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

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 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

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

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

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