Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Respect the suggestions:1. scare supporting skills, are a really good option, but, remember guys, forget to skills and other things the scare concept. The game works with meters, so the effect works in a certain area of x metters surrounding

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game brian.kurosawa wrote:In this case, poison will be specially targetting units instead of squares?also can targetting squares.As long as the enemy infects the virus, it will be poisoned URL: http://forum.audiogames.net/viewtopic.php?pid=349341

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : brian . kurosawa via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game In this case, poison will be specially targetting units instead of squares? URL: http://forum.audiogames.net/viewtopic.php?pid=349337#p349337 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game brian.kurosawa wrote:In this case, poison will be specially targetting units instead of squares?yes URL: http://forum.audiogames.net/viewtopic.php?pid=349338#p349338 ___ Audiogames-reflector

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Others suggest adding hunting to get food URL: http://forum.audiogames.net/viewtopic.php?pid=349331#p349331 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Some people suggest adding a negative state, such as poisoning, and increasing the related skills that can poison the enemy's units, and the effect is to keep Continuous decline in health, But there is time limit. URL: http

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game It is suggested that an add a skill can slow the movement of enemy units move speed or let even the enemy units can't move URL: http://forum.audiogames.net/viewtopic.php?pid=349329#p349329

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game It is suggested that the clergyman can treat the army in the neighbouring area. URL: http://forum.audiogames.net/viewtopic.php?pid=349327#p349327 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS, a real-time strategy audio game

2018-01-25 Thread AudioGames . net Forum — New releases room : pauliyobo via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game SoundMUD, when you can could you check my PM URL: http://forum.audiogames.net/viewtopic.php?pid=349309#p349309 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : brian . kurosawa via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @SoundMud just a sugestion of mine don't know if you did it before, but what about adding effect for give bonus armor temporarily to all units on a tile so we could make some kind of mage whose spells focuses on suporting allies

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @milos as @soundmud said, currentli exist that. With higher scares, where ballistick units have a bonus for rank and damage @soundmud:Sorry, i can't understand that. what are the problems with unit behabiours in alpha 10?So, the last new things

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Hello.Currently, I think the major bug of SoundRTS is the network desynchronization. Of course I guess it's not easy to find the origine of this bug that happens sometime. But we still fear this bug when we play. But I play only on the alpha9

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game After group formation Your unit, It is hoped that the moving speed of each group can be synchronizedThis is limited to the unit of the group URL: http://forum.audiogames.net/viewtopic.php?pid=349271#p349271

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game When you the unit is grouped, the unit's moving speed is not synchronized URL: http://forum.audiogames.net/viewtopic.php?pid=349268#p349268 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game SoundMUD wrote:@milos Don't worry. I still intend to add content to SoundRTS. It's just that the core gameplay is a priority. About hills, in the map jl5 there are squares named "plateau" which behave like hills.@拓海 Sorry for alpha 1

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game SoundMUD wrote:@milos Don't worry. I still intend to add content to SoundRTS. It's just that the core gameplay is a priority. About hills, in the map jl5 there are squares named "plateau" which behave like hills.@拓海 Sorry for alpha 1

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game @milos Don't worry. I still intend to add content to SoundRTS. It's just that the core gameplay is a priority. About hills, in the map jl5 there are squares named "plateau" which behave like hills.@拓海 Sorry for alpha 10. I neve

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game sanslash332 wrote:@milos nop, this is the wrong place to check that.At the main soundRTS branch, the creator only work at engine features, like more options to manage your army, like the suggestions of @拓海 and @zakc93, more options to have more

Re: SoundRTS, a real-time strategy audio game

2018-01-24 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector
Re: SoundRTS, a real-time strategy audio game Oh my wrong. Sorry for that. but great will be that in game is added  a different terain. for example: A1-plains. B1-hills and archers and catapults or any range units have advance when attack some units on plain, or knight gets bonus

Re: SoundRTS

2018-01-24 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS @milos nop, this is the wrong place to check that.At the main soundRTS branch, the creator only work at engine features, like more options to manage your army, like the suggestions of @拓海 and @zakc93, more options to have more programmatically posibilities to the campaigns

