Below is Ian Reed's announcement he posted int he audiogames forum...

Hi all!

It's been a while since my last release.  I've been quite distracted with my 
day job and with Aprone's swamp and Dentin's Alter Aeon but now I'm refocused
on Tactical Battle.

I've been working hard on new features for map creators and even spent an 
entire week of vacation plus the surrounding weekends just working on updates
to the game.

There's been an email chain going on between a few map creators and myself.

There are some exciting maps in the works using themes from Star wars, Star 
Trek, Modern military, zombie horror and RedWall Abbey.

There's been a complete rewrite of the point system and I've added new damage 
types, structures, regions, stackable units and a new movement system to name
a few.

I've also created a mailing list for those who really want to be in the know.
Some of the benefits of joining the mailling list are:
1 Access to developer versions of the game so you can try out map creation 
features without waiting for the next full version.
2 Find out about the latest features so your maps can take advantage of them.
3 Let me know which features you'd like to see implemented and help me decide 
how to prioritize them.
4 Access to the latest maps and the ability to give feedback to the map 
creators to help shape the final outcome.

To subscribe to the mailing list you can use the form in the "Joining the 
community" section of the BlindAudioGames.com website or simply send an email
to:
[email protected]
with the word subscribe in the subject line.

All in all this is a huge release for map creators.

If you have some existing maps and need help converting them please join the 
mailing list or email me at [email protected].
I don't want all the new changes to stop anyone's maps from getting converted 
to the new system.

As always you can download the latest version of the game at 
http://BlindAudioGames.com

It includes:
1 Updated versions of my Getting Started maps.
2 A brand new Conquering Redwall Abbey map series by KeyWasFull.
3 Austen's Kingdom at war maps converted to the new system.

If you find issues in Austen's maps let us know, but be forgiving.  He had to 
do some major conversions to get them into the new system.
KeyWasFull plans on adding more sounds for his maps but is suffering from a 
recent hard drive crash and a loss of most of his sounds.

