Re: searching german people for soundrts modding

2015-01-30 Thread AudioGames . net Forum — Developers room : chpross via Audiogames-reflector
Re: searching german people for soundrts modding Hi!Im from germany, and i have tranzlate Soundrts whit blindzeln.You can contact me on Skype, my name is:christopher.pross1best regardsChris. URL: http://forum.audiogames.net/viewtopic.php?pid=203053#p203053

Re: searching german people for soundrts modding

2015-01-28 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector
Re: searching german people for soundrts modding No, there are actually two people WHO have translated Sound RTS. One of them have made a sound pack. I dont know him. The other guy is The blasting GD here on the forum. I know this guy pretty well. URL: http://forum.audiogames.net

Re: searching german people for soundrts modding

2015-01-27 Thread AudioGames . net Forum — Developers room : firefly82 via Audiogames-reflector
Re: searching german people for soundrts modding Hey SLJ!Nice idea! Thank you for this! I think it was only one guy who translated it, but i will check it out. URL: http://forum.audiogames.net/viewtopic.php?pid=202555#p202555 ___ Audiogames

Re: searching german people for soundrts modding

2015-01-27 Thread AudioGames . net Forum — Developers room : SLJ via Audiogames-reflector
Re: searching german people for soundrts modding Hi.You might contact the Guys WHO have translated Sound RTS into german. Read more on the Sound RTS website. URL: http://forum.audiogames.net/viewtopic.php?pid=202553#p202553 ___ Audiogames

Re: searching german people for soundrts modding

2015-01-27 Thread AudioGames . net Forum — Developers room : simba via Audiogames-reflector
Re: searching german people for soundrts modding Hi firefly. I am from germany and surely can help you in tranzlating the game in to german.Catch me on skype. My username is mority4. I think you got me allready. URL: http://forum.audiogames.net/viewtopic.php?pid=202583#p202583

searching german people for soundrts modding

2015-01-25 Thread AudioGames . net Forum — Developers room : firefly82 via Audiogames-reflector
searching german people for soundrts modding Hi guys!There was a little discussion about a possible star-wars-mod for soundrts. I couldnt get it out of my mind so i started to look over the modding.html and i think i could do something like this or some other SF-stuff. The point is, i dont

Re: SoundRTS: Crazy mod demonstration

2015-01-16 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration You are awesome. Thank you so much. Its quite sad if this has never been posted oficially. URL: http://forum.audiogames.net/viewtopic.php?pid=201230#p201230 ___ Audiogames-reflector mailing list

Re: SoundRTS: Crazy mod demonstration

2015-01-15 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi. As far as I know, its not posted. In fact, I dont know how many custom -made mods or maps are on the main site. Anyway, a bit late but here it is: https://dl.dropboxusercontent.com/u/351 … ndpack.zipJust extract it the usual way and remember to add

Re: SoundRTS Modern Map1 released!

2015-01-14 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector
Re: SoundRTS Modern Map1 released! hey thereim not sure what you meen by modern sounds but the sounds the game uses come from the game itself so there are no sounds included as they are already with in the game URL: http://forum.audiogames.net/viewtopic.php?pid=201078#p201078

Re: SoundRTS Modern Map1 released!

2015-01-14 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector
Re: SoundRTS Modern Map1 released! Hi.[[wow]], dude...Sometimes, I just wanna take a brake from my job, stay home and play games. I just got this feeling Again... I look very much forward to check this out. I have one question though:Is it possible to choose between the different maps

Re: SoundRTS Modern Map1 released!

2015-01-14 Thread AudioGames . net Forum — New releases room : sswwaaiikkee via Audiogames-reflector
Re: SoundRTS Modern Map1 released! hivsmiro is rightI dont stand how work this mod URL: http://forum.audiogames.net/viewtopic.php?pid=201013#p201013 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: SoundRTS Modern Map1 released!

2015-01-14 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS Modern Map1 released! Hey hey!You have to extract the files into a subfolder. not only to multi.Very interesting map and modifikation. Maybe you should team up with the crazimod team. I am curious to see more of your work! URL: http://forum.audiogames.net/viewtopic.php?pid

Re: SoundRTS Modern Map1 released!

2015-01-14 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector
Re: SoundRTS Modern Map1 released! hello allOk lets see, for you guys who are having trouble reading it it is explained in the readme.txt file how to extract it and stuff but if not:go to your downloads folder, go to ntm1.zip, unzip, enter the unzipped version you will find a folder called

Re: SoundRTS Modern Map1 released!

