[Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread Jeremy Kaldobsky
The version 2.3 update has finally been posted, and it has quite a few new 
features that will keep people entertained.  For starters, I must again 
apologize for not having the new multiplayer mode ready, but each day I get a 
little closer.

I fixed a few more small bugs, as well as another piece of the tome bug that I 
had apparently missed the first time.  A few errors were fixed that caused the 
game to crash for people using unregistered files.  The debuglog.txt file is a 
little better now, so it should log more useful information in the event of a 
game crash.

Monks had a bug that caused them to sometimes ignore their tome writing duties 
in exchange for leather working.  This is fixed now.

If you move over a closed building on the map, it will now say the word closed 
after the building name.

I've added a clearer mission objective to mission 2's introduction.  Some 
people were getting confused about what exactly was required of them in that 
mission.  Hopefully it is easier to understand now.

The upgraded fisherman job Bait master has been changed to Angler, to make it 
sound a little more accurate.

With all of the new sounds, some people will want to lower their volume so that 
they can hear their screen reader better.  Hold shift and press brackets [ and 
] to raise or lower the sound effects volume within the game.

I've added a new feature to the main menu, which allows people to select a 
custom sound pack.  Rather than actually replacing the sound files, people 
making their own sound packs can simply create a new folder within the castaway 
directory.  Populate that folder with your own sounds that match the names 
found within the original sounds folder.  As a sample I have included a folder 
called oldpause which is a tiny soundpack that just changes the pause and 
resume sounds back to how they were in past versions.  You'll notice that I 
didn't have to use any other sounds except pause and resume, since the game 
will automatically look back to the default sounds folder for any missing 
sounds from the custom sound pack.  To try out the small soundpack, set it on 
the main menu by typing oldpause where it prompts you for the sound pack name.

Another feature on the main menu is a toggle called pauses.  By default it is 
set to short, but if you change it to long, the supply messages Z X C and V 
will use periods instead of commas.  Some people like the messages how they 
have always been, but a few people have had trouble since the comma pausing 
isn't long enough for their screen reader.  Hopefully this helps everyone have 
what they feel is easiest to understand.

Farmers can now be upgraded using tomes.  Upgrading farmers is a lot like 
upgrading soldiers into the different troop types.  A menu allows you to turn 
your farmer into a Gardener, a Wheat farmer, a Winemaker, or a Shepherd.  The 
upgraded farmers get a boost to their working speed, and will also focus their 
efforts on only their particular skill.  Gardeners work in Vegetable farms, 
Wheat farmers grow wheat, Winemakers work in vineyards, and Shepherds work in 
animal farms.  For a while now people have wanted to divide up their farmers 
into specific duties, and now you can.

Mission 4 has been added!  Prepare yourself for a vicious new enemy that will 
force you to call upon skills from your past.  In addition to a tricky new 
enemy, plague becomes your first viral foe.  The longer it takes you to 
complete the mission, the higher the risk that your people will catch the 
disease.  If the illness wasn't already bad enough, each person who is sick 
with the plague raises the odds that more of your people will catch it.  You 
had better keep on top of the situation, or you could quickly find yourself 
overwhelmed with dying citizens.

A new type of building has been introduced for mission 4.  The Tudor house is a 
larger home able to support 7 people instead of the usual 4.  The buildings are 
more expensive than using normal sized houses, but if space is important to 
you, the Tudor house may be your new best friend.

I wish everyone luck on the new additions.  Have fun, and I will continue 
working whenever I have time.

Download link for castaways can be found here:
www.kaldobsky.com/audiogames/

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[Audyssey] Help me with .prc files

2011-09-15 Thread THANHVINH
Hi all, I have a file which has the extension is .PRC. Can anyone please help 
telling me a program that blind can access to change my file to another text 
file extension, e.g .Doc, .Html...