Here's the complete list of changes for Tactical Battle version 1.10:
1 names of units to be defeated in the victory conditions can now include 
underscores.
2 Removing the defend_enabled flag from default map flags now removes the 
defend skill and also no longer crashes when the AI runs. (obsolete now)
3 Added a no_self_cast flag for skills.  This can be used on skills that have 
the friendly flag but are not meant for the caster to use on themselves.
4 Added a "fly" flag for effects so you can add an effect to a unit to allow 
them to fly while the effect lasts.
5 Added a remove_effects= flag on skills that works just like the effects= flag 
except that it removes effects rather than adding them.
6 Effects that deal end of turn damage and are applied to units rather than 
tiles will now cause the damage as expected. (obsolete in the old system though
the new system works correctly as well)
7 Added new flags to skills that allow you to hint to the AI at how the skill 
should be used.  The flags are ai_heal, ai_buff, ai_curse, ai_tile_curse,
ai_attack, ai_defend and ai_move.
8 Fixed a bug that would crash the game if the AI used a skill that resulted in 
it's own death.
9 Fixed a bug where the game ignored the no_movement flag when it is on an 
effect applied to a passive skill.
10 Made a huge re-write to the point system.  Level creators can now create 
their own custom points rather than being restricted to the old hard coded
HP, MP, and AP.
11 In the new point system there are no hard coded skills such as move, attack 
and defend.  These are now more customizable by the player so that you can
have units who can not attack or move for instance.
12 Implemented a death flag on effects which is used in the new point system.
13 Implemented a hide_old_points flag in the map defaults file to remove all 
the hard coded points and abilities from a new map. (now obsolete)
14 Added the ability to set flags for a skill while in the unit file, this is 
primarily used to alter how much damage attack does or it's range on a per
unit basis as the attack skill is now treated as a normal skill in the new 
point system.
15 Added a map flag called music that let's you set the music for that map.  
Music files can be placed in the "Music" folder of your map pack.
16 Added a skill flag called move_self which is used to support the non-hard 
coded move skill but can also be used to support teleportation skills.
17 Added a Default unit flags.txt file.
18 Added a new key= flag for skills that allows you to set a hot key for using 
that skill when your cursor is over a unit.  This only works if you are
using the hide_old_points flag on your map.  The revised getting started maps 
use this to map hot keys for all the skills.
19 In maps using the new point system you are now required to move to each tile 
along the path to your final destination.  This will allow for tiles that
have negative effects or terrain to cause damage to you as you first step on to 
them.  The blaze effect now causes damage to you when you move on to a
tile with the effect.
20 To make moving simpler in the new movement system you can use the shift + 
arrow keys to move one tile in any direction.  Map creators can determine
which skill uses these keys by setting the move_keys flag on a skill.
21 Fixed a bug where pressing J or K to cycle through units while in the map 
editor for a map that had no units for that team would cause the game to crash.
22 Added a self flag for skills that can only be cast on yourself.
23 Added a brand new damage type system.  This allows you to say that a bash 
skill does physical damage while a fireball does fire damage and then give
units armor that may defend against physical but not fire and so forth.
24 Made it so you can have 2 maps with the same name as long as they aren't in 
the same map pack.  This makes it easier to just copy and paste a map pack
and get started editing maps.
25 Added the ability for each map pack to provide it's own user guide.
26 Separated the original user guide into a main menu user guide and one 
specific to the getting started maps and made heavy updates to the map creation
section of the user guide.
27 Added the ability to toggle a unit's team by pressing shift + T when in the 
map editor.
28 You can now press shift + S to move your cursor back to the last unit who 
performed an action.  This is very useful when attacking an enemy 3 spaces
away as you press shift + B to jump right back to your archer.
29 Added the ability to add structures to maps and updated the in game map 
editor to let you place structures by pressing S to choose one and spacebar
to place it.
30 Added the ability to stack structures or units by setting the 
units_pert_tile= or structures_per_tile= flags in the default map flags file to 
something
higher than 1.
31 Also updated the in game map editor to support placing stackable units and 
tiles.
32 Added tab and shift + tab to toggle through units and structures on the 
current tile.
33 Added an impassable flag for units and structures that stop non flying units 
or structures from entering their tiles.
34 Added a summon= flag for skills that allows a skill to summon a new unit or 
structure to the target tile.
35 Added an opposing_forces_can_share_tiles map flag to allow opposing forces 
to occupy the same tile when stackable units or structures are enabled.
36 Added a splash_range= flag to skills to specify how far the splash damage 
and effects reach.
37 Added splash_effects= and splash_remove_effects= flags to skills so that the 
splash can cause or remove effects.
38 Added self_effects= and self_remove_effects= flags to skills so you can have 
a skill that causes or removes an effect from the caster instead of the
target, such as an exhaustion effect on the caster when they use a powerful 
skill.
39 Added a point_splash_restore= flag to skills to match the 
point_splash_inflict= flag.
40 Added a point_step_cost= flag to terrain so you can make it cost more 
movement or actions to move on to that terrain.
41 Added point_step_inflict= and point_step_restore= flags for units, passive 
skills, effects and terrain.
42 Added a few more AI hint flags for skills, which are ai_uncurse, ai_unbuff 
and ai_summon and additionally made the AI intelligent enough to use them.
43 Added a sound= flag for effects and added the playing of effect or terrain 
sounds when moving a character.  Also added playing of tile effects sounds
when moving the cursor.
44 Added F3, F4, F5, F6, and F7 for announcing all sorts of information.  
Replaces the old C and I keys.
45 Changed a number of keyboard shortcuts to free up the letter keys for map 
creators to use with skills and to change cycling keys to use the shift key
for reversing rather than consuming 2 keys.
46 Added F11 and shift + F11 to adjust music volume without going to the audio 
settings menu.
47 Updated code so that if a music file fails to load it does not crash the 
game.  Also updated code to not try and load the desktop.ini file when it exists
in the sounds or music folders.
48 Separated the keys that cycle through structures from the ones that cycle 
through units.
49 Made it so sounds from one map pack would not override those in another map 
pack.
50 Added F8 key to replay the map intro.
51 Adjusted format of Units, skills, effects and terrain files so flags can be 
specified on separate lines for better readability and editing.
52 You can now press shift + T to move your cursor back to the last unit you 
performed an action on.  This is the opposite of shift + S, added earlier
and allows you to quickly jump between the source unit and target unit.
53 Fixed a naming conflict bug related to skills and points that had similar 
names but still unique ones.
54 Added the ignore_max dynamic skill flag for letting skills restore points 
passed their normal maximums.
55 Fixed a bug where AI would use skills that restored points to units that 
could not benefit from the points.
56 Fixed a bug where AI would attack a unit that could not suffer that type of 
point damage.
57 Added the terrain_limit= unit flag for limiting unit movement to certain 
types of terrain.
58 Added first letter navigation for all menus in the game.
59 Added regions to the game as well as the ability to place them in the map 
editor.
60 Added the ability to do block placement in the map editor by first marking 
one corner of the block with the M key and then going to the other corner
of the block and pressing shift + space bar.
61 Added a no_skills flag for effects that stops the affected unit from using 
any skills.
62 Updated the music and sounds for the 5 getting started maps.
63 More heavy updates to the main menu user guide for all the previously 
mentioned features.
64 Started cleaning up code from the old system which makes it so only maps 
using the new point system will work in Tactical Battle 1.10 and later.

