Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-05 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yeah troditional archers are good too but they dont have the sheer ball hurtingly insane speed that lets them kill defenses before they can get killed them selves, then go from building to building to buildingbefore you can even mount a counter

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-05 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yeah troditional archers are good too but they dont have the sheer ball hurtingly insane speed that lets them kill defenses before they can get killed them selves, then go from building to building to building before you can even mount a counter

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-05 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yeah troditional archers are good too but they dont have the sheer ball hurtingly insane speed that lets them kill defenses before they can get killed them selves, then go from building to building to building before you can even mount a counter

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-05 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) about the hipgrif thing, It actually takes longer to upgrade to a fortress and build a tepee than it does to build a castle and a dragons lair. This is not factoring any upgrades the dragons lair would do, which you could even take over

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-05 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) O yeah thats right I forgot you needed a teppy, my bad, but fighters are still pretty good with upgrades... maybe the dragonsa nd hipogrifs should be made more equal in terms of time? also I did more tests and yes, the Paladins also need some

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-05 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) O yeah thats right I forgot you needed a teppy, my bad, but fighters are still pretty good with upgrades... maybe the dragons and hipogrifs should be made more equal in terms of time? also I did more tests and yes, the Paladins also need some

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-04 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) They build town halls at resource deposits. If there are a lot of those there will be a lot of town halls.. URL: http://forum.audiogames.net/viewtopic.php?pid=196460#p196460 ___ Audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-04 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) HiYeah theres 24 of those, and I do see them doing that too, but, they are also doing that on the squares that arent near that at all, and they are building multiple ones on the same square, it makes them to busy to fight, and they are wasting all

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-04 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Sometimes the AIs build townhalls for a simple reazon:When the AI gets a keep for example, it thinks that to get somefootmans, it needs a townhall.So it builds that townhall and stay with the keep.Im working on writing a better AI, but stopped

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-04 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Sorry to hear about it being slow, but yes, we desperetly need better AI, I think allot of the problem is that this is pygame, I mean, the program takes up 250mb of ram just at idle, and its a real time strategy, one that doesnt even use like

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-04 Thread AudioGames . net Forum — New 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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) HiSo, not sure if this is exactly the correct thread for this but I felt that starting a new one would be unnecisary.Anyway I was messing around yesterday and made a map for sound rts that hopefully will work out well, though 1 part

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) HiSo, not sure if this is exactly the correct thread for this but I felt that starting a new one would be unnecisary.Anyway I was messing around yesterday and made a map for sound rts that hopefully will work out well, though 1 part

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) HiSo, not sure if this is exactly the correct thread for this but I felt that starting a new one would be unnecisary.Anyway I was messing around yesterday and made a map for sound rts that hopefully will work out well, though 1 part

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey againDoes anyone know why this line isnt working? Based on the map making documentation, it should be, but it doesnt, instead Im told that it doenst understand #random_choice, and it cant go any farther than that.computer_only 0 0

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey againDoes anyone know why this line isnt working? Based on the map making documentation, it should be, but it doesnt, instead Im told that it doesnt understand #random_choice, and it cant go any farther than that, o and the game even crashes

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The random choice has to be on its own line so #random_choice computer_only 0 0 e5 2 ferme_hydroponique e5 1 garage e5 10 geek e5 1 ordinateur e5 1 vaisseau_laser f5 1 usine_robotique f5 2 vaisseau_laser e6 1 laboratoire_optique e6 3 tour_laser f6

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The random choice has to be on its own line so #random_choice computer_only 0 0 e5 2 ferme_hydroponique e5 1 garage e5 10 geek e5 1 ordinateur e5 1 vaisseau_laser f5 1 usine_robotique f5 2 vaisseau_laser e6 1 laboratoire_optique e6 3 tour_laser f6

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-03 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Ill try that, thanks!I should have probably tried that at the start but I wanted to do it on one line and couldnt remember where Id found a real map example.This map should be fun, especially multiplayer though right now, for some odd reason, all

Re: SoundRTS and the CrazyMod (update 8.3)

2014-11-27 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Oh, sounds very very interesting! Could you tell a little about the two new races? URL: http://forum.audiogames.net/viewtopic.php?pid=195805#p195805 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS and the CrazyMod (update 8.3)

2014-11-27 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Thanks @pragma. It sounds very good. Thanks for the news. URL: http://forum.audiogames.net/viewtopic.php?pid=195849#p195849 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin

Re: SoundRTS and the CrazyMod (update 8.3)

2014-11-26 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello.We continue the project. I hope we can release the next version in December or January. It would be the version 9, for the current alpha 9 version of SoundRTS. Currently, we test 2 new races and we improve the defense with the towers. URL

