Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS What would be the point of a new topic? Topics like this get revived all the time.I've kind of forgotten about this. That is an interesting idea, but not sure how to not make it overpowered. I guess the fighters/bombers would only have a short duration, and maybe

Re: Swamp, zombie FPS by Aprone

2020-10-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Swamp, zombie FPS by Aprone He has the discord link on his website. https://discord.gg/2JntBPNHe also has his own forum, but haven't checked it in a while so no idea how active it is. URL: https://forum.audiogames.net/post/579861/#p579861 -- Audiogames-reflector mailing list Audio

Re: Code Dungeon - A FREE hack & slash dungeon crawler

2020-09-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Code Dungeon - A FREE hack & slash dungeon crawler Just started playing this for the first time. So I don't know if it has been mentioned, but does anyone else also get that holding in the movement keys automatically interrupts any message the screenreader is supposed to speak? So I end

Re: Warsim, text based randomly generated stratogy

2020-09-18 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I agree with diplomacy staying in the main menu since it's a pretty big thing with a lot of deep nesting already. URL: https://forum.audiogames.net/post/571796/#p571796 -- Audiogames-reflector mailing list Audiogames-reflector@sabahat

Re: Warsim, text based randomly generated stratogy

2020-09-17 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I agree with keeping the throne room in the main menu. The changing laws is not something that you do very often (or at least I rarely changed anything), so maybe that could be under the throne room as well. URL: https://forum.audiogames.n

Re: SoundRTS, a real-time strategy audio game

2020-07-08 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game For those not on the mailing list, an update has just been released.http://soundrts.blogspot.com/2020/07/lo … eased.htmlIt's primarily transitioning the game to python3, but with a few changes and bug fixes. URL: https://forum.audiogames.net/po

Re: Warsim, text based randomly generated stratogy

2020-06-16 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I feel like some of these suggestions might be beyond the scope of this game though. Ultimately it's about managing your kingdom with the rpg-like elements on the side, not the other way around. I don't think starting as a character and wor

Re: Warsim, text based randomly generated stratogy

2020-02-27 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I feel like due to the nature of the game and the large number of units you eventually have in battles that having to place them wouldn't really be practical. Classifying units into some types that perform better or worse on different terra

Re: Warsim, text based randomly generated stratogy

2020-02-27 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I feel like due to the nature of the game and the large number of units you eventually have in battles that having to place them wouldn't really be practical. Classifying units into some types that perform better or worse on different terra

Re: Warsim, text based randomly generated stratogy

2020-02-10 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy Nice. I haven't played this in a while but I remember last I did there seemed to be a few unfinished areas. Was wondering when those would be done. URL: https://forum.audiogames.net/post/500210/#p500210 -- Audiogames-reflector mailing

Re: Modern mod for SoundRTS

2020-02-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS Yes, the source code is available on github at:https://github.com/soundmud/soundrtsSo someone could fork it and continue development if they wanted to. URL: https://forum.audiogames.net/post/499113/#p499113 -- Audiogames-reflector mailing list Audiogames-re

Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS Sadly no. I sent him an email at some point but never got a response. Also wish he would release a new version, there's still so much unrealised potential in this game. URL: https://forum.audiogames.net/post/498792/#p498792 -- Audiogames-reflector mailing l

Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS @33 yes would be interested in having a look at what you've done. If anyone wants to edit this feel free to and to post it. URL: https://forum.audiogames.net/post/498756/#p498756 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu

Re: Modern mod for SoundRTS

2020-02-02 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS Just uploaded a slightly updated version. Added a gunship which is an air unit that can attack both ground and air units. Fighters can now launch missiles to hit a ground or air unit. And drones can now blow themselves up. Probably some other small changes in exi

Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire

2020-01-29 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Evelyn's Farm: iOS Idle Paranormal Adventure from maker of Nano Empire Still on my first playthrough but really enjoying the game so far.Spoilers ahead!I have a few options in two of the worlds which might lead to endings, not sure which of them will though. I can assassinate the priest

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

2020-01-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) I think that documentation was out of date anyway, this mod changed a lot since that was last updated if I remember correctly. URL: https://forum.audiogames.net/post/495340/#p495340 -- Audiogames-reflector mailing list Audiogames