Thanks!
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Re: [Audyssey] accessible games for android

2011-09-15 Thread alex wallis

Hi sean,
I did a bit of googling last night, and ran across stem stumpers, which 
is available for I phone and android, but to date that is the only game 
for android I have come across, and it doesn't even sound two exciting.


you are right about symbian being discontinued in favour of windows 
phone 7, and although I just got a nokia e7 to try it out, I am 
beginning to feel its more hastle than its worth, as the keyboard part 
just isn't well designed, its so easy to knock the touch screen with 
your hand while texting.
and although with mobile speak this isn't a huge problem, I do find the 
home screens on symbian 3 pathetic, only being able to have 4 shortcuts 
per screen is just stupid, and both mobile speak and talks don't read 
all icons on the home screen, plus interacting with a phone switchboard 
system isn't very easy, especially selecting numbers on the touch 
screen. although I could open the phone to physically dial in the 
numbers once on the phone I don't see why I should have to.


the I phone is tempting, but I don't like the voices I have heard so far 
on it, and although I guess I could get a blutooth keyboard, its just 
more equipment to lug around, and I would need to keep it charged up.
plus I couldn't easily stand around in a public place and text with it 
like I could do with a phone that has a physical keyboard, as I would 
have to have the I phone in one hand, and keyboard in another.
unfortunately I think its unlikely the I phone will ever get a physical 
keyboard, given that steve jobs hates physical buttons, and feels that 
devices should be asthetically pleasing and easy for the sighted world 
to use.


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[Audyssey] help locating soft key 5 on the nokia e7

2011-09-15 Thread alex wallis

Hi list.
I have two questions for nokia e7 users.

firstly, although I am able to make a call on the e7, if I get through 
to one of these menu driven phone systems,

talks says soft key 5 for dialer.
I assume this is to bring up a keyboard on the touch screen showing 
numbers that can be dialed into the phone.

could someone please tell me how do I locate soft key 5?
as I have tried a few times, but for example with my voice mail system, 
it cuts off before I can locate the soft key and press it in order to 
open the dialer to input my pin number.


on a related issue, when I put the phone to my ear to hear what is going 
on, the proximity sensor switches on and disables the touch screen to 
avoid triggering functions accidentally with your cheek.

so do I just use the unlock switch to release the screen?
I can't remember if someone said you could dial extensions from the 
qwerty keyboard, if this is possible I suppose I could do that, but its 
a pain to have to open the phone up just to dial in a pin number or 
interact with the banking system.
I am beginning to seriously wonder if the e7 is worth bothering with, as 
I found my texting speed is about half that of the e90, when I am 
writing, plus at least when using talks its so easy to trigger menus 
opening etc, the screen isn't well designed at all, a candy bar style 
screen would have been much better.
but I have decided to switch over to using the e7 for a week, and only 
use my old phone if I am going out where I will need a phone it is 
certain I can operate.
at the end of that time, I will decide if I want to keep it or not, but 
I think I am leaning towards selling it.

though I haven't thought through what I might get instead.
I would like an I phone as it would be so cool to be able to play games 
on a phone, but apple seem obstinate about not doing a version with a 
qwerty keyboard because steve jobs hates physical buttons. I could get a 
blutooth keyboard for it, but it would just be extra equipment to lug 
around and keep charged, and it wouldn't be so easy to just stand around 
and text as with an in built keyboard.
I suppose I could go down the android root but I don't know two much 
about it. but I think long term symbian is a sinking ship as I believe 
it only has another 3 years or so of life in it.


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[Audyssey] sorry, previous message was sent to the wrong list

2011-09-15 Thread alex wallis

Hi list.
sorry, my message regarding the nokia e7 was sent to the wrong list.
I had just been reading through messages from the gamers and talks 
lists, and got muddle up which list I should be replying to.

please ignore my last message.

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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread john
	I really like the soundpack idea. This could turn out to be 
something where people could distribute various packs, and see 
what everyone likes best. I could even see some kind of 
competition coming out of this.
	The plague already sounds difficult, though it might be 
beatable with a lot of doctors. I've never been one for making 
houses (they're a waste of valuable resources when I can beat the 
game with the starting number of people (at least on easy)), so 
I'm ot sure how much I'm going to use the new building.
	I really like the idea of upgrading farmers (this was 
something I thought was missing from the last version). The open 
and closed being mentioned probably would have been more useful a 
couple of versions ago as  the sounds now demonstrate whether or 
not a building is open or closed.
	Overall though, I certainly think this will be an 
improvement once I can get around to downloading it.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Date sent: Thu, 15 Sep 2011 00:51:54 -0700 (PDT)
Subject: [Audyssey] Castaways version 2.3, mission 4 is here.