2015-01-14 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS Modern Map1 released! This is a really good start! There are a couple things that I have found. This is only a preliminary look and Ill keep on checking out the map thoughNone of the units are actually affected if you research armor. You can correct this by addingcan_use

Re: SoundRTS Modern Map1 released!

2015-01-14 Thread AudioGames . net Forum — New releases room : vsmiro via Audiogames-reflector
Re: SoundRTS Modern Map1 released! Hello. I successfully unzipped it, but it hasnť got modern sounds. Can I launch modern souznds or not? Vojta. URL: http://forum.audiogames.net/viewtopic.php?pid=201039#p201039 ___ Audiogames-reflector

SoundRTS Modern Map1 released!

2015-01-13 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector
SoundRTS Modern Map1 released! hello all!Recently ive been working my poor little socks off to get this new modern map ready for you.Its basically a map for soundRTS but including units like tanks, megatanks, spitfires, gunman, rocket launchers and mutch mutch mutch more!Please, please do

SoundRTS Modern Map1 released!

2015-01-13 Thread AudioGames . net Forum — New releases room : dardar via Audiogames-reflector
SoundRTS Modern Map1 released! hello all!Recently ive been working my poor little socks off to get this new modern map ready for you.Its basically a map for soundRTS but including units like tanks, megatanks, spitfires, gunman, rocket launchers and mutch mutch mutch more!Please, please do

Re: soundRTS modern map 1 coming very soon

2015-01-13 Thread AudioGames . net Forum — General Game Discussion : dardar via Audiogames-reflector
Re: soundRTS modern map 1 coming very soon hello allIf you take a look over on the new releases room, the link is there now.Enjoy! URL: http://forum.audiogames.net/viewtopic.php?pid=200943#p200943 ___ Audiogames-reflector mailing list

Re: SoundRTS Modern Map1 released!

2015-01-13 Thread AudioGames . net Forum — New releases room : vsmiro via Audiogames-reflector
Re: SoundRTS Modern Map1 released! Hello. How can I launch it? I see this map, but canť play. Vojta. URL: http://forum.audiogames.net/viewtopic.php?pid=201001#p201001 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin

Re: SoundRTS Modern Map1 released!

2015-01-13 Thread AudioGames . net Forum — New releases room : the terminator via Audiogames-reflector
Re: SoundRTS Modern Map1 released! hi.its amazing!I left my suggestion on the form. I mean forum hehe. URL: http://forum.audiogames.net/viewtopic.php?pid=200964#p200964 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin

Re: soundRTS modern map 1 coming very soon

2015-01-11 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: soundRTS modern map 1 coming very soon Hi.[[wow]] man. How can you make this so fast? I look very much forward to check this out. URL: http://forum.audiogames.net/viewtopic.php?pid=200655#p200655 ___ Audiogames-reflector mailing list

Re: soundRTS modern map 1 coming very soon

2015-01-11 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector
Re: soundRTS modern map 1 coming very soon Nice nice, look forward to trying it out. URL: http://forum.audiogames.net/viewtopic.php?pid=200686#p200686 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

soundRTS modern map 1 coming very soon

2015-01-10 Thread AudioGames . net Forum — General Game Discussion : dardar via Audiogames-reflector
soundRTS modern map 1 coming very soon hello allSoon i.e tonight or tomorrow i will release my first soundrts modern map, including tanks, spitfires, hurricanes, megatanks, rocket laucners, gunman and even ningers for the added fun! Im just doing the final tests as i type so keep youre

Re: soundRTS modern map 1 coming very soon

2015-01-10 Thread AudioGames . net Forum — General Game Discussion : sswwaaiikkee via Audiogames-reflector
Re: soundRTS modern map 1 coming very soon oI m very wait URL: http://forum.audiogames.net/viewtopic.php?pid=200650#p200650 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com

Re: SoundRTS: Crazy mod demonstration

2015-01-08 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi.Thank you Brendan. Have I messed anything, or is there no link to this sound pack on the Sound RTS website? URL: http://forum.audiogames.net/viewtopic.php?pid=200206#p200206 ___ Audiogames-reflector

Re: SoundRTS: Crazy mod demonstration

2015-01-06 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi SLJ, No, Im using a modified soundpack called the super soundpack. I think I might have posted a link of it somewhere on the forum, but if you cant find it Ill upload (or find) it when I get home again. URL: http://forum.audiogames.net