Re: AI Dungeon comes to ios and android

2020-01-04 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: AI Dungeon comes to ios and android In my one I was a detective who got poisoned somehow along the way. After forever in the hospital trying to get the thing to heal me I tried to find how I was poisoned. One of the things I did was check the food in my house, and then this exchange hap

Re: Warsim, text based randomly generated stratogy

2019-11-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I like that this game is constantly being updated. I haven't really been following everything, have any new areas been added? I remember last time I played parts of the world were unfinished. And is it possible to load a previous save with

Re: Warsim, text based randomly generated stratogy

2019-07-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I'm also curious how to find the ice lord. I found the fortress, but it was empty. Also, how do you keep your golden road from being stolen? It stopped happening to me at some point, but not sure what was responsible. And another thing, at

Re: Warsim, text based randomly generated stratogy

2019-07-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy I'm also curious how to find the ice lord. I found the fortress, but it was empty. Also, how do you keep your golden road from being stolen? It stopped happening to me at some point, but not sure what was responsible. URL: https://forum.au

Re: Modern mod for SoundRTS

2019-07-01 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS Oops, I cleaned up my dropbox at some point due to not enough space and this must have been a casualty. I put them back and the original links now work again. URL: https://forum.audiogames.net/post/445423/#p445423 -- Audiogames-reflector mailing list Audiog

Re: Warsim, text based randomly generated stratogy

2019-06-26 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy Bookrage, when you control the black market, go to the central district, then go to manage the black market (or something like that), it'll be the last option in the central district. One of the options in there is to change the Garrison yo

Re: SoundRTS, a real-time strategy audio game

2019-03-28 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Here are a few maps which might meet your requirements:https://www.dropbox.com/s/kg0txj52zw6z208/maps.zip?dl=1Let me know if you want me to explain the layout. URL: https://forum.audiogames.net/post/423095/#p423095 -- Audiogames-reflector

Re: Modern mod for SoundRTS

2019-03-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS @Sanslash:I wasn't sure it would work either, just tested it out of curiosity and it worked so thought it might be useful. I also wasn't sure if adding local to a command to select a single unit would work, but it did.@grryfindore:Glad you like it. You can ctrl +

Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS Do you have the latest version of soundRTS? Some of those were only recently added. The latest is c12, you can get it at: http://jlpo.free.fr/soundrts/continuous … indows.zip URL: https://forum.audiogames.net/post/421269/#p421269 -- Audiogames-reflector mai

Re: Trimps

2019-03-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Trimps I don't know if this has been addressed before, but how do you prevent NVDA from jumping around when trying to get a particular button, or is this not happening to anyone else?Also, it would be nice if the link to the screen reader version was in the first post URL: https://foru

Re: Modern mod for SoundRTS

2019-03-18 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS I'm not saying he's abandoned it, just that he tends to be absent for periods of time during which there are no updates, probably due to him being busy with other things in his life. I think now might be one of those times, because he hasn't responded to anything

Re: Modern mod for SoundRTS

2019-03-16 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS @拓海:I don't think the developer is currently working on soundRTS, it has been a while since the last update. But hopefully when he gets back to it we can get some of these features.@brailleluke:What is the error you get? Are you sure the mod is active before tryi

Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Modern mod for SoundRTS @baby:It's not that hard actually once you get used to how things work. The hardest part for me was finding sounds for everything.@caio:Like post 5 says, put the mod in the mods folder and the maps in your multi folder, both under the user folder, then select the

Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Modern mod for SoundRTS A friend and I were working on this mod over the December holidays. We were planning on posting it when we finish, but now that we’re back at university that doesn’t really have a good chance of happening in the foreseeable future. So I decided to post it anyway, may

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

2019-03-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) There was documentation for this at some point, but it's probably very out of date by now. What would you like in documentation? It would be a lot of effort to write manually, but a script that takes some info from the rules and puts i

Re: A Few Minutes of Glory: iOS text-based medieval RTS

2019-02-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: A Few Minutes of Glory: iOS text-based medieval RTS For anyone who, like me, have trouble getting the info you want from the entire army reference being on one line in the game, I pasted it into a text file.https://www.dropbox.com/s/kxupg638hecv6 … e.txt?dl=1 URL: https://forum.audioga