The version 2.3 update has finally been posted, and it has quite 
a few new features that will keep people entertained.  For 
starters, I must again apologize for not having the new 
multiplayer mode ready, but each day I get a little closer.


I fixed a few more small bugs, as well as another piece of the 
tome bug that I had apparently missed the first time.  A few 
errors were fixed that caused the game to crash for people using 
unregistered files.  The debuglog.txt file is a little better 
now, so it should log more useful information in the event of a 
game crash.


Monks had a bug that caused them to sometimes ignore their tome 
writing duties in exchange for leather working.  This is fixed 
now.


If you move over a closed building on the map, it will now say 
the word closed after the building name.


I've added a clearer mission objective to mission 2's 
introduction.  Some people were getting confused about what 
exactly was required of them in that mission.  Hopefully it is 
easier to understand now.


The upgraded fisherman job Bait master has been changed to 
Angler, to make it sound a little more accurate.


With all of the new sounds, some people will want to lower their 
volume so that they can hear their screen reader better.  Hold 
shift and press brackets [ and ] to raise or lower the sound 
effects volume within the game.


I've added a new feature to the main menu, which allows people to 
select a custom sound pack.  Rather than actually replacing the 
sound files, people making their own sound packs can simply 
create a new folder within the castaway directory.  Populate that 
folder with your own sounds that match the names found within the 
original sounds folder.  As a sample I have included a folder 
called oldpause which is a tiny soundpack that just changes the 
pause and resume sounds back to how they were in past versions.  
You'll notice that I didn't have to use any other sounds except 
pause and resume, since the game will automatically look back to 
the default sounds folder for any missing sounds from the custom 
sound pack.  To try out the small soundpack, set it on the main 
menu by typing oldpause where it prompts you for the sound pack 
name.


Another feature on the main menu is a toggle called pauses.  By 
default it is set to short, but if you change it to long, the 
supply messages Z X C and V will use periods instead of commas.  
Some people like the messages how they have always been, but a 
few people have had trouble since the comma pausing isn't long 
enough for their screen reader.  Hopefully this helps everyone 
have what they feel is easiest to understand.


Farmers can now be upgraded using tomes.  Upgrading farmers is a 
lot like upgrading soldiers into the different troop types.  A 
menu allows you to turn your farmer into a Gardener, a Wheat 
farmer, a Winemaker, or a Shepherd.  The upgraded farmers get a 
boost to their working speed, and will also focus their efforts 
on only their particular skill.  Gardeners work in Vegetable 
farms, Wheat farmers grow wheat, Winemakers work in vineyards, 
and Shepherds work in animal farms.  For a while now people have 
wanted to divide up their farmers into specific duties, and now 
you can.


Mission 4 has been added!  Prepare yourself for a vicious new 
enemy that will force you to call upon skills from your past.  In 
addition to a tricky new enemy, plague becomes your first viral 
foe.  The longer it takes you to complete the mission, the higher 
the risk that your people will catch the disease.  If the illness 
wasn't already bad enough, each person who is sick with the 
plague raises the odds that more of your people will catch it.  
You had better keep on top of the situation, or you could quickly 
find yourself overwhelmed with dying citizens.


A new type of building has been 

Re: [Audyssey] Spoorsim 2.0.

2011-09-15 Thread Rick
Thanks for the information on how to drive the train, but I already knew 
that.
My problem is I'm only able to move a short distance in either direction, 
then I hit something.

At least that's what I think is happening.
I think I need to couple up some cars or switch tracks, but it doesn't seem 
to work like it says in the readme file.

Thanks again for your help.
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 14, 2011 6:07 PM
Subject: Re: [Audyssey] Spoorsim 2.0.



Well spursim had to many controls.
check all the breaks are off, and that you are not reversing.
you then need to advance the throttle and regulater if you have one 
slowly.

Listen to the pitch of the train.
If you over or under rev then you won't be going far fast.
Try to get a speed of 50-70, remember the cut off is 80, if you can get to 
80 or 75 or 8 or as close to 80 as you can without overshooting then thats 
fine but if you try to go over 80 then you stop.

At 08:23 a.m. 15/09/2011, you wrote:

Hi list.
I sent this message to the list, but I think I used the wrong address, so 
here goes again.