Re: SoundRTS and the CrazyMod (update 8.3)

2014-11-24 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @Pragma:What happen with the development of this project?I suppose that in September we have updates, but currently the project is freeze.Thanks. URL: http://forum.audiogames.net/viewtopic.php?pid=195638#p195638

Re: SoundRts 1.2a10

2014-11-10 Thread AudioGames . net Forum — Developers room : roelvdwal via Audiogames-reflector
Re: SoundRts 1.2a10 Im not sure, but isnt there a git hub repocitory for sound rts? maybe this download is just a compiled version of that source.Not sure, though URL: http://forum.audiogames.net/viewtopic.php?pid=194484#p194484

Re: SoundRts 1.2a10

2014-11-10 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector
Re: SoundRts 1.2a10 nods, that is probably what this is. Ill still wait for the real 1.2A10 version though. URL: http://forum.audiogames.net/viewtopic.php?pid=194487#p194487 ___ Audiogames-reflector mailing list Audiogames-reflector

Re: SoundRts 1.2a10

2014-10-29 Thread AudioGames . net Forum — Developers room : bashue via Audiogames-reflector
Re: SoundRts 1.2a10 Greetings all. I tried the link and downloaded the sound rts a10.2. The link is unusual I know but there definitely is a soundrts in zip format there. Kind regards, Amin Abdullah. URL: http://forum.audiogames.net/viewtopic.php?pid=193360#p193360

Re: SoundRts 1.2a10

2014-10-29 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
Re: SoundRts 1.2a10 Im not saying click. Lets be clear on that. But its worth noting that SoundRTS is now open source, so anyone who wants can put out a version. Id strongly discourage forking as this hurts the community, but you can if you want. I certainly want more info before doing

SoundRts 1.2a10

2014-10-20 Thread AudioGames . net Forum — Developers room : sashako via Audiogames-reflector
SoundRts 1.2a10 Hello everybody. Sorry for my bad level of english. i collected a new version of sound rts. whom is interesting downloading here: https://yadi.sk/d/G8RNEcZ9c8v7F URL: http://forum.audiogames.net/viewtopic.php?pid=192606#p192606

Re: SoundRts 1.2a10

2014-10-20 Thread AudioGames . net Forum — Developers room : keyIsFull via Audiogames-reflector
Re: SoundRts 1.2a10 This link looks super suspicious. The domain name isnt one we know, I checked the soundRTS web site and there is no talk of an alpha 10 version, and this guy has only posted this 1 post to the forum. I would not risk downloading this link. URL: http

Re: SoundRTS and the CrazyMod (update 8.3)

2014-10-06 Thread AudioGames . net Forum — New 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 theres 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 8.3)

2014-10-06 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) actually robots are still more powerful than technicals. Plasma cannons are deadly when used in volume, like if you have 40 or 50 of them. Drones are incredibly useful for detecting invisible units, and the radar towers radar image ability allows

Re: SoundRTS and the CrazyMod (update 8.3)

2014-10-06 Thread AudioGames . net Forum — New 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 arent actually all that powerful

creating a server for SoundRTS

2014-10-04 Thread AudioGames . net Forum — General Game Discussion : firefly82 via Audiogames-reflector
creating a server for SoundRTS Hey hey!Maybe someone here can help me with a little question:Are there some tools to create some kind of working server for soundRTS without changing the configuration of my router? Maybe a virtual server with an own IP?Thanks for any ideas! URL: http

Re: SoundRTS mod: Blitzkrieg

2014-09-14 Thread AudioGames . net Forum — New releases room : shuteye via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg Not strange at all keep in mind, this is world war 2. You were dealing with Lancasters and MS109s, their fuel tanks werent what we have today. URL: http://forum.audiogames.net/viewtopic.php?pid=189249#p189249

Re: SoundRTS mod: Blitzkrieg

2014-09-14 Thread AudioGames . net Forum — New releases room : orjan96 via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg hi. can you upload it as a sip file?thanksØrjan URL: http://forum.audiogames.net/viewtopic.php?pid=189260#p189260 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: SoundRTS mod: Blitzkrieg

2014-09-14 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg It would be cool if there was a zip that consisted of purely the mod directory was uploaded and maintained. URL: http://forum.audiogames.net/viewtopic.php?pid=189264#p189264 ___ Audiogames-reflector mailing list

Re: SoundRTS mod: Blitzkrieg

2014-09-14 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg @sid512: I take your point about the economics. Thats been the hardest thing to balance. I might try tweeking the numbers a bit to see if maps can sustain a player for a bit longer. @shuteye, I think he means the use of the word mana, if Im not mistaken