Re: New Text-based Roguelike For IOS and Android: Path Of Adventure

2019-02-11 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: New Text-based Roguelike For IOS and Android: Path Of Adventure Don't think you can reply, but you can edit the post with your article. At the bottom of the post there should be an edit link. URL: https://forum.audiogames.net/post/411222/#p411222 -- Audiogames-reflector mailing li

Re: A Few Minutes of Glory: iOS text-based medieval RTS

2019-02-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: A Few Minutes of Glory: iOS text-based medieval RTS I haven't tried this game yet, but it sounds like something I would enjoy so I definitely intend to. Since I haven't tried it yet I have no idea if my suggestion would make sense, but since people are having issues with time but would

Re: SoundRTS, a real-time strategy audio game

2019-01-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I haven't been able to get onto the forum for a while, so I have several things.Could you make it so you can only build on paths when there is meadows, so maybe when there is a meadow terrain? Or alternatively, maybe a no building parameter you

Re: SoundRTS, a real-time strategy audio game

2019-01-08 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Turns out copying and pasting the lines for s and ctrl s to select all soldiers to the new bindings file fixed it. Maybe it's because the original one still uses that file's definition for SOLDIER. The other issue, where unassigned key groups en

Re: SoundRTS, a real-time strategy audio game

2019-01-08 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I don't see any relevant errors in the client log. Here is the bindings file:https://www.dropbox.com/s/h3tszb0v87ih1 … s.txt?dl=1 URL: http://forum.audiogames.net/post/404070/#p404070 -- Audiogames-reflector mailing list Audiogames-reflect

Re: SoundRTS, a real-time strategy audio game

2019-01-07 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game peasants building paths and bridges might be an interesting idea.I wanted to ask about key bindings. I made a bindings file with only one key per unit to test if it works out. I created 20 different groups assigned to different keys, and then as

Re: SoundRTS, a real-time strategy audio game

2019-01-05 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Agreed with normal arrow navigation from one water square to another, but keeping the boundaries between land and water squares. I see if there is a path into a water square units can walk onto it and will all die. I was wondering if it would be

Re: SoundRTS, a real-time strategy audio game

2019-01-03 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I guess I get the point about building things on paths. Soundmud's idea of only allowing buildings on exits of squares with at least one meadow seems like a good compromise. That way you can still defend yourself with farms etc but we can still

Re: SoundRTS, a real-time strategy audio game

2019-01-02 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game That reminds me, something I've noticed before that I think may be a bug, you can build any building on an exit. We sometimes accidentally build farms on exits, blocking movement to and from that square. It has been possible for a while, I just

Re: SoundRTS, a real-time strategy audio game

2018-12-30 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Very nice! Will have to play with this. About terrain, I still think it could be good to define it in rules. But instead of defining a movement for each unit on each terrain which would get very tedious, rather have a default movement modifier o

Re: SoundRTS, a real-time strategy audio game

2018-12-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Oh and one other thing, effect_radius does not seem to work I think. At least increasing it does not cause an effect to damage adjacent squares, regardless how high the value (tested up to 60 on normal width 12 squares). URL: http://forum.audio

Re: SoundRTS, a real-time strategy audio game

2018-12-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I just encountered a strange bug. While playing, my game froze while everyone else's continued. Oddly, I could still hear unit upgrades being completed, but I couldn't control anything. Also, all the visible squares did not show anything on them

Re: SoundRTS, a real-time strategy audio game

2018-12-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Turns out if you set the speed to 0 or too low it freezes the game when a unit tries to enter a square with that terrain. I was too lazy to find the exact point at which the value is low enough to cause a freeze, but I can tell you that .1 is fi

Re: SoundRTS, a real-time strategy audio game

2018-12-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Nice changes! The terrains should add an interesting touch. If you could make it so that only certain units can go through a certain terrain, then we could have the water and water-going units that people have always wanted. Maybe at some point

Re: SoundRTS, a real-time strategy audio game

2018-12-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Would it be possible to release a new version with the fixed bug? It's a bit of an issue, and gives some races a disadvantage URL: http://forum.audiogames.net/post/399634/#p399634 -- Audiogames-reflector mailing list Audiogames-reflector@s

Re: SoundRTS, a real-time strategy audio game

2018-12-15 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Ah, good to know it's fixed for the next version. So bonus_height just allows a unit to attack plateaus like it's a normal square, but has no other effects? And is the effect_range for abilities 6 by default regardless of which of the old keywor

