Re: InSpire, a mod to make SlayTheSpire Accessible... again!

2020-07-06 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: InSpire, a mod to make SlayTheSpire Accessible... again! @robjoy wow this looks great, I'll definitely be keeping a close eye on this.I'm curious about the mechanics of how its implemented. Does Slay The Spire have documentation somewhere about the functions that mods can use and did

Re: Presenting Master of Orion, a space strategy game

2020-01-03 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Presenting Master of Orion, a space strategy game @zkline how active is the author of that fork? In terms of accepting {PRs or answering questions?It will be really hard to figure out how the ascii art works without some sighted assistance. URL:

Re: Presenting Master of Orion, a space strategy game

2020-01-02 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Presenting Master of Orion, a space strategy game That bug with the governer isn't that important, the simple workaround is just to not have such a long name. Anything 10 characters and below is fine. Some of the commonly requested items e.g, new filters for the view command are

Re: Presenting Master of Orion, a space strategy game

2020-01-01 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Presenting Master of Orion, a space strategy game I've been thinking about an idea to get a better hang of how the galaxy works. Would like to hear more opinions on whether this could be feasible.I'm thinking of an application which reads a list of coordinates and planet names, and

Re: Presenting Master of Orion, a space strategy game

2019-12-30 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Presenting Master of Orion, a space strategy game @mmaslo1124 look at the first link in this thread.@zkline regarding the gov crash, try starting a new game with a world named "NerveCentre". Then when the game starts, type gov.I've been thinking about some ways of how we could get a

Re: Presenting Master of Orion, a space strategy game

2019-12-30 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Presenting Master of Orion, a space strategy game @zkline I heard that the original project author is dead, i.e this repo is no longer accepting anymore fixes: https://gitlab.com/KilgoreTroutMaskReplicant/1oom/Is there an unofficial successor / developer who's leading future work on

Re: Presenting Master of Orion, a space strategy game

2019-12-29 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Presenting Master of Orion, a space strategy game Hi,Thanks Xcline for bringing this to our attention. I'm so excited and yet so depressed at the same time once I mastered the interface. Elated because this is probably one of the most complex accessible strategy games that I've found,

Re: Rise of Empires: Empire mud fork is ready to be conquered

2019-03-19 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Rise of Empires: Empire mud fork is ready to be conquered Its down for good, sadly. URL: https://forum.audiogames.net/post/420423/#p420423 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: X3: Terran Conflict, like Smugglers on Steroids

2019-02-23 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: X3: Terran Conflict, like Smugglers on Steroids Hi, this is something that I'd really like to play, but I'd only want to do so if the extra hoops to jump through aren't too disruptive to the actual gameplay experience.What is the current status, in terms of how much of the game can be

Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games

2018-01-04 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games Is there a more lengthy tutorial about the navigation system? URL: http://forum.audiogames.net/viewtopic.php?pid=345656#p345656 ___ Audiogames-reflector mailing list

Re: Materia Magica Soundpack

2017-09-29 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack I posted a new version a couple of days ago and somehow forgot to bump the thread. Changelog at the bottom of the first post. URL: http://forum.audiogames.net/viewtopic.php?pid=331353#p331353 ___

Re: Materia Magica Soundpack

2017-09-27 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack Yeah I only deliberately included wilderness, which does not include maps of towns (and unfortunately most NPC ships dock in towns). I can show you around so that you can have it mapped if you like, I'm sure others will be willing to help too. URL:

Re: Materia Magica Soundpack

2017-09-26 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack Ah, so it doesn't like it if I try setting the materia magica world to be opened by default on startup. Distribution and instructions updated, that should fix the problem. URL: http://forum.audiogames.net/viewtopic.php?pid=331007#p331007

Re: Materia Magica Soundpack

2017-09-26 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack @zub0 it would help if you pasted the full error log if there's more information available or can provide more details.@blindndangerous no, not at this time. I'll probably put this up on Github at some point, so pull requests will be welcome. URL:

Re: Materia Magica Soundpack

2017-09-24 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack Post updated, its now as trivial as unzipping it somewhere and running mushclient.exe URL: http://forum.audiogames.net/viewtopic.php?pid=330779#p330779 ___ Audiogames-reflector mailing list

Re: Materia Magica Soundpack

2017-09-24 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack This is just meant as a proof of concept release to see if people like it. If the reception is good, then I'll make a separate standalone copy to make the setup easier.Edit: Oh, I do realize that the instructions are complicated, so will make a custom client