Anybody have any luck with spoorsim 2.0?
I think I'm getting tangled up in a mess at the beginning.
I'm only able to move either train a little ways before hearing a banging 
noise.
I tried switching tracks, and coupling and uncoupling cars, but it doesn't 
seem to work the way it says in the read me file.

Thanks in advance for any help.
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Re: [Audyssey] Spoorsim 2.0.

2011-09-15 Thread Lukáš Kakara
Please, where I can download Spoor sim 2.0? Is it function on Win 7? 
Thank you very much.


Dne 15.9.2011 16:30, Rick napsal(a):

Thanks for the information on how to drive the train, but I already knew
that.
My problem is I'm only able to move a short distance in either
direction, then I hit something.
At least that's what I think is happening.
I think I need to couple up some cars or switch tracks, but it doesn't
seem to work like it says in the readme file.
Thanks again for your help.
- Original Message - From: shaun everiss sm.ever...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 14, 2011 6:07 PM
Subject: Re: [Audyssey] Spoorsim 2.0.



Well spursim had to many controls.
check all the breaks are off, and that you are not reversing.
you then need to advance the throttle and regulater if you have one
slowly.
Listen to the pitch of the train.
If you over or under rev then you won't be going far fast.
Try to get a speed of 50-70, remember the cut off is 80, if you can
get to 80 or 75 or 8 or as close to 80 as you can without overshooting
then thats fine but if you try to go over 80 then you stop.
At 08:23 a.m. 15/09/2011, you wrote:

Hi list.
I sent this message to the list, but I think I used the wrong
address, so here goes again.
Anybody have any luck with spoorsim 2.0?
I think I'm getting tangled up in a mess at the beginning.
I'm only able to move either train a little ways before hearing a
banging noise.
I tried switching tracks, and coupling and uncoupling cars, but it
doesn't seem to work the way it says in the read me file.
Thanks in advance for any help.
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[Audyssey] Castaways, mission four.

2011-09-15 Thread Rick
Hi list.
is there a use for the catapult in mission four?
I don't want to waste time or space building it if it doesn't have any use.
I'm sure I can find a use for the other buildings.
Thanks in advance.
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Re: [Audyssey] Spoorsim 2.0.

2011-09-15 Thread Phil Vlasak

Hi Lukas,
If you look for my original email the link is at the top.
Here it is again.
SpoorSim Train Driving simulator version 2.0,
http://www.modellbahnsoftware.de/Simu/spoorsim.htm
This seems to be a German site. Look for download link to download the game
installer.

Once you install it, there is a read me file with instructions on what hot 
keys there are.
You do need to do some research on how to drive a train before using the 
simulator as it does not tell you what to do.
Phil 



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Re: [Audyssey] Spoorsim 2.0.

2011-09-15 Thread Lukáš Kakara

Oh, thank you very much, I deleted this:)

Dne 15.9.2011 17:45, Phil Vlasak napsal(a):

Hi Lukas,
If you look for my original email the link is at the top.
Here it is again.
SpoorSim Train Driving simulator version 2.0,
http://www.modellbahnsoftware.de/Simu/spoorsim.htm
This seems to be a German site. Look for download link to download the game
installer.

Once you install it, there is a read me file with instructions on what
hot keys there are.
You do need to do some research on how to drive a train before using the
simulator as it does not tell you what to do.
Phil

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Re: [Audyssey] Castaways, mission four.

2011-09-15 Thread Jeremy Kaldobsky
Whoops!  I was supposed to remove the catapult from mission 4's building list.  
Thanks for spotting that for me, and I will have it removed in the next update. 
 There is no reason to build a catapult in mission 4.

 Hi list.
 is there a use for the catapult in mission four?
 I don't want to waste time or space building it if it
 doesn't have any use.
 I'm sure I can find a use for the other buildings.
 Thanks in advance.


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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread john
Just something amusing I noticed about the subject line, 
castaways 2.3 mission 4 kind of sounds like your counting. Also, 
are you planning to create any more missions in the future?


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[Audyssey] bug with castaways mission 4

2011-09-15 Thread alex wallis

hi.
I noticed a slight bug with castaways mission 4.
when the zombies turn up on your land, and you press shift g, you are 
firstly told there are goblins on your land, and then the location where 
the zombies are.

and then, at the end you are told there are no invaders on your land,
lol.
I think it would be good, if we had access to tuda houses in mission 3 
as well as 4.
in fact, perhaps it would be good if we could build walls and tuda 
houses in all missions.


