 
there is armour at the barracks I want anyone I tell to be a soldier to 
become a knight.
I really think that the military jobs need to each have there own 
categories, so soldiers, literally meaning ordinary soldiers, a specific 
category for knights, and all other military units should have there own 
job types.
as I frequently find myself in the position where I am building up spare 
stockpiles of armour, and yet I don't want people to become knights just 
because the armour is lying around I would actually like to be able to set 
what military unit people become.


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