Re: SoundRTS

2018-01-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS This is a very annoying point., so I'm still playing with the old version 1.2a9 URL: http://forum.audiogames.net/viewtopic.php?pid=349165#p349165 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin

Re: SoundRTS

2018-01-23 Thread AudioGames . net Forum — New 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

Re: SoundRTS

2018-01-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS I hope to improve the details, for example, your army will automatically run to adjacent areas to fight back. This one needs to be optimized.A counterattack mode switch can be designed. If the counter attack mode is opened, your army will can auto run to Retaliate

Re: SoundRTS

2018-01-23 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector
Re: SoundRTS Hmm when we talk about sound rts,  i would like to be in new version some longer campaign with story element and good misions. For example: missions like in blitskrig mod, but much more... URL: http://forum.audiogames.net/viewtopic.php?pid=349084#p349084

Re: SoundRTS

2018-01-23 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS The project is at everytime still live, but during north summer is when the git have more new commits with new updates.But remember, soundrts itself is a game Core, only with a example content.If you want a more complete game using this RTS engine, is crazy mod of pragma. URL

Re: SoundRTS

2018-01-22 Thread AudioGames . net Forum — New releases room : roelvdwal via Audiogames-reflector
Re: SoundRTS All the developement goes on at github, but the project is not very active at the moment. You can check what's been done by heading to the sound rts github page and checking the commits, if you're interested. URL: http://forum.audiogames.net/viewtopic.php?pid=348914#p348914

Re: SoundRTS

2018-01-22 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector
Re: SoundRTS Im interested too, does developers worrk on next version? URL: http://forum.audiogames.net/viewtopic.php?pid=348893#p348893 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin

Re: SoundRTS

2018-01-22 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector
Re: SoundRTS I'm also thinking to myself. That game is fun btw URL: http://forum.audiogames.net/viewtopic.php?pid=348889#p348889 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin

Re: SoundRTS

2018-01-21 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS hi, Is this project still going on? URL: http://forum.audiogames.net/viewtopic.php?pid=348792#p348792 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin

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

2017-08-16 Thread AudioGames . net Forum — New releases room : wp85 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Sorry for the double post, but I'm noticing that the drop box link for the full documentation for the mod is broken as well. URL: http://forum.audiogames.net/viewtopic.php?pid=324689#p324689

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

2017-08-09 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Refueling, refueling, continue to develop soundrts URL: http://forum.audiogames.net/viewtopic.php?pid=323625#p323625 ___ Audiogames-reflector mailing list Audiogames-reflector

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

2017-08-09 Thread AudioGames . net Forum — New releases room : wp85 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Ok so I am loving this mod. However when I go to check out the guide for each race online, I get a 404 error drop box message. Is their stil a way to get a copy of the spacifics of the race? I love the fact I can play the races even

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

2017-06-08 Thread AudioGames . net Forum — New releases room : buu420 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Thank you verry much That's exactly what I was looking for. I really apriciate this. URL: http://forum.audiogames.net/viewtopic.php?pid=314572#p314572 ___ Audiogames-reflector mailing

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

2017-06-08 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) @buu420Note: If the title of the map isn't defined, the game will probably use the name of the file (without txt). URL: http://forum.audiogames.net/viewtopic.php?pid=314498#p314498

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

2017-06-08 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) @buu420Letters, from the file res/ui/tts.txt :5000 a 5001 b ... 5025 zAnd some numbers, just in case (not sure if it is still useful) :3000 0 3001 1 ... 3009 9 URL: http://forum.audiogames.net/viewtopic.php?pid=314495#p314495

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

2017-06-07 Thread AudioGames . net Forum — New releases room : buu420 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Hi, I just downloaded the crazy mod, and am having an issue. I want to make a map, but since all the sounds for the tts stuff has been removed I can't reference the numbers for the letters so I can write the name for my map, does

Re: SoundRTS mod: Blitzkrieg

2017-05-19 Thread AudioGames . net Forum — New releases room : marfy via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg milos wrote:Hello all, can some post link again for instaler or zip becouse this links does not work. thanks...Please reupload this mod please. Link doesn.t work. Thank so much. URL: http://forum.audiogames.net/viewtopic.php?pid=311695#p311695