Re: Materia Magica Soundpack

2017-09-24 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack This is just meant as a proof of concept release to see if people like it. If the reception is good, then I'll make a separate standalone copy to make the setup easier. URL: http://forum.audiogames.net/viewtopic.php?pid=330775#p330775

Re: Materia Magica Soundpack

2017-09-24 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica Soundpack The CWN clan website is also extremely useful. It contains a quest database which you can consult when stuck. The speedwalks page (tools -> speedwalk generator) makes moving about much easier.For those already familiar with the mapper, the included map database

Materia Magica Soundpack

2017-09-24 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Materia Magica Soundpack The existing soundpacks/plugin packages are hard to install (due to missing/outdated links etc), or are not as good as what we've come to expect from the excellent Mush-z distribution for Alter Aeon. So I've created a soundpack for Materia Magica. Most of the

Re: Materia Magica 4.6 changelog

2017-09-24 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica 4.6 changelog I've released a soundpac for Materia Magica, which eases installation of the various plugins. The thread can be found at http://forum.audiogames.net/viewtopic.p … 89#p330689Please discuss soundpack-specific stuff there. URL:

Re: Materia Magica 4.6 changelog

2017-09-19 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica 4.6 changelog There's also a series of plugins by Ruthgul that make getting around much more convenient. This includes an automapper, which remembers places you've been to and uing that info, automatically walks you to rooms you've been to before. There's also a

Re: Materia Magica 4.6 changelog

2017-09-18 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Materia Magica 4.6 changelog Pretty interesting improvements especially regarding newbie areas. I created a new char a few days ago to try it out and am currently level 25. URL: http://forum.audiogames.net/viewtopic.php?pid=329973#p329973

Re: 100$ prize as Rocky's password scrambler is released

2016-12-30 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: 100$ prize as Rocky's password scrambler is released Unless you post a technical overview of the cryptographic operations used, I'd take this with a large dose of salt. For example, how is the password database encrypted? Is PBKDF2 used? Is authenticated encryption used? What libraries

Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released

2016-01-28 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released Sorry, I think it was supposed to be removed. Its definitely beatable without that skill though. URL: http://forum.audiogames.net/viewtopic.php?pid=248288#p248288 ___

Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released

2016-01-15 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released I want to  acknowledge KeyWasFull's and Shadow Mamba's role in helping to see this map pack to its completion. Though I came up with the original idea, they were instrumental, and did a lot of work to bring it to

Re: Environment Sweet

2015-11-26 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Environment Sweet Is this an attempt at true 3d audio suitable for games? URL: http://forum.audiogames.net/viewtopic.php?pid=240173#p240173 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Frandum, a primarily quest-based exploration Mud

2015-08-03 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Frandum, a primarily quest-based exploration Mud How much content does this mud have, in terms of rooms/mobs/quests? And does it have a webpage? URL: http://forum.audiogames.net/viewtopic.php?pid=226356#p226356 ___ Audiogames-reflector

Re: AudioRTS Demo

2015-07-05 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: AudioRTS Demo Win8.1 enterprise 64-bit here. URL: http://forum.audiogames.net/viewtopic.php?pid=222764#p222764 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: AudioRTS Demo

2015-07-04 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: AudioRTS Demo I cant get the demo to work as well. Nothing happen when i press any keys, and i dont hear any speech at all. Tried it with and without screen reader running.The playthrough sounds really interesting though; what Id suggest is to add a learn sounds option. URL:

Re: AudioRTS Demo

2015-07-04 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: AudioRTS Demo Yeah, I mean a more detailed tutorial for interface sounds.Still no luck with this latest demo. URL: http://forum.audiogames.net/viewtopic.php?pid=222712#p222712 ___ Audiogames-reflector mailing list

Re: AudioRTS Demo

2015-07-04 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: AudioRTS Demo Yeah, I mean a more detailed tutorial for interface sounds. URL: http://forum.audiogames.net/viewtopic.php?pid=222712#p222712 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-22 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Can you put the main sound rts website at the soundrts.fardelnetwork.net address? Itll solve the problem of residents of some countries being unable to access the site. URL: http://forum.audiogames.net/viewtopic.php?pid=220920#p220920

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-15 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @zakc93: Many thanks, URL: http://forum.audiogames.net/viewtopic.php?pid=220033#p220033 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-13 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I dont seem to be able to access any websites under free.fr. DNS is resolving correctly but the traceroute shows that it is hanging on this particular hop:18 371 ms 376 ms 365 ms bzn-9k-sys-f.intf.routers.proxad.net [212.27.58.225]Upon doing more