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Re: [Audyssey] bug with castaways mission 4

2011-09-15 Thread john

About having walls in all missions:
	I think that while it might be handy, the real point of 
mission one is to get the ship finished before the goblins get to
you. As you can't loose soldiers to them, (or at least that's the 
way it was several versions ago when I last played mission one), 
having walls would make the mission ridiculously easy.
	Hopefully this message makes sense, I'm a little skeptical 
as I write it.

- Original Message -
From: alex wallis alexwallis...@googlemail.com
To: gamers@audyssey.org
Date sent: Thu, 15 Sep 2011 18:33:53 +0100
Subject: [Audyssey] bug with castaways mission 4

hi.
I noticed a slight bug with castaways mission 4.
when the zombies turn up on your land, and you press shift g, you 
are
firstly told there are goblins on your land, and then the 
location where

the zombies are.
and then, at the end you are told there are no invaders on your 
land,

lol.
I think it would be good, if we had access to tuda houses in 
mission 3

as well as 4.
in fact, perhaps it would be good if we could build walls and 
tuda

houses in all missions.

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Re: [Audyssey] bug with castaways mission 4

2011-09-15 Thread william lomas
how many mission hope have?

On Sep 15, 2011, at 6:58 PM, john wrote:

 About having walls in all missions:
   I think that while it might be handy, the real point of mission one is 
 to get the ship finished before the goblins get to
 you. As you can't loose soldiers to them, (or at least that's the way it was 
 several versions ago when I last played mission one), having walls would make 
 the mission ridiculously easy.
   Hopefully this message makes sense, I'm a little skeptical as I write 
 it.
 - Original Message -
 From: alex wallis alexwallis...@googlemail.com
 To: gamers@audyssey.org
 Date sent: Thu, 15 Sep 2011 18:33:53 +0100
 Subject: [Audyssey] bug with castaways mission 4
 
 hi.
 I noticed a slight bug with castaways mission 4.
 when the zombies turn up on your land, and you press shift g, you are
 firstly told there are goblins on your land, and then the location where
 the zombies are.
 and then, at the end you are told there are no invaders on your land,
 lol.
 I think it would be good, if we had access to tuda houses in mission 3
 as well as 4.
 in fact, perhaps it would be good if we could build walls and tuda
 houses in all missions.
 
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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread Jeremy Kaldobsky
I do have plans for at least 1 more single player mission, possibly more.  
There are also plans for a special multiplayer mission that can only be played 
as a team online, and I have plans to make a new multiplayer mode which will 
allow people to form teams and battle one another.  I desperately want to add 
these things, but of course I cannot actually promise that they will all happen.

 Just something amusing I noticed
 about the subject line, castaways 2.3 mission 4 kind of
 sounds like your counting. Also, are you planning to create
 any more missions in the future?


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Re: [Audyssey] bug with castaways mission 4

2011-09-15 Thread Jeremy Kaldobsky
Nice catch Alex, I will have that fixed for the next update.  I think I forgot 
to code part of the mission 4 code for pressing shift G, so it is confused and 
spouting incorrect messages.

I've been trying to add a little to the game with each new mission, so that is 
why the tudor houses aren't available in mission 3.  I've been allowing tome 
upgrades to work in all missions, but I'm reluctant to change available 
buildings for existing missions because it would require them to be balanced 
all over again.  I think even something as small as the tudor house would make 
a large change on how easy or hard mission 3 ended up being.

 hi.
 I noticed a slight bug with castaways mission 4.
 when the zombies turn up on your land, and you press shift
 g, you are firstly told there are goblins on your land, and
 then the location where the zombies are.
 and then, at the end you are told there are no invaders on
 your land,
 lol.
 I think it would be good, if we had access to tuda houses
 in mission 3 as well as 4.
 in fact, perhaps it would be good if we could build walls
 and tuda houses in all missions.