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-13 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey hey!Maybe someone here can help me with a little question.Sometimes the alt-PG-up-combination dont work. Is this some kind of bug or am i using it the wrong way? URL: http://forum.audiogames.net/viewtopic.php?pid=189077#p189077

SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
SoundRTS mod: Blitzkrieg Hi all, Im not sure if a mod belongs here, but this felt like the best fit for it. Sorry if I was wrong.Following on from the success of the CrazyMod expansion to SoundRTS, Ive decided to try my hand at a total conversion mod as well. The end result

Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : dd via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg well! just downloaded this and took a look, seems pretty coolhavent played yet thoughjust out of curiosity are all the tanks and gun names actually taken from the war? URL: http://forum.audiogames.net/viewtopic.php?pid=189114#p189114

Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg Yes. Some are official designations and some are coloquial names. I should probably decide for one or the other, really. URL: http://forum.audiogames.net/viewtopic.php?pid=189115#p189115 ___ Audiogames-reflector

SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
SoundRTS mod: Blitzkrieg Hi all, Im not sure if a mod belongs here, but this felt like the best fit for it. Sorry if I was wrong.Following on from the success of the CrazyMod expansion to SoundRTS, Ive decided to try my hand at a total conversion mod as well. The end result

Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg hmm, I played through the ally campaign. I don think that the allied command center can recruit allied workmen. So I was forced to rely soley on riflemen and pI A T infantry for it and only barely managed to defeat it by just recruiting like 30 riflemen

Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : sid512 via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg hi,[[wow]], really. i was really looking forward for a concept like this as hearing about world war 2 always fascinated me, and this seems like the perfect ocasion, the perfect game too.id love if it is expanded, with more missions added and more weapons etc

Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : truecraig via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg @keyIsFull, thats by design, so that you cant go expanding your base beyond what you have. Since its the first mission of the campaign, I thought Id introduce more technology as the campaign goes on. But I dont really explain it anywhere in the introduction, so

Re: SoundRTS mod: Blitzkrieg

2014-09-13 Thread AudioGames . net Forum — New releases room : sid512 via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg hi,i tried the game out and the first missions sound interesting, and the concept of calling in fighters and bombers is pretty good too, as one doesnt have to build each unit individually.what bothers is the high costs to build units, like tanks, vehicles etc

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-09 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I have checked the code about splash damage and it seems that units with a bigger distance from the attacker than the basic range were never damaged. I have probably fixed this bug and pushed the bugfix to GitHub (master branch). URL: http

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello.I think thats part of the strategy. The player has to anticipate at best the possibilities. In the example, an army just with the laser vessels is a a risky strategy. On the other hand, the infinite situations are possible in every cases

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @sanslash332 Continuous space and packages are already in the master branch, ready for 1.2-a10. They might need some debugging or tweaking though. URL: http://forum.audiogames.net/viewtopic.php?pid=188283#p188283

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @Pragma: minimal_damage can be set to 0. About different minimal damages, this might be addressed by issue #37, Different damage amounts to different unit types:https://github.com/soundmud/soundrts/issues/37I tend to consider minimal_damage

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @pragmayou had that me think on another problem.The solution is not a minimal damaje (this is a diferent isswe) the problem is have a inactivity timer.If a players does nothing (consider do something complete one action in the game, not move

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Pragma wrote:About the damage radius, I did a test with a trap on the center of a square. When many units enter in the square, the trap kills just one unit the first time, whatever the damage radius. After, when all units are in the center

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The traps are invisible buildings that attack. In this version (8.3), we test a low range (1.25 m) and high damage radius (12 m). Thus, during the first attack, several units are already in the square. URL: http://forum.audiogames.net

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @soundmud:The damage radius is the  splash damage radius.If the range is big enough, the first unit to enter the square will be alone when the attack happens. Maybe splash damage should go to the nearest squarestoo. Maybe the basic range should

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) OK, so the splash damage should work. Which units types did you use for the test?Continuous space doesnt work with splash damage. I will add an issue about this. URL: http://forum.audiogames.net/viewtopic.php?pid=188315#p188315

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-06 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I have added an issue called add minimal damage in GitHub:https://github.com/soundmud/soundrts/issues/33The current coding spree will end soon, so I will try to release 1.2 alpha 10 (or at least freeze the master branch) before September 15

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-06 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @soundmud hmm, the continuous space is planed for future release? o for 1.2a10.And, the packages features? you will include it in 1.2a10, or in next releases.Pragma says about Little problems with radius damaje. I havent tested it yet. URL: http