Re: SoundRTS: Crazy mod demonstration

2015-01-06 Thread AudioGames . net Forum — General Game Discussion : dan_c via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration looking forward to giving this a listen. then hopefully I can play with this without having to constantly refer to documentation. hehe. URL: http://forum.audiogames.net/viewtopic.php?pid=199967#p199967

Re: SoundRTS: Crazy mod demonstration

2015-01-02 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi Brendan.Are you using a different sound pack for sound RTS? Im playing the Crazy mod, and my voices are different like the original voices in the game. The attack sound an crys are different. Is that because of the race you pick in the mod

Re: SoundRTS and the CrazyMod (update 8.3)

2015-01-02 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) But, when controlling a peasant, I cant choose to build the tower. Its quite weird, and I cant figure out what Im missing. URL: http://forum.audiogames.net/viewtopic.php?pid=199401#p199401

thinking of coding some soundrts campaigns, anyone interested?

2015-01-02 Thread AudioGames . net Forum — General Game Discussion : dardar via Audiogames-reflector
thinking of coding some soundrts campaigns, anyone interested? hello allas stated in the subject i am thinking of making a couple campaigns for soundrts.These campaigns would be purely based on what is there and will therefore be medieval based.However ill only create based on feedback

Re: thinking of coding some soundrts campaigns, anyone interested?

2015-01-02 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: thinking of coding some soundrts campaigns, anyone interested? Hi.That would be really awesome. It would be great to have a series of campaigns, which starts from very easy for newbies to extremely difficult for experienced players. Now Im not sure on how much which can be made

Re: SoundRTS and the CrazyMod (update 8.3)

2015-01-01 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Very cool changes though I have yet to test them thoroughly. I cant really see a sizable difference between wasps and mosquitos, Id say wasps should do more damage than mosquitos because wasps are usually more painful than mosquitos than

Re: SoundRTS and the CrazyMod (update 8.3)

2015-01-01 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hi.Ive just started to play Sound RTS and the Crazy mod. I have tried to get used to Sound RTS a lot of times, and finally de sited to fully learn how the game works.Im playing the traditional race. I cant seem to build the surveillance tower

Re: SoundRTS and the CrazyMod (update 8.3)

2015-01-01 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) If youre missing a requirement it should tell you. Go to build surveillance tower while controlling a peasant, and it should say what it requires. URL: http://forum.audiogames.net/viewtopic.php?pid=199355#p199355

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-20 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hi all.Im sorry if Im posting this in the wrong topic.In the new year, I have de sighted to do something about audiogaming in Denmark, my country, and my goal is to translate some games into danish, if not the games then at leased descriptions, so

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-20 Thread AudioGames . net Forum — New releases room : sswwaaiikkee via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) hi allwhere I can download this Mod?thanks URL: http://forum.audiogames.net/viewtopic.php?pid=197904#p197904 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-20 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Read the very first post in the topic. URL: http://forum.audiogames.net/viewtopic.php?pid=197909#p197909 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New 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, theyll still stand no chance against grenade launchers. And now that you can destroy yourself

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) For the savages, I think that making the flying horses detectors would help allot, so would doing something unique with the archers.Right now if you want to transport a huntress or several with flying horses, you have to fly there, hope nothing

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) For the savages, I think that making the flying horses detectors would help allot, so would doing something unique with the archers.Right now if you want to transport a huntress or several with flying horses, you have to fly there, hope nothing

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) For the savages, I think that making the flying horses detectors would help allot, so would doing something unique with the archers.Right now if you want to transport a huntress or several with flying horses, you have to fly there, hope nothing

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) OK for the solar ray on adjacent squares. For the moment these elven towers can seem a few useless, but if the possibility to create damage types is implemented in a next version of SoundRTS, there will be more interesting differences between

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hm yeah, ridable armored elephants? If you did that, then maybe taking out lions would actually be good, 1 invis ground unit thats slow, low hp, but sneaky, 1 fast ground unit that has more hp but still not allot, better damage, but no invis, 1

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hm yeah, ridable armored elephants? If you did that, then maybe taking out lions would actually be good, 1 invis ground unit thats slow, low hp, but sneaky, 1 fast ground unit that has more hp but still not allot, better damage, but no invis, 1

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I thought that perhaps you could make it so the witch effects wouldnt last as long, perhaps only 7.5 minutes instead of 10, but their damage levels owuld be all scaled by +50%. Because it doesnt really matter how much damage is done because theres