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

2018-12-15 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Is this based on the blitzkrieg mod? URL: http://forum.audiogames.net/post/398991/#p398991 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listin

Re: SoundRTS, a real-time strategy audio game

2018-12-15 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Ah, good to know it's fixed for the next version. So bonus_height just allows a unit to attack plateaus like it's a normal square, but has no other effects? And is the effect_range for abilities 6 by default regardless of which of the old keywor

Re: SoundRTS, a real-time strategy audio game

2018-12-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I've identified the issue with harm effects. They don't work when some target types are specified. The explosions and meteors that have no target type and just damage everything work fine. But when some target types are introduced, such as harm_

Re: SoundRTS, a real-time strategy audio game

2018-12-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game I think I understand the issue. Abilities now have a range in metres, and the default is 6, so if if a building is too far from the adjacent square it doesn't work. If this is the case then it's not an issue, the crazymod just needs to be update

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

2018-12-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Yes, the technicals is one of the most powerful races at the moment and hard to beat. The elves as well, the meteors and teleportation make them very dangerous, and their towers make it hard to attack them. The weakness of the orcs lik

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

2018-12-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Yes, the technicals is one of the most powerful races at the moment and hard to beat. The elves as well, the meteors and teleportation make them very dangerous, and their towers make it hard to attack them. The weakness of the orcs lik

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

2018-12-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) True. The robots, orcs and dark elves seem to be the weakest races, and probably need a boost. The elementals would probably be impossible to balance with the rest, so maybe they need to be taken out entirely. I remember pragma once me

Re: SoundRTS, a real-time strategy audio game

2018-12-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game We may have found a bug. Harming effects appear not to do any damage. For example, the magnetic fields of the robots or thunder bolts of the orcs do not harm any units on the same square. Another thing, the ability to cast something on an adjace

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

2018-12-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) The crazymod seems rather unbalanced, especially in the new continuous version of sound rts. I thought of making a modified version, but the fact that everything is in french was a bit of an issue. So I made a translated version with e

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

2018-11-24 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Hi, have there been any updates to this mod since the 9beta10 version? URL: http://forum.audiogames.net/post/394842/#p394842 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gu

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

2018-01-30 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games Making her a pacifist is in my opinion not worth it. I managed just fine with her level of healing without it, and I got her to do enough damage to be useful; a friend took the pacifist route and regretted it as she was do

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

2018-01-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games About the search feature, turns out it's only available when you're logged in. I'm pretty sure that wasn't always the case, but it does seem to be now. Just in case anyone couldn't find it and don't know why. URL: http://

Re: SoundRTS

2018-01-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS Completely agree with previous poster. That feature has made someone lose a game more than once. It could be useful in certain circumstances, but it should be optional on units, maybe another mode in addition to offensive and deffensive. URL: http://forum.audiogames.net/viewto

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

2018-01-21 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: A Hero's Call: an Accessible Fantasy RPG from Out of Sight Games @1272&3,Spoilers:Have you discovered the secret outpost in the deepwood ruins yet? There's an item you pick up in there that starts that quest. I can't remember how to get to it though, I was just looking around for someth

Re: Release Date Announcement for A Hero's Call

2017-11-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Release Date Announcement for A Hero's Call Lol until I saw hadi.gsf at 154 I thought I was literally the only one who had no idea what this is about. Phil gave a good description somewhere earlier in the topic, but before I saw that that I also just saw all the excitement but had no cl

Re: Accessible Android and iOS game: Crafting Kingdom

2017-07-29 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Accessible Android and iOS game: Crafting Kingdom The storage bug doesn't work for me on IOS. I got quests to open 15, 50 and 100 treasure chests and all were completed when I started. The game seems to become slow when my phone is in low power mode, but it's usually fine. But I'm nowhe

Re: Accessible Android and iOS game: Crafting Kingdom

2017-07-22 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Accessible Android and iOS game: Crafting Kingdom Change log:Questline added to find treasure chests on the world mapOptimization: Reducing the amount of traced statisticsChanged Splash Screen image to the app icon, to be internationally validAccessibility: Fixed numbers being read as s

Re: Accessible Android and iOS game: Crafting Kingdom

2017-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Accessible Android and iOS game: Crafting Kingdom Does anyone know if it's possible to transfer your progress to a new phone?The android version of the game updated more than a week ago, I wonder why the IOS update is taking so long. URL: http://forum.audiogames.net/viewtopic.php?pid=3

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

2017-05-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Interesting changes. Are there plans to continue development of the mod or has it been abandoned? URL: http://forum.audiogames.net/viewtopic.php?pid=310973#p310973 ___ Audiogames-reflec

Re: Introducing mosergame's first title. Need for weed, high pursuit!