That's a lot of updates.  I plan on getting my next releases out before waiting 
so long.
And remember, you can always join the mailing list to find out when developer 
versions of the game are available.

I hope you all enjoy the updates and I'm excited to see some new map creators 
join the mailing list!

Ian Reed

ianr's Website

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2 
arqmeister
 
2012-02-02 03:03:47

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Sounds cool, could you please provide a link to the download

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ianr
 
2012-02-02 05:18:13

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Sure thing.

Here's a link to the website with instructions on running the game and a link 
to the download.
http://BlindAudioGames.com

I recommend that link because it has instructions on getting the game to run 
properly.

I was going to include a direct link to the user guide and download but the 
forum does not like me posting more than one link.

Ian Reed

ianr's Website

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4 
SLJ
 
2012-02-02 10:41:56

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[wow], sounds really interesting. I'm gonna take a look at it.

SLJ's Website

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5 
Dark
 
2012-02-02 15:38:54

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Hi. 

I've just finished a battle on the first map, and thus far i'm impressed. It's 
one of these very simple little ideas that has absolutely great potential
to be a really interesting game, and though the game certainly needs more 
sounds, the ones you have and the music are pretty good already. 

it took me a little while to get used to the fact that all units, spells, 
attacks etc only work horizontally, including things like healing touch, but 
once
I got this things were great.

As to the game, one rather basic feature I would like to see is the ability to 
see on the map the hp of friendly and enemy units, and the ap of your units.
This could even be atmospheric, eg "The evil boar is slightly injured" and thus 
add more to the game's overall feeling and illustrating the war aspect.


For ap, it got a little irritating hitting u and having to go  through "So and 
so has zero ap" to get to whichever unit had ap left, indeed you might considder
having the n key switch betwene your units one at a time, sinse if their ap was 
shown on the map it would speed things up very much sinse you could then
just flick through the units until you got to the one you wanted to move. 

I'd also suggest you think of a slightly more catchy name than "tactical 
battle" as well, though that would depend upon what you wanted to do with the 
plot.

other than that, it looks great thus far and has many possibilities, sinse 
there are so many different factors you could play with, different classes and
spells, different terrain types that affect unit movement, ---- eg rough ground 
that took more ap to traverse, missions and experience, collectable items
on the map which you could move a unit to and pick up (though obviously that 
unit would then have to get back to safety without being got by the enemy),
etc. 

I'll be very interested to see where this one goes, and if your looking for 
story text and plot perhaps I could help there too.

Let your dream begin, 
Let your darker side give in, 
to the power of the 

music that I write. 
Help me make the music of the night.