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-19 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The time for the witchs 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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-18 Thread AudioGames . net Forum — New releases room : Arabic two thousand via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Ah yes, its like confuzing, But Il doo it.Sorry for my english. I was studing with my teacher, and my cousin likes it. URL: http://forum.audiogames.net/viewtopic.php?pid=197727#p197727

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-18 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Pragma that is a good pointa nd one I didnt think aout. Of course, a player would actually have to know that vortexes can recall units. But if they did, the psychological effect could be amusing, if not effective.Defender, I dont think the priest

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-18 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Nods I gathered that about the rules.txt file, what I mean is that sometimes, the detector line doesnt seem to show up but then its still a detector in the game.|There is also no listed high quality explosives or higher quality explosives

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-18 Thread AudioGames . net Forum — New 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 didnt notice when I got attacked and they didnt notice when I attacked them. I was defeated but my game continued

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-18 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yeah I was playing my first multiplayer game in a while today. Ive gotten that bug before, with still being alive after its been announced that Im not, AIs or no, its happened a few times, and I think its a messed up sync of some kind because

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yes, its right. We will probably remove the carnivorous plants from the dark elves, or replace them by thorny plants. Even in this case, the number of plants must be reduced. I agree also a lifespan limit for the root system.About the vermins

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey hey! The idea with the element mage is realy great. And i love the two new races as well. I think, its OK that every building can generate stumps cause the upgrading needs much time so it isnt realy a big advantage. But you need it to let your

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) [[wow]] that elemental mage idea is cool, unfortunately though, last time I looked at the fire elementals damage, speed and range well it just seemed insane, soI think unless that gets fixed a bit then the mage will just make it all even more

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) [[wow]] that elemental mage idea is cool, unfortunately though, last time I looked at the fire elementals damage, speed and range well it just seemed insane, soI think unless that gets fixed a bit then the mage will just make it all even more

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) [[wow]] that elemental mage idea is cool, unfortunately though, last time I looked at the fire elementals damage, speed and range well it just seemed insane, soI think unless that gets fixed a bit then the mage will just make it all even more

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) [[wow]] that elemental mage idea is cool, unfortunately though, last time I looked at the fire elementals damage, speed and range well it just seemed insane, soI think unless that gets fixed a bit then the mage will just make it all even more

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey so if anyone wants to know how to fix Pra12 before the next update and doesnt know how to modify maps, heres how.1. Navigate to where ever your sound RTS 1.29 Alpha 9 Crazy mod 9.0 Beta 6 folder is located. Since this particular build was only

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hey so if anyone wants to know how to fix Pra12 before the next update and doesnt know how to modify maps, heres how.1. Navigate to where ever your sound RTS 1.2 Alpha 9 Crazy mod 9.0 Beta 6 folder is located. Since this particular build was only

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : Arabic two thousand via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Pragma: How to execute the crazy mod in SoundRTS9beta6? it only starts the normal SoundRTS program, not the mod.Help! URL: http://forum.audiogames.net/viewtopic.php?pid=197681#p197681 ___ Audiogames

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) since when? Dude the entire thing is only the mod, your probably not in the right folder, just exicute soundrts.exe and you should be good to go. URL: http://forum.audiogames.net/viewtopic.php?pid=197683#p197683

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) it depends on where you downloaded it though. YOU have to download it from the crazy mod web site. URL: http://forum.audiogames.net/viewtopic.php?pid=197688#p197688 ___ Audiogames-reflector mailing

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) O I didnt know beta 6 was refering to the main sound rts build, I thought it was for crazy mod, my bad.Also, after playing dark elf a bit more, I retract my claim about dark archers being too powerful, too fast, in the end, they have low damage

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) O I didnt know beta 6 was refering to the main sound rts build, I thought it was for crazy mod, my bad.Also, after playing dark elf a bit more, I retract my claim about dark archers being too powerful, too fast, in the end, they have low damage

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) O I didnt know beta 6 was refering to the main sound rts build, I thought it was for crazy mod, my bad.Also, after playing dark elf a bit more, I retract my claim about dark archers being too powerful, too fast, in the end, they have low damage

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) I dont think you could simulate that with what we have. Especially since a couple other units have bewitchment also. I also dont know about ambush turrets, but I do know that ambush high towers are extremely powerful if you build a lot

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) ah okay did not know that about bewitchment, also, I tend to agree with what you said about the trees but everyone keeps saying it doesnt matter to them, so I thought Id try at least, and push for second best.Maybe you didnt notice but the tower