2017-04-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Introducing mosergame's first title. Need for weed, high pursuit! Lol even before I opened the link I already had a feeling it was going to be a youtube video (although I expected it to be the same one as last time). I'm confused as to why so many people are so upset about this though.

Re: Warsim, text based randomly generated stratogy

2017-01-16 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy While numlock is off, press NVDA + numpad 1 to go to object review, then press numpad 7 to move up and 9 to move down a line. URL: https://forum.audiogames.net/viewtopic.php?pid=293843#p293843 _

Re: Warsim, text based randomly generated stratogy

2016-12-11 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Warsim, text based randomly generated stratogy Dark, can you maybe edit your first post to include a link to the game so we don't have to find a link somewhere in all the posts URL: http://forum.audiogames.net/viewtopic.php?pid=289224#p289224 __

Re: SoundRTS and the CrazyMod (update 8.3)

2016-07-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The crazymod needs to be updated for the latest version of SoundRTS. For example the catapults should have a range instead of special_range 1 (although they still seem to work, not sure how special range is treated in the new version), and walls an

Re: New Online Strategy Board Game From Blastbay Studios

2016-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: New Online Strategy Board Game From Blastbay Studios Lol, what happened with the numbering of posts? URL: http://forum.audiogames.net/viewtopic.php?pid=267022#p267022 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-

Re: New Online Strategy Board Game From Blastbay Studios

2016-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: New Online Strategy Board Game From Blastbay Studios Sorry smoothgunner, my connection dropped while we were playing. Would it be possible to make the game  wait a bit before ending the game if one of the players' connection drops? URL: http://forum.audiogames.net/viewtopic.php?pid=267

Re: Second Castaways 2 public beta

2016-06-27 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Second Castaways 2 public beta It's meant to be slow. In the online mode time runs continuously, so if you go to sleep and log on the next day all your crops will have matured. URL: http://forum.audiogames.net/viewtopic.php?pid=266008#p266008 __

Re: New Online Strategy Board Game From Blastbay Studios

2016-06-25 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: New Online Strategy Board Game From Blastbay Studios This is pretty fun. I was worried that I would struggle to remember the positions of the different pieces, but since they can only move one square at a time it isn't really a problem like it is in chess. I would also prefer screen rea

Re: Redspot, blood and paril. First public beta released!

2016-06-24 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Redspot, blood and paril. First public beta released! This game seriously needs attention from the developer. Cheaters are making it rather unpleasant to play, and the fact that innocent players get kicked out with the "speed hack detected" message isn't helping either. URL: http://for

Re: SoundRTS

2016-06-24 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS Would it be possible to make the time the server waits before disconnecting someone configurable? For those of us who sometimes have crappy connections it can be annoying to build up to an epic battle only to be disconnected. URL: http://forum.audiogames.net/viewtopic.php?pid=

Re: Second Castaways 2 public beta

2016-05-22 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Second Castaways 2 public beta I'm not sure if this is supposed to happen but every week the story restarts. So the steam-related items and tasks are not available earlier in the week, and only become available later. Even though I have a factory I can't do anything with it, can no long

Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

2015-09-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone. This is a very interesting concept. Starting off with normal was probably not a good idea, since I didn't really know what to do yet. The last of my people died on day 15, and I barely made it to the second site (took me a

Re: SoundRTS and the CrazyMod (update 8.3)

2015-07-13 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hi, I noticed what I assume is a bug: when you're in an alliance and someone in the alliance is defeated and goes into observer mode, you can still see everything that person sees, which is everything. Maybe remove people who are defeated from an a

Re: AudioRTS Demo

2015-07-11 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: AudioRTS Demo I can't manage to select the unit in the demo. How do I locate it? Because randomly moving the mouse around sometimes brings me close to it, but I can never quite pin it down. Am I missing something? Also the stereo version doesn't work for me either, windows 7 64 bit. UR