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-06 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @pragma:The Spanish tts has been updated.Also, the pack includes a minimal change to styles.txt (/mods/crazymod/ui-es/style.txt) adding shortcut keys to all units, buildings and skills, acording to the their names in spanish.So... before

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-06 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello.Im not sure its necessary to put a minimal damage. Of course, we have to check that all races can destroy the buildings that have armor. I think its the case in the CrazyMod. Thus, with the laser units, the robots have a low cooldown

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-06 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @pragma:the point with the minimal damaje is aboid have a infinite situations.Think in this case.Youre a robots, and you have a full armed army of a 300 laser vessel. And your oponent, elemental, only remains one earth tower. You cant traing

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello all.The CrazyMod 8.3 is now available with some improvements. This version uses SoundRTS 1.2 alpha 9.To download : http://pragmapragma.free.fr/soundrts-crazymod/en/You can see the change log on http://pragmapragma.free.fr/soundrts-cr

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) [[wow]], [[wow]], nice changes! Vic and I will work on fixing up the documentation for the new version. URL: http://forum.audiogames.net/viewtopic.php?pid=188003#p188003 ___ Audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello pragma.I dount see this in the documentation. do you put for all units buildings and spells their corresponding shortcut keys?I have for you (from tiflo juegos mailgroup) a Spanish translation of crazymod 8.2 documentation, but before

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hi.Oh, sorry, you have made a translation and you have to update already. About the translations, the German version is not updated. If someone want to translate, hes welcome.No we have not put the shortcut keys.About the mod, despite the update

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @pragmawell, eventhough you dount made a shortcuts for the units, we with the Spanish team put some shortcut for the units, in the Spanish. And after this, I send to you the Spanish documentation, tts, and styles.txtAlso, currently exist problems

Re: SoundRTS and the CrazyMod (update 8.3)

2014-09-05 Thread AudioGames . net Forum — New 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: SoundRTS 1.2 alfa 9 released

2014-08-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released A bug prevents games with several human players to be replayed. It will be fixed soon. The game is correctly recorded, so when the bug is fixed it will be replayable. URL: http://forum.audiogames.net/viewtopic.php?pid=184243#p184243

Re: SoundRTS 1.2 alfa 9 released

2014-08-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released The replay bug have been fixed and the 1.2 alpha 9 files have been uploaded again at the same place. Just reinstall the game with the new installer. The changes are compatible with the previous 1.2 alpha 9 files. The changes are:- bug fixed: couldnt replay

Re: SoundRTS 1.2 alfa 9 released

2014-08-11 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released hi, in alpha 9 you implemented a change that announces to all palyers in a game when they choose their race. I think you should change it to a gnneric message that doesnt mention what race they chose, such as playernames race is selected. When playing

Re: SoundRTS 1.2 alfa 9 released

2014-08-11 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released hmm where is the official thread for talk about soundrts?why we dont use this topic as official thread? For talk about new updates, errors, and suggestions.And keep the crazymod thread only for talk about the things directly related with the mod

Re: SoundRTS 1.2 alfa 9 released

2014-08-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released About the race changes announcements, some players in Starcraft 1 used to select their race just before the end of the game start countdown, in the hope that the others wouldnt notice, I suppose. Maybe the real need was an I am ready button. Im not sure

Re: SoundRTS 1.2 alfa 9 released

2014-08-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released About the race changes announcements, some players in Starcraft 1 used to select their race just before the end of the game start countdown, in the hope that the others wouldnt notice, I suppose. Maybe the real need was an I am ready button. Im not sure

Re: SoundRTS 1.2 alfa 9 released

2014-08-11 Thread AudioGames . net Forum — New releases room : roro via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released Hi.Its been a while since I last checked this game. [[wow]]! Just [[wow]]! It has many changes from the last time I played it last year. URL: http://forum.audiogames.net/viewtopic.php?pid=184304#p184304

Re: SoundRTS 1.2 alfa 9 released

2014-08-10 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released A few things Ive noticed thus far, however: Observing games seems to be bugged, as you cant observe multiplayer games you played. The game would just close after selecting your game. And when you move Ive also noticed something strange. On a particular map

Re: SoundRTS 1.2 alfa 9 released

2014-08-10 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS 1.2 alfa 9 released some maps have connecting paths from the left side to the right side, for example can2 does, I believe. So they might have used that. URL: http://forum.audiogames.net/viewtopic.php?pid=184218#p184218

Re: SoundRTS: Crazy mod demonstration

2014-08-07 Thread AudioGames . net Forum — General Game Discussion : joshua . preyser via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi Brendan. I have one interesting question on the crazy mod. When I make a private server and I play CE5 as the Traditional race, for example I still start withfootmen and archers, although we know theyre not available for creating in the mod. Do you