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) ah okay did not know that about bewitchment, also, I tend to agree with what you said about the trees but everyone keeps saying it doesnt matter to them, so I thought Id try at least, and push for second best.Maybe you didnt notice but the tower

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) ah okay did not know that about bewitchment, also, I tend to agree with what you said about the trees but everyone keeps saying it doesnt matter to them, so I thought Id try at least, and push for second best.Maybe you didnt notice but the tower

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) ah okay did not know that about bewitchment, also, I tend to agree with what you said about the trees but everyone keeps saying it doesnt matter to them, so I thought Id try at least, and push for second best.Maybe you didnt notice but the tower

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yeah they arent unstoppable thats true, but that one is quite insane, did not know it couldnt do ajacent attacks though.I mean if a wall is 2 squares thick, like one that runs for 5 squares on |A1 and B1, to A5 and B5.This happens on a few maps

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yeah they arent unstoppable thats true, but that one is quite insane, did not know it couldnt do ajacent attacks though.I mean if a wall is 2 squares thick, like one that runs for 5 squares on |A1 and B1, to A5 and B5.This happens on a few maps

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Yeah they arent unstoppable thats true, but that one is quite insane, did not know it couldnt do ajacent attacks though.I mean if a wall is 2 squares thick, like one that runs for 5 squares on |A1 and B1, to A5 and B5.This happens on a few maps

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-17 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) The objective of the false vortex, of the pigeons, of the puppets and of the flying shurikan is to persecute an opponent and to spy safely. With a well placed false vortex, an opponent can be worry that units arrive. The pigeons, the puppets

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hello.I quickly translated in English the current beta version of the mod. You can download this version here : http://pragmapragma.free.fr/soundrts-cr … 9beta6.zipIn this version, you can test :- The vermin race.- The dark elf race.- The new

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) [[wow]], going to check it out right now! thanks for all the hard work you put into making the mod. URL: http://forum.audiogames.net/viewtopic.php?pid=197353#p197353 ___ Audiogames-reflector mailing

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : Arabic two thousand via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Pragma: Im testing 9beta6 of the CrazyMod, portable bersion, I mean version.But I cant activate it.can someone help me? URL: http://forum.audiogames.net/viewtopic.php?pid=197354#p197354

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

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

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) Hi, I did a bit of preliminary testing on the new races today. The dark elves seem to be okay, though further testing may prove them to be more or less on par with the other races. The vermin, however, are a serious issue. The ability for every

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) A very raw documentation for the buildings and the units is available here : http://pragmapragma.free.fr/soundrts-cr … en/doc.htmThanks for your feedback, we will think about it.Normally the tunnel stores the ressources.With the new towers, some

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) yeah, instead of lowering certain ones, I think hes raising everyone, that could be good or bad but it does make things more equal.I do have a request though, traps, yes, make them buildable on paths and such, that makes lots of sense, but towers

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) yeah, instead of lowering certain ones, I think hes raising everyone, that could be good or bad but it does make things more equal.I do have a request though, traps, yes, make them buildable on paths and such, that makes lots of sense, but towers

Re: SoundRTS and the CrazyMod (update 8.3)

2014-12-14 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.3) yeah, instead of lowering certain ones, I think hes raising everyone, that could be good or bad but it does make things more equal.I do have a request though, either for Sound Mud or Pragmma, who ever can actually control this, traps, yes, make

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) HiOkay I should clarify more sorry.2. Yeah they arent, very! easy to play thats true, but one thing they have going for them, especially with AIs that just make several of the same unit very early on instead of setting up defenses, is the centaurs

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) HiOkay I should clarify more sorry.2. Yeah they arent, very! easy to play thats true, but one thing they have going for them, especially with AIs that just make several of the same unit very early on instead of setting up defenses, is the centaurs

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) The AI probably can get so many catapults because if I remember rightly, the instructions tell them to build at least 2 workshops to speed up the recruitment process, something that anyone could do if they cared and had a fair amount of resources

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, you are right on the dragons to hipogrifs ratio because of splash damage, but it still gives orcs an advantage in the beginning of the game, as do lots of their other units, they can make more faster, and dont need upgrades to make them

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, you are right on the dragons to hipogrifs ratio because of splash damage, but it still gives orcs an advantage in the beginning of the game, as do lots of their other units, they can make more faster, and dont need upgrades to make them

Re: SoundRTS and the CrazyMod (update 8.3)

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

<    5   6   7   8   9   10   11   12   13   14   >