Re: SoundRTS mod: Blitzkrieg

2017-05-18 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg Hello all, can some post link again for instaler or zip becouse this links does not work. thanks... URL: http://forum.audiogames.net/viewtopic.php?pid=311633#p311633 ___ Audiogames-reflector mailing list

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

2017-05-15 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Glad to be here soundmud and pragma again.I don't know if the development goes slower or faster, but I see that the spanish translation is a little bit out of date. URL: http://forum.audiogames.net/viewtopic.php?pid=37#p37

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

2017-05-15 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) I have checked the SoundRTS 1.0 installer (1.0.1 to be precise), it works on Windows 10, 64 bits. The Blitzkrieg installer works too if you change the installation folder. Note that the software used to create the installer

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

2017-05-15 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) I have checked the SoundRTS 1.0 installer, it works on Windows 10, 64 bits. The Blitzkrieg installer works too if you change the installation folder. Note that the software used to create the installer of Blitzkrieg is probably NSIS

Re: SoundRTS mod: Blitzkrieg

2017-05-15 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg @crashmasterSame problem here on Windows 10 (64 bits). To avoid the problem, choose a different folder for the installation, for example a folder in the user folder. URL: http://forum.audiogames.net/viewtopic.php?pid=311038#p311038

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

2017-05-14 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) I also hope to continue to develop crazymod, Also hope that the original developers can achieve more functions URL: http://forum.audiogames.net/viewtopic.php?pid=311030#p311030

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

2017-05-14 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3 and 9 beta10) Crashmaster, soundrts, any version, works fine on windows x64You don't have to do  anithing special to get the game works.Only download the binary zip version and you're OK.And pragma, thanks for continuing update this awesome

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

2017-05-14 Thread AudioGames . net Forum — New 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

Re: SoundRTS and the CrazyMod (update 8.3)

2017-05-13 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Sorry for reviving this up, but since I play it I don't know if there are updates like in a year? URL: http://forum.audiogames.net/viewtopic.php?pid=310853#p310853 ___ Audiogames-reflector mailing

Re: SoundRTS maps

2017-01-17 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: SoundRTS maps Woo. Thanks for that. I'll put them on my server as soon as possible, which currently means later this week. I'll announce in the Sound RTS topic for my server when the maps are put on my server. URL: https://forum.audiogames.net/viewtopic.php?pid=293934#p293934

SoundRTS maps

2017-01-16 Thread AudioGames . net Forum — General Game Discussion : zakc93 via Audiogames-reflector
SoundRTS maps Here are some maps that me and some friends play on with the crazymod:https://dl.dropboxusercontent.com/u/519 … 20maps.zip URL: https://forum.audiogames.net/viewtopic.php?pid=293845#p293845 ___ Audiogames-reflector mailing

any good soundRTS campaigns?

2017-01-11 Thread AudioGames . net Forum — General Game Discussion : daniel via Audiogames-reflector
any good soundRTS campaigns? Hey all,Am slowly getting back into audiogaming after a good deal of time away, and have been emensely enjoying soundrts with the crazy mod.I'm just wondering if any of you have any good campaigns that you would be willing to share, either for crazy mod

Re: SoundRTS and the CrazyMod (update 8.3)

2016-08-07 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello americrainian, if you have other mod that you want to apply in the game, the only that you have to do is:1. copy the ffolder of your new mod, to the "mod" folder that is in to the root folder of your game2. find the file so

Re: SoundRTS and the CrazyMod (update 8.3)

2016-08-04 Thread AudioGames . net Forum — New releases room : amerikranian via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) hi.if i have other mods for sound RTS, how can i make the game to use it? sorry if that was already asked before, but i'm bored with old mod for it and want to get something new on it so i can  play and enjoy the game again, as right now it's sits

Re: SoundRTS and the CrazyMod (update 8.3)

2016-07-14 Thread AudioGames . net Forum — New 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

Re: SoundRTS mod: Blitzkrieg

2016-07-13 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg OF course. IF of course he would not mind it. IT was originally his project, so we will have to get the go ahead before proceeding, but yes, I agree. I see much potencial within this project, so I would enjoy improving it should he allow. URL: http