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) ping pragmapragma.free.frPinging perso169-g5.free.fr [212.27.63.169] with 32 bytes of data: Request timed out.Request timed out.Request timed out.Request timed out.Ping statistics for 212.27.63.169: Packets: Sent = 4, Received = 0, Lost = 4 (100%

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) ping pragmapragma.free.frPinging perso169-g5.free.fr [212.27.63.169] with 32 bytes of data: Request timed out.Request timed out.Request timed out.Request timed out.Ping statistics for 212.27.63.169: Packets: Sent = 4, Received = 0, Lost = 4 (100%

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @Pragma: I cant access the link. The site seems to be down. URL: http://forum.audiogames.net/viewtopic.php?pid=219678#p219678 ___ Audiogames-reflector mailing list

Re: Doomed

2015-03-18 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Doomed Whats the game about? URL: http://forum.audiogames.net/viewtopic.php?pid=209102#p209102 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I think savages need a massive boost so that they can keep up with the other races. It was probably one of the most difficult races to play even before the updates to towers and the addition of these new races, but now they dont really stand a

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Im in the process of updating the documentation for the original 8 races, and will only do so for vermin and dark elf once this goes out of beta. As usual, it can be found at https://dl.dropboxusercontent.com/u/213 … glish.html@Pragma: The ardour

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Ive finished updating the dark and elven documentation. Darks and elves gained exceptionally useful towers. @Pragma: can you increase the damage of solar ray and/or allow it to be used on adjacent squares? The solar tower itself also does pretty

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Ive finished updating the dark and elven documentation. Darks and elves gained exceptionally useful towers. @Pragma: can you increase the damage of solar ray and/or allow it to be used on adjacent squares? The solar tower itself also does pretty

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Ah, the solar towers would make more sense then with damage types.If penetrating roots or vines or something could spread itself, that would be pretty interesting. If elephants had armor, then theyd be really useful as distraction units. Also,

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The new elven towers are kind of cool, but I dont really get the point of towers with sharp leaves. Even with the upgrades, their damage is still weaker than that of high guard towers, so I just end up using that instead.For towers that cloak, the

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The new elven towers are kind of cool, but I dont really get the point of towers with sharp leaves. Even with the upgrades, their damage is still weaker than that of high guard towers, so I just end up using that instead.For towers that cloak, the

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Maybe for the foggy tower, but then it really limits its usefulness. The same for the elven solar towers. I havent played against an elemental lately, so cant comment on mage, but it would fit. URL:

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @Defender: elementals are not unstoppable if you know what youre doing. I think that the upgrades to the various races really change stuff and levels out the playing field a lot. Remember that fire elementals cant attack adjacent

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @Pragma: an automatic conversiongeneration of the documentation, even if it is just to fill in stats would be extremely appreciated. I use something called markdown which Is a simple notation for easily generating HTML. If it helps, this is the

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @Pragma: an automatic conversiongeneration of the documentation, even if it is just to fill in stats would be extremely appreciated. I use something called markdown which Is a simple notation for easily generating HTML. If it helps, this is the

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @SoundMud: have you tried profiling sound rts? The vermin race highlighted how much sound rts gets bogged down when having over a hundred units or more. Not sure if you have tried this, not sure if its applicable

Re: grave of redemption: concept demo

2014-12-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: grave of redemption: concept demo I think hes busy now with school, but holidays are approaching soon. URL: http://forum.audiogames.net/viewtopic.php?pid=197190#p197190 ___ Audiogames-reflector mailing list

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-05 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) If you compare centaurs to traditionals archers, youll see that offensively, traditional archers are a lot better with the benefit of being a lot cheaper. Centaurs are also really expensive compared to other units of its kind/class. URL:

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-04 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) To address some of the points braught up earlier by defenders post:1. I agree that all adjacent square attackers suddenly being able to defend themselves from enemies even on the same square (because of a bug fix that was done in alpha 9) is

Re: Space exploration Browser game, Astro Galaxy

2014-11-13 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Space exploration Browser game, Astro Galaxy How does combat work there? URL: http://forum.audiogames.net/viewtopic.php?pid=194757#p194757 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: Space exploration Browser game, Astro Galaxy

2014-11-10 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Space exploration Browser game, Astro Galaxy It looks like actions take real-world time to complete like travelling between star systems. is this right? It might be too slow paced for me then. URL: http://forum.audiogames.net/viewtopic.php?pid=194535#p194535