Re: SoundRTS: Crazy mod demonstration

2014-08-07 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi Joshua, I believe this is because in the map file itself, starting units are already specified, and on CE5 you will start with footmen and archers, etc. So, the mod itself wont change anything about it, as the map was made long before the mod

Re: SoundRTS: Crazy mod demonstration

2014-08-07 Thread AudioGames . net Forum — General Game Discussion : joshua . preyser via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration [[wow]]! Okay. Thanksfor the info. Now I know whats going on. Lol. I must come and play another game with you guys at some stage. URL: http://forum.audiogames.net/viewtopic.php?pid=184056#p184056

Re: SoundRTS and the CrazyMod (update 8.2)

2014-08-06 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @sanslash332: Yes, this is definitely interesting. Of course the idea have been there for a long time, but it was confusing to decide which keys to use. The a key is used for the action menu, so its logical to use a modified a (control a or alt

Re: SoundRTS and the CrazyMod (update 8.2)

2014-08-05 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello,:@soundmudIs posible add to all things shortcuts to activate instantly an action?Like shortcuts in starcraft.You select abuilding, an pressing one key (in this case will be necesarily a keystroke) to recruit an unit, and you dont need pass

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi@soundmud: thanks, will do. Would it be possible to include the server commands in the next update?Cheers URL: http://forum.audiogames.net/viewtopic.php?pid=182748#p182748 ___ Audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi@soundmud: thanks, will do. Would it be possible to include the server commands in the next update?Also, the server produced the following error:-INFO: server startedWARNING: could not get my IP address from http://automation.whatismyip.com

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @criticview: you can edit cfg/whatismyip.txt and replace the URL if you want, but it probably isnt necessary because the meta-server usually guesses the IP address correctly.The -p command is already available, it is just undocumented. URL: http

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-29 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) HiIm currently re-installing my home server. Id like to run both rts servers one for the regular and one for the mod. One problem: I cant find any server parameters to pass on through the command line. Certainly the port would be a problem since I

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-29 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @zakc93: Ill think about it, maybe a provides_survival variable would do this too.@thggamer: the first bug isnt too bad so I wont try to fix it unless its easy; the second bug might be fixable, at least I took note.@criticview: use the -p option

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-21 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I found two bugs in SoundRTS.First, when i make a game and quit, and Ill replay it, with the AIselected as player, the game doesnt ends.Second, its not a bug I think but Ill report.When Im allied with someone and have no soldiers to attack

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMUD:1: Maybe it would be possible to change the movingbehaviour of the units with the offensiv and the defensive mode. In defensive they could try to avoyd known enemy locations. In offensive they would try to make there way through every

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly821. The paradox is that when sending a scouting unit you should probably set it to defensive mode to ensure its survival in most cases.2. This probably already exists. I remembered Alt G, but here is the whole list from bindings.txt:ALT r

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I have considered your comments about the races of CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82is are actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I have considered your comments about the races of the CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82is are actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Pragma: Aaah, thank you! Alt-a is also working. But with this you have to select the building first. Sometimes Alt-g doesnt work and you have to press enter after pressing alt-g. But usefull it is allready.Your Idears of different status-effects

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New 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 doesnt 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

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I have considered your comments about the races of the CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82There is actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMUDIf possible, could you look at the way units are attacked? currently the game doesnt appear to be too smart when having to choose between the most dangerous targets. This probably has to do with the fact that some units can attack at long

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hey hey to the general developers and the awesome mod team!I got two general questions and i hope that they are not too much off topic!I am playing this soundRTS for a little wile and two idears came in my mind.First: Would it be possible

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @bcs993I have listened to your lets play (both of them). Its very interesting to check how games are actually played. Maybe the players should be louder than the game.@arjanI suspected that an air unit was lacking a flight (escape) trigger in some

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly821. Interesting. It would be before the order is given, or maybe when you press space to check the current orders. If the current order is move, the focus would quickly follow the squares about to be taken. Or maybe a textual summary

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi SoundMUDYeah sometimes units taking strange ways to there targets. Maybe it would be possible to create different movingorders. Something like move only through known squares or avoid squares with fog or try to go exactly to the targetsquare

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Oh and i have a nother idear. Have you thought about bringing in a scouting-order? Sometimes its pretty anoying to find for example the last farm of your enemy. Maybe it would be good if you could give something like a scout-order and the unit

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly821. Maybe by default the units should take the known places first and move through unknown places only if there is no choice. At the moment I think there is only one shortest-path graph describing the map, not a graph for each player

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