Re: SoundRTS mod: Blitzkrieg

2016-07-13 Thread AudioGames . net Forum — New releases room : bitti via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg hmm, i think this project was given the status of abandonwhare. But we both could take over the good work taljazz if that's OK with truecraig. URL: http://forum.audiogames.net/viewtopic.php?pid=267882#p267882

Re: SoundRTS mod: Blitzkrieg

2016-07-12 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector
Re: SoundRTS mod: Blitzkrieg Greetings. Just wanted to say I really enjoy the mod and would love to host a server for it if there is not one currently hosted for it. I think there could be more campaines added in if you wanted the help. I am currently learning how to add them, so

Re: SoundRTS

2016-06-24 Thread AudioGames . net Forum — New 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: SoundRTS

2016-05-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS Maybe units or buildings of the same type could be grouped as targets, so Control + Tab would select "90 archers", then "mage tower 1", etc. Giving an order with grouped targets would randomly select any target in this group of targets (or maybe the closest

Re: SoundRTS

2016-05-25 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS Hello, again :3About the custom targets, I think that instead of select the usable targets depending your selection, I think that is better habe two options.First, the default behavior of ctrl+tab, is that the usable map objects for the selected units are listed. But, you have

Re: SoundRTS

2016-05-21 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS Hi Soundmud,Could you add an option to the rules.txt to make a unit or a building ressistant to conversion?I got another idea for better controlmanaging.What about using a key to switch between the different types of selectable items on the map?For example f9?for example

Re: SoundRTS

2016-05-18 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS @aaron77Campaign text can be defined in campaign/ui/tts.txt.About sound mud, I'll think about it.@sanslash332Yes, it means that it would be possible to define any range (distance from caster to center of area of effect) and any radius of the area of effect. URL: http

Re: SoundRTS

2016-05-17 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS Respect the solutions for the chapter 8, I think that the second and third options are the best for it With the addition of the circle shape for calculate the effect area for these kind of skills, I Suppose that you have to add a and attribute for these kind of skills

Re: SoundRTS

2016-05-17 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector
Re: SoundRTS so I'm considering writing a campaign, now that I can write maps successfully, but was wondering, do you still need to use the voices.txt file for campaign text? Do you still need to use actual sound files? or can you link text to a certain random number.also, off topic

Re: SoundRTS

2016-05-17 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS Congratulations! Because chapter 8 has become much more difficult, I think, because the archers have an increased range, so:- the melee units are less efficient against the archers;- most friendly archers die in a1, so the necromancer has to animate the dead from a1 and b1

Re: SoundRTS

2016-05-17 Thread AudioGames . net Forum — New releases room : aaron77 via Audiogames-reflector
Re: SoundRTS For the record, in response to the chapter 8 conversation, I was able to beat it the other day with no problems.  As long as you watch what that necromancer's doing, you should be fine.  Also, I really love gates and walls.  I hope the crazymod developers will update

Re: SoundRTS

2016-05-16 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS ok, thanks for the aclaration:3 URL: http://forum.audiogames.net/viewtopic.php?pid=260652#p260652 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin

Re: SoundRTS

2016-05-16 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS @majnoDon't worry about the dll, I will probably use UniversalSpeech.@sanslash332UniversalSpeech is probably an evolution of ScreenReaderAPI, so I bet it won't be difficult to install and package. The Free Licence is compatible with the current project.At some point

Re: SoundRTS

2016-05-15 Thread AudioGames . net Forum — New releases room : majno via Audiogames-reflector
Re: SoundRTS what and Where is the Dll to replace? in my case only work with nvda. URL: http://forum.audiogames.net/viewtopic.php?pid=260574#p260574 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: SoundRTS

2016-05-15 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS Soundmud, currently instead of accessible output, I use universal speech through a ctypes.Include these dll with py2exe is very easy, and the wraper is a simply class that you can create :3Hmmm.And... reading some rules txt, and style.txt... ¿where currently is defined

Re: compiling soundRTS on OSX

2016-05-15 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector
Re: compiling soundRTS on OSX aaron77 wrote:hmm.  Where should I get an uncompiled copy of alpha 10?  Should I just clone from git?There is a link in the website: http://jlpo.free.fr/soundrts/The URL is: http://jlpo.free.fr/soundrts/soundrts-1.2-a10.zip URL: http://forum.audiogames.net