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-21 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey pragma, let us know when you decide to work on the CrazyMod again. We've got suggestions, but it would probably be better if we give them while you're working on it, rather than piling them up now. URL: http://forum.audiogames.net/viewtopic.ph

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-14 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey victorius, I put it on dropbox for you: https://dl.dropboxusercontent.com/u/519 … 9beta9.zip URL: http://forum.audiogames.net/viewtopic.php?pid=219961#p219961 ___ Audiogames-reflector mailing lis

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-12 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The link also works for me. But try this direct link to the downloadhttp://pragmapragma.free.fr/soundrts-cr … 9beta9.zip URL: http://forum.audiogames.net/viewtopic.php?pid=219768#p219768 ___ Audiogam

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-10 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) He has since released betas of a new version of the mod. He gave the link to the latest one as http://dl.free.fr/nCE1XCFYR URL: http://forum.audiogames.net/viewtopic.php?pid=219565#p219565 ___ Audiog

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-10 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) But how? I go onto the french site and enter on the button that instant translate tells me is validate and download file, then it takes me to some website that seems to be advertised on the site. URL: http://forum.audiogames.net/viewtopic.php?pid=

Re: SoundRTS and the CrazyMod (update 8.3)

2015-06-09 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I can't seem to download the latest version of the crazy mod. Can anyone post it? URL: http://forum.audiogames.net/viewtopic.php?pid=219467#p219467 ___ Audiogames-reflector mailing list Audiogames-re

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The time for the witch's effects has actually been reduced, to 6 minutes if I remember correctly URL: http://forum.audiogames.net/viewtopic.php?pid=197878#p197878 ___ Audiogames-reflector mailing lis

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I agree that savages need a boost now, along with robots. There units just die too easily; you can have as many plasma cannons as you can make, they'll still stand no chance against grenade launchers. And now that you can destroy yourself with the

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-18 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Something strange happened in a game today. My game seemed to stop synchronising with other people in the game, because I didn't notice when I got attacked and they didn't notice when I attacked them. I was defeated but my game continued with no si

Re: SoundRTS and the CrazyMod (update 8.3)

2014-10-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Actually cloud storm got moved to the voodoo priest of the orcs, which I guess does make sense since the orcs' main weakness is air units, but it makes the voodoo priest even more deadly than it already is. Robots aren't actually all that powerful;

Re: SoundRTS and the CrazyMod (update 8.3)

2014-10-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) At the moment the elves' meteor ability is just too overpowered. The elves definitely needed a boost but currently there's no way to defend against them since they can just teleport in and meteor a square, wiping out everything you have before you

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly: You can use shift A to go backwards through a list of orders, so it doesn't take that long to get to any order.@soundmud: Could you maybe make it so that you are defeated when all your meadow buildings are destroyed? It can sometimes be h

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @soundmud: at a time you mentioned the possibility of having a sort of spectator mode, where instead of participating in the game you can just observe what's happening. This could be useful when you're defeated, then you can watch the remaining peo

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Like Brendan said, the limit on how many units can be in a square before no more can be teleported in is a big problem, since the only way to really beat an enemy army as elves is to teleport in. But, usually the little bit that is teleported in is

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-06 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I set the server to record games, and I found text files in my temp folder with a lot of numbers in. It's hard to make out how the game went just by reading the file, how do I interpret these? Or are they not meant to be read? URL: http://forum.au

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I know this is a bit off topic but...@SoundMud: I remember on the google group you once mentioned that there are server commands, could you list them here? URL: http://forum.audiogames.net/viewtopic.php?pid=179359#p179359 _

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Old units' current health doesn't get updated to the new max, but their maximum health still changes and they can be healed to the new max. Also, after doing the upgrade dragons still have the same hp anyway.URL: http://forum.audiogames.net/viewtopic.ph

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I also noticed the thing with dragonic improvement, I wonder if it isn't maybe because it has several effect lines whereas other upgrades only have one?URL: http://forum.audiogames.net/viewtopic.php?pid=178636#p178636 __

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net ForumNew releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Would the ability to teleport ally units and load ally units into your transports also be easy enough to implement? I think that could be interestingURL: http://forum.audiogames.net/viewtopic.php?pid=177963#p177963 _

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