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[Audyssey] bug with castaways gramma

2011-09-15 Thread alex wallis

Hi.
another little bug I just noticed with castaways in general,
when the game has to refer to 1 person, it says 1 people instead of person.
so for example all my population had starved to death and I had one 
person left, so I did shift t  to find out energy levels, and it said 1 
people instead of person.
I also have another suggestion, when you press shift t to find out about 
energy levels, instead of saying you have 0 people, perhaps it would 
make more gramatical sense if it says no people when listing energy 
levels so for example, no people between 10 and 20 percent.


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Re: [Audyssey] bug with castaways gramma

2011-09-15 Thread Jeremy Kaldobsky
I should be able to fix those with the next update.  It's also been brought to 
my attention that I may have broken mission 1 while I was working on mission 4, 
so if anyone has had any trouble with mission 4 immediately ending in defeat, I 
plan to look in to that issue as well.

 Hi.
 another little bug I just noticed with castaways in
 general,
 when the game has to refer to 1 person, it says 1 people
 instead of person.
 so for example all my population had starved to death and I
 had one person left, so I did shift t  to find out
 energy levels, and it said 1 people instead of person.
 I also have another suggestion, when you press shift t to
 find out about energy levels, instead of saying you have 0
 people, perhaps it would make more gramatical sense if it
 says no people when listing energy levels so for example, no
 people between 10 and 20 percent.


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[Audyssey] Castaways and walls.

2011-09-15 Thread Rick
Hi list.
Am I doing something wrong, or is this a bug?
I wall in a section of land using different terrain features such as forests 
and so on, and the enemy still appears inside my defenses.
This happens on both missions three and four.
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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread john
It may not be a bug, enemies can show up on the outer edge of the 
map, no matter what is there. This includes fully built walls.


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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread Rick

If that's the case, then to me walls are almost not worth messing with.
I mean what's the point in building a decent defensive perimeter if the 
enemy is just going to  pop up inside it.


- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 15, 2011 6:15 PM
Subject: Re: [Audyssey] Castaways and walls.


It may not be a bug, enemies can show up on the outer edge of the map, no 
matter what is there. This includes fully built walls.


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list,
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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread Jeremy Kaldobsky
Rick, we should be able to help if you can let us know which mission, which map 
(default or alternate), the location you are trying to defend, and where your 
walls are being placed.  There might be a hole in your defences somewhere and 
we can help you find it.

 Hi list.
 Am I doing something wrong, or is this a bug?
 I wall in a section of land using different terrain
 features such as forests and so on, and the enemy still
 appears inside my defenses.
 This happens on both missions three and four.


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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread Jeremy Kaldobsky
John is right, since the enemies appear at the edges of the map, you certainly 
wouldn't want to seal yourself in up against a map's edge.  The walls will 
perfectly defend you as long as they are used properly.

 If that's the case, then to me walls
 are almost not worth messing with.
 I mean what's the point in building a decent defensive
 perimeter if the enemy is just going to  pop up inside
 it.


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Re: [Audyssey] bug with castaways gramma

2011-09-15 Thread Alfredo_The_Music_maker
It depends on how the program sets their variable statement. Like, if 
the number is 0, then say There are no If the number is one, then say 
person If greater than one, then you can say people. So there is 
something related to programming here.


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Re: [Audyssey] bug with castaways gramma

2011-09-15 Thread Jeremy Kaldobsky
Yeah, it wasn't difficult to make the changes.  In many places of the game 
there were already those kinds of intelligent grammar decisions, but I had 
missed a few.  It seems to be working well now, so the messages will look a 
little nicer when I post the next update.

 It depends on how the program sets
 their variable statement. Like, if the number is 0, then say
 There are no If the number is one, then say person If
 greater than one, then you can say people. So there is
 something related to programming here.


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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread john

One way to build walls would be to put them on y instead of z, so
enemies could not get by. In my mission three game, I sealed in 
my settlement, leaving both column z and row 32 empty, and all 
the enemies have to mass outside of my walls.



- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 15 Sep 2011 15:50:21 -0700 (PDT)
Subject: Re: [Audyssey] Castaways and walls.

John is right, since the enemies appear at the edges of the map, 
you certainly wouldn't want to seal yourself in up against a 
map's edge.  The walls will perfectly defend you as long as they 
are used properly.


If that's the case, then to me walls
are almost not worth messing with.
I mean what's the point in building a decent defensive
perimeter if the enemy is just going to  pop up inside
it.


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