Re: SoundRTS

2016-05-15 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS Just to better understand how it works and what to do about it, in chapter 8 the units in a1 leave their assigned square because they consider the enemy archers like catapults (because they attack back from the other square, b1). This "move to the attacker's square"

Re: compiling soundRTS on OSX

2016-05-15 Thread AudioGames . net Forum — General Game Discussion : aaron77 via Audiogames-reflector
Re: compiling soundRTS on OSX hmm.  Where should I get an uncompiled copy of alpha 10?  Should I just clone from git? URL: http://forum.audiogames.net/viewtopic.php?pid=260511#p260511 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS

2016-05-15 Thread AudioGames . net Forum — New releases room : majno via Audiogames-reflector
Re: SoundRTS Please make sounrts accessible with jaws 17. why are you not using accessible output? i'm testing somethings with pygame and accessible_output2 and works perfectly! URL: http://forum.audiogames.net/viewtopic.php?pid=260498#p260498

Re: SoundRTS

2016-05-14 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS OK, I didn't realize that the main style.txt has been modified. It's not recommended. Anyway, it's strange that the definition in the main style.txt seems to disappear. I'll try to check the code about that.About chapter 8, if you attack b1 with the archers, they can do

Re: SoundRTS

2016-05-14 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS O, thanks soundMud, i found what is the error in the mod.The modder, includes the definition of the resources and their extraction places out of the mod, placing it on the main rules and main style.txt.But... ¿not is supposed if you define something in style.txt, and you don't

Re: SoundRTS

2016-05-14 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS Here are some incomplete replies.About the overreacting units in chapter 8, after some experiments I have noticed that the problem could be solved by lowering the archers range to less than a third of a square, instead of half a square. Maybe I will just restore the ranges

Re: compiling soundRTS on OSX

2016-05-14 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: compiling soundRTS on OSX I'm not a terminal geek, so I have no clue on how to do this. I don't know how to fix it if I brake anything while trying this, so I hope a more experienced terminal user wanna try it out.It would be awesome if the game would work on the Mac though, because

Re: compiling soundRTS on OSX

2016-05-13 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector
Re: compiling soundRTS on OSX Maybe there is still a way to open ogg files on Mac OS X with pygame after all.  Could somebody try this:brew install liboggbrew install libvorbisbrew install sdl_mixer --with-libvorbisIf the computer replies "Warning: sdl_mixer already installed.&

Re: SoundRTS

2016-05-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS Hello soundmud, a new few issues for the new version xd. With massive changes, massive issues appearsWell. I tried to apply this mod https://dl.dropboxusercontent.com/u/845 … %201.0.rar to the last version (1.2a10r1) but, some changes that works in the 1.2a9, in this version

Re: SoundRTS

2016-05-12 Thread AudioGames . net Forum — New releases room : Niklas via Audiogames-reflector
Re: SoundRTS Cool to see that you are working on this great game again. It would be also great if you could add more optional sound packs into next versions, like the blitzkrieg soundpack I read about here in the forum, wich should be a great mod as well. URL: http://forum.audiogames.net

Re: SoundRTS

2016-05-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS eYey, is time for answers xd:1. In my case, I don't activate the first mode in any situation xd2. Okidoki, :33. Yep, and it is very rare, because in the previews version it works properly. Did you touch the shortcut code for this build?3. A, of course. If you want change

Re: SoundRTS

2016-05-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS Yey, is time for answers xd:1. In my case, I don't activate the first mode in any situation xd2. Okidoki, :33. Yep, and it is very rare, because in the previews version it works properly. Did you touch the shortcut code for this build?3. A, of course. If you want change

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Respecting the new idea, y Think that is the correct notion of guide the game.The squares, is only a interface thing, but internally, the world is a open world, without this division of squares. With that, you have a lot of more (and fun) options

Re: SoundRTS

2016-05-12 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS 1. Yes, why not? Not many players are using immersive mode, I guess.2. OK, I think I will fix gates navigation collision.3. This shortcuts issue is a bug, I take note.4. I won't change this for now. Note that you still can open the ini file and edit mods=..., and now