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stewie
 
2012-02-02 17:24:10

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Hmm. I've reached battle 3, but it's very very slow due to the fact every 
single movement action is talked about at great length. Maybe you could add an
option to the settings menu where you could set the level of detail. don't 
display enemy actions, display only attack, display only movement, display all.
maybe

Deep in the human unconscious is a pervasive need for a logical universe that 
makes sense. But the real universe is always one step beyond logic.

stewie's Website

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7 
Dark
 
2012-02-02 17:31:06

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I'm not sure stewee, myself I thought that the text was about right. Possibly 
if there were more than about 10 units a side all having a go some sort of
brief option would be needed, but I'm less convinced of that thus far. 

Still, if it were an optional settings file then everyone could please 
themselves.

Let your dream begin, 
Let your darker side give in, 
to the power of the 

music that I write. 
Help me make the music of the night.

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8 
tward
 
2012-02-02 18:02:35

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I just downloaded and tested the game. I must say good job so far. As Dark said 
above it is a simple little idea that could have a lot of potential, and
is the sort of thing right up my alley.

I definitely think there needs to be a way to check the status of  specific 
units rather than pressing u and getting the state of all units at once. It
might work if you continue to have maps of three/four units, but I imagine as 
the game grows we'll want to be able to check the status of any specific
unit on the board.

Another suggestion is maybe you should expand the map size. An 8x8 map is good 
for short little games like the game is now, but if you are thinking of any
kind of campaign modes etc something like a 100x100 would be better because you 
could add a lot of elements like hills, forests, rivers, etc that would
drastically change the tactical situation.

Last of all, I've got a question. According to the documentation it says I need 
DirectX 9 and .NET 4.0. I was just curious to know by DirectX are you using
SlimDX for .NET applications or are you using Microsoft's Managed DirectX?

I have both installed on my laptop, but was curious to know which API you were 
currently using for the game as Managed DirectX is deprecated, but SlimDX
is quite stable, and a very good DirectX API for C#.NET and VB.NET.

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

tward's Website

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arqmeister
 
2012-02-02 18:38:17

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Really nice job so far. As mentioned, more sounds are a must in my view. For 
example with archers, i think there should be the shot of a bow followed by
the arow making contact. This is just an example, but it would still be cool to 
see things like that used.

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Aprone
 
2012-02-02 18:48:15

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If I'm not mistaken, Ian is willing to accept sounds from people who have them. 
 We don't all benefit from a huge sound library or a dedicated sound guy. 
I totally agree with the bow pull and arrow hit, I just don't have sounds for 
either to pass along to Ian.

I'm enjoying the game so far.  I lost my healer on mission 2 so I'm starting 
over.

- Aprone
Please try out my games and programs:
Aprone's software

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11 
ianr
 
2012-02-02 18:49:31

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Hi Dark

Thanks for your great feedback.

Regarding the output of HP and AP.  You can currently press the U key to have 
the remaining AP of all your characters announced.  It will not announce any
unit with 0 AP.
When on any friendly or enemy character you can press I to have all their unit 
information announced.  It first announces HP, then AP.

You can hit F to get the positions of all friendly units and e to get the 
positions of all enemy units.

These keys could be changed to announce HP as well.

Pressing N to rotate between your units that still have AP is a very good idea. 
 I'll be sure to add that feature.

My concern about announcing a units HP and AP when moving your cursor to a 
square is that I announce tile effects afterward and I didn't want to put too
much information before that.  That said, most tiles do not have effects on 
them and the only effect I currently have for a tile is Blaze which I could
indicate with some sort of fire sound.

So I can probably add AP and HP to the announcement when you move to a tile.

Regarding the name.  I absolutely agree.  Unfortunately I don't have storyline 
and I'm not sure exactly where I want to go with it.  I think there are a
lot of possibilities to expand the game and even to make different games that 
run in the same basic engine but with different stats, themes and storyline.

I wanted to get the game out there to see if there was interest in it before I 
lost interest myself.

I initially had an idea about a larger game where you would hire mercenaries of 
different classes that would gain experience and you would take on contracts
for defending towns or escorting merchants.  This would cause you to have to 
make decisions about how much money to spend keeping units employed and how
to split them up between different missions.  You would want to have larger 
groups to handle a mission but splitting up your units to cover multiple 
missions
at once could gain you more income.