Re: Prometheus: The Eternal Wars

2014-11-08 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Prometheus: The Eternal Wars Blocking entire tor proxies or vpn servers seem extreme; youre probably much better off implementing anti-spam/abuse detection code for a more sustainable long-term solution. URL: http://forum.audiogames.net/viewtopic.php?pid=194264#p194264

Re: Prometheus: The Eternal Wars

2014-11-05 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Prometheus: The Eternal Wars How much content is there right now? As I understand it, the mud is in alpha/beta stages. URL: http://forum.audiogames.net/viewtopic.php?pid=194029#p194029 ___ Audiogames-reflector mailing list

Re: Audio Game Kit 1.0 released

2014-10-21 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Audio Game Kit 1.0 released can you write some proper documentation on the library usage? i.e function parameters, etc URL: http://forum.audiogames.net/viewtopic.php?pid=192700#p192700 ___ Audiogames-reflector mailing list

Re: Tactical Battle 2.0

2014-10-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Tactical Battle 2.0 @zkline: I think Alans working on more detailed documentation for age of warlords. URL: http://forum.audiogames.net/viewtopic.php?pid=192002#p192002 ___ Audiogames-reflector mailing list

Re: Tactical Battle 2.0

2014-10-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Tactical Battle 2.0 Yay, this new release is pretty exciting. Most map creaters have been using features in the development versions, and itll be great when non-beta testers get to try out the latest and greatest packs. URL: http://forum.audiogames.net/viewtopic.php?pid=191906#p191906

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) That is reasonable in my opinion. That does add to the utility of certain units e.g having to use plasma cannons to overcome heavy armor.I cant promise any updates of the documentation as im pretty busy currently, but Ill do my best and let

Re: Announcing release of Traders of Known Space

2014-07-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: Announcing release of Traders of Known Space Agreed with dark. if an internet connection is required for anti piracy, then its much more acceptable if its used for things like scoreboards, or perhaps multiplayer modes in the future. That said though, Ive had bad experiences with things

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-04 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) What is the format of the game logs?Thanks for considering this feature request.BTW, is it just me, or do maps with an extremely high number of meadows (like more than 20 per suare) cause large performance problems? On a map with lots of meadows

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: suggestion for the next alpha. Can the recruitment/construction/upgrade time cost be announced? For instance, recruit cwater elemental. Costs 75 gold, 125 wood, 200 seconds. And also, if a unit/building is currently executing an

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like sreen storm - since robots have so few hp, they will die very quickly to such a spell. Also,

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like green storm - since robots have so few hp, they will die very quickly to such a spell. Also,

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: can you enable first-letter navigation in the map selection menu, so if you typed js12 it would move you to that map immediately instead of having to manually arrow to the desired map?URL:

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I disagree about making crazy mod the default mod. The class sound rts rules should be the default because its easier to learn about the game when you only have 1 race to worry about, instead of 8, especially with some of the races like elementals and

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-25 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Pragma: can you take a look at technical? I think that anti-air batteries might be overpowered, given that they can do 8.32 damage (after upgrades) per second with a damage radius of 1 metre. Maybe its rate of fire could be reduced to once every 1.5

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Thanks for the updates SoundMud.URL: http://forum.audiogames.net/viewtopic.php?pid=177952#p177952 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-20 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: its great that youre looking into implementing custom flags. The draft looks fine, though for specifying units/buildings to be immune from an effect, target_immunity for me is the better way to specify it. When youre working on the next

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) The complete English documentation by yours truly is available on the English page on the sound rts crazy mod site.URL: http://forum.audiogames.net/viewtopic.php?pid=177200#p177200 ___ Audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) The documentation has been updated to reflect the changes made in version 8.2. As always, it can be found at https://dl.dropboxusercontent.com/u/213 … glish.htmlI love the improvements to technical airship speed and the fixes for spook lights.URL:

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-17 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: is it possible to have smarter AIs? E.G instead of just having a scripted list of things to build and recruit, the AI would be able to make smarter decisions about what to build, based on the encounters that it has had? Or alternatively, a

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Hmm, maybe the stats of each elemental could be halved, with the resource and time costs being reduced to 60% of their current values?URL: http://forum.audiogames.net/viewtopic.php?pid=177054#p177054 ___

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Its odd, are you not convinced Pragma that elementals are overpowered? Honestly the medicinal plants and serenity trees being teleportable is a fairly minor balance issue, compared to elementals.URL:

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Thanks KeyWasFull. For me, there are only 7 races, because elementals are just so unbalanced, and I feel as if its cheating to play them.URL: http://forum.audiogames.net/viewtopic.php?pid=177075#p177075 ___

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) @SoundMud: I think you should keep the existing rules, because they are a good starting point for newbies to familiarize themselves with game mechanics before adding additional races to the mix.URL:

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) You could make spook lights buildings as well, because its silly to be able to create spook lights on the current square, then have a druid teleport the spook lights to the enemy squares. Im not sure if buildings can have decay though.URL:

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) I dont think the range modifier works for abilities, like you can only put square, nearby, or anywhere for abilities ranges.URL: http://forum.audiogames.net/viewtopic.php?pid=176954#p176954 ___

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Its probably intended that they do not have mana regen.URL: http://forum.audiogames.net/viewtopic.php?pid=177037#p177037 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Its ok for units that can attack adjacently to not have sight range as well. You will just have to e.g build buildings, or have units there to provide the sight.URL: http://forum.audiogames.net/viewtopic.php?pid=176914#p176914

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Changing spook lights, serenity trees and medicine plants to be classed as effects would cause some plants to be not teleportable, but thats probably the best solution. Also, remember that if they become effects, you cant kill them anymore. If the

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) The serenity tree and medicine plant are already classed as effects, so that means that effects on a tile can be teleported along with regular units. My suggestion is to change them into buildings instead, because those wont get teleported.URL:

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) The serenity tree and medicine plant are already classed as effects, so that means that effects on a tile can be teleported along with regular units. My suggestion is to change them into buildings instead, because those wont get teleported.Also, can

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Agreed about magnetic storm. I think unstable portal is fine just how it is, as a stepping stone for portal, probably one of the most powerful abilities in the entire game.URL: http://forum.audiogames.net/viewtopic.php?pid=176825#p176825

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Yes, if the water elemental is not next to an air elemental that sees into adjacent squares, it wont attack.Most maps give each player equal resource/access to resources, in my experience.URL:

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Can spook lights be looked at - are they supposed to be player controllable or be able to move about? If darks can get enough lichs, spook lights can attack anywhere with impunity, and there is no way to stop them. I think they should be made killable

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) They move pretty fast, and being hit with never-ending waves of 30+ spook lights isnt fun, especially on large maps where the lichs responsible cant be easily found.URL: http://forum.audiogames.net/viewtopic.php?pid=176721#p176721

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) @Pragma: it seems like spook lights are not supposed to be controllable, but they are. Ive been in battles where dark opponents just send waves of spook lights flying towards my square; his lichs did not have to be anywhere no me because you could make

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) @Pragma: it seems like spook lights are not supposed to be controllable, but they are. Ive been in battles where dark opponents just send waves of spook lights flying towards my square; his lichs did not have to be anywhere near me because you could

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) @Pragma: it seems like spook lights are not supposed to be controllable, but they are. Ive been in battles where dark opponents just send waves of spook lights flying towards my square; his lichs did not have to be anywhere no me because you could make

Re: SoundRTS and the CrazyMod

2014-06-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod Oh another suggestion that I forgot to mention: can the following units or buildings with the splash flag without a splash damage specified be fixed so they either dont have the splash flag, or have a damage radius added? earth elemental tower, fire elemental

Re: SoundRTS and the CrazyMod

2014-06-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod Ah, thanks for implementing the changes. Any idea on when the new update will be out?URL: http://forum.audiogames.net/viewtopic.php?pid=176600#p176600 ___ Audiogames-reflector mailing list

Re: SoundRTS and the CrazyMod

2014-06-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod One thing I noticed for the technical race is that the airships are really slow - all 4 ships move at only 1.3 metres per second. Can they be made faster? Its funny when rogues, and many ground-based units can outrun airships? The observation airship should be

Re: SoundRTS and the CrazyMod

2014-06-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod One thing I noticed for the technical race is that the airships are really slow - all 4 ships move at only 1.3 metres per second. Can they be made faster? Its funny when peasants and many ground-based units can outrun airships. The observation airship should be

Re: SoundRTS and the CrazyMod

2014-06-11 Thread AudioGames . net ForumNew releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod Ah, thanks for implementing the changes. Understood about clone. Any idea on when the new update will be out?URL: http://forum.audiogames.net/viewtopic.php?pid=176600#p176600 ___ Audiogames-reflector mailing list

  1   2   >