Re: SoundRTS

2016-05-12 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS 1. Yes, why not? Not many players are using immersive mode, I guess.2. OK, I think I will fix gates navigation collision.3. This shortcuts issue is a bug, I take note.4. I won't change this for now. Note that you still can open the ini file and edit mods=..., and now

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-12 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The "don't leave this square until I tell you" solution I have described should solve most problems. The idea is that by default a unit has the implicit order to stay in the current square. The player have to give orders to solve some

Re: SoundRTS

2016-05-11 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS ello, soundMud!Well, a few issues that I've encountered on the last version... Well, exactly aren't issues, but some suggestions and request First, can change the default key for zoom mode, to another more accessible key?I know that I can change it on the bindings.txt

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello, guys. Respecting the retaliate, in starcraft2, when a unit is attacked, It'll try to follow and destroy the enemy that attacks it. But, for evade this behavior, exist a "hold" order.I  Think that you can implement this order fo

Re: SoundRTS

2016-05-11 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS Hi Soundmud!What about an option for autoregain of HP? For example Paladins and dragons could regain 5 hp in 30 seconds. Hope you know what i mean. URL: http://forum.audiogames.net/viewtopic.php?pid=260155#p260155

Re: SoundRTS

2016-05-11 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS Hello, soundMud. about the aura effects, I think that the best option is the shape of a circle. If you think of have a real aura effect, of course.For example, in starcraft2, the medibacks (healing ship of terran) use the third option. When a damaged unit is on it range

Re: SoundRTS

2016-05-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS I'll think about it. The aura effects could be centered around the priest's sub-square, or just have the shape of a circle with an arbitrary range. Or maybe the priest should autocast healing spells which would have a range and would cost mana. URL: http

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Aha I see, thanks for the clarification. Maybe you could give each unit different behavior based on mode, maybe an always retaliate setting for aggressive and a non-retaliation on the same square mode for passive/defensive. URL: http

Re: SoundRTS

2016-05-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS I have a suggestionCan you allow the priest's treatment to be extended to the adjacent square? URL: http://forum.audiogames.net/viewtopic.php?pid=260134#p260134 ___ Audiogames-reflector mailing list Audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I also feel that when being attacked, you can choose to retaliate or stay in place. URL: http://forum.audiogames.net/viewtopic.php?pid=260125#p260125 ___ Audiogames-reflector mailing list

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-11 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @stewie Thanks for the report (and sorry for the confusion).I have just checked chapter 8. Here is what happens. If your footmen attack, nothing unusual will happen because like before they are fighting in b1. If you send the archers, with the new

Re: SoundRTS

2016-05-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector
Re: SoundRTS I really like the current design concept. Although it is a test operation, but I really enjoyed it. URL: http://forum.audiogames.net/viewtopic.php?pid=260117#p260117 ___ Audiogames-reflector mailing list Audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) So I'm playing through the campaign again and I am currently on chapter 8. I've disabled all mods and am experiencing an extremely bizarre issue. for some mind boggling reason, if I send archers or footmen to b1, my necromancer follows them. I do

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) So I'm playing through the campaign again and I am currently on chapter 8. I've disabled all mods and am experiencing an extremely bizarre issue. for some mind boggling reason, if I send archers or footmen to b1, my necromancer follows them. I do

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : stewie via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) So I'm playing through the campaign again and I am currently on chapter 8. I've disabled all mods and am experiencing an extremely bizarre issue. for some mind boggling reason, if I send archers or footmen to b1, my necromancer follows them. I do

Re: SoundRTS and the CrazyMod (update 8.3)

2016-05-10 Thread AudioGames . net Forum — New releases room : luiscarlosgm via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) @gigino1987: I hopefully understand a little italian, since it is similar to my mother tongue, Spanish. However I will download. URL: http://forum.audiogames.net/viewtopic.php?pid=260079#p260079

Re: SoundRTS

2016-05-10 Thread AudioGames . net Forum — New releases room : gigino1987 via Audiogames-reflector
Re: SoundRTS Hi,I downloaded Alpha 10 of SoundRTS 1.2 and I updated the Italian translation of UI and manual. Here's link to download:https://dl.dropboxusercontent.com/u/145 … ian-UI.zipPlease insert this on next builds.Thanks URL: http://forum.audiogames.net/viewtopic.php?pid=260058

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