I left out experience and the larger game idea realizing that I could do this 
simpler version and get it out there for people to play and expand it into
a larger game later.

If you've got plot ideas I'd love to hear them.  You can email them to 
[email protected] or post them here.

Thanks

Ian Reed

ianr's Website

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12 
ianr
 
2012-02-02 19:00:22

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Hi Stewie

On that third battle there are 12 enemy units so it does take a while.  I think 
making options to control what output is given is a good idea as different
people could configure it the way they want.  I'll put some more thought into 
this.

Also you've probably noticed that you can interrupt the speech output while 
it's your turn, just not during the enemy's turn.

Hi Tward

I intentionally kept the map size small because I wanted people to be able to 
keep most of it in their heads.  I think I would get lost in a 100 by 100
map.  I had thought about doing a larger strategy type game where you could 
move groups of units on a higher level 8 by 8 map and when they come into 
contact
with enemy groups they would fight in the current type of 8 by 8 tactical 
battle.

I believe it's managed DirectX.  I was not aware it had been deprecated.  I'll 
have to look into that.  I hope my instructions for installing are actually
correct.  I link to DirectX on the website but I don't have a machine that 
lacks DirectX or the .NET Framework so the instructions are not tested well.

Ian Reed

ianr's Website

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13 
Dark
 
2012-02-02 19:32:41

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Hi Ian. 

Just as a moderation point, please don't double post on the forum, sinse it 
makes things rather untidy and makes your replies harder to read. If you write
an initial post, then want to add to it, say taking into account other people's 
comments, please just use the "edit post" link to add later comments to
your earlier message.

Okay that over, there are some very interesting thoughts her.e 

I knew about all the keys you mention accept the i key, that is a useful one. 
If the ultimate plan (as I hope), is to have many more tile affects, you ar
right that keeping track of these in one go could make for a long message while 
navigating the map. 

however, if there was were keys to cycle through your units and through the 
enemy, hitting I on each one to see it's status wouldn't be too difficult. 

i'd hate to see complexities and different terrains and tyle affects missed 
just for fear of having too much speech. 

other sorts of damage such as ice, perhaps magically created brambles that 
block the unit and are harder to move through (ie they cost more ap to move over
that tyle), as well as doing minimal damage, perhaps a marsh which effect which 
has the increased ap cost but no damage etc. There are lots of possibilities,
it just depends upon what terrain you want in the game and what units, so I'd 
myself prefer to leave this as open as possible. 

As to tom's point about wanting larger maps, myself I actually don't agree. I 
see this far more as a game where you put more time and trouble into managing
a smaller number of in game units with their own strengths and weaknesses, than 
a game where you manage hundreds of less complex units. 

Afterall, in a game like time of conflict, the units can only really do a 
couple of things, attack, scout etc and have very few hitpoints. 

here, I see it much more as a game where you independently command a small 
force with distinct strengths and weaknesses, and need to use them in concert
against similarly unique enemies, even more especially if things like missions 
were added.

the largest map size I could see working would be a 20 x 20, and that only when 
you had perhaps 20 units of your own.

As to plot and campaigne mode, to be honest the system currently reminds me far 
more of a strategic rpg battle system than something in a stratogy setting.
I'd therefore myself prefer something where you had a specific story and goal 
in mind played out on a large world map, with intermitant turn based battles
against groups of wandering monsters or agains the enemy forces, interspurced 
with bouts of exploring the map, finding items and uncovering the plot. 

The current system is more than capable of supporting characters gaining 
experience and improving their skills in damage or range, not to mention having
new ones. 

one fun idea indeed might be to combine stratogy and rpg with a mercinary 
theeme, so that you are a knight on a quest, but need to hier mercinaries to 
help
you. 

As you progress across the larger map you could find money or items, or 
information about the quest, and with this money could hier other characters by
visiting inns up to a maximum party size, however your characters could be of 
different xp levels, and the longer they reamined with you the more experienced
they got, ---- though you could also dismiss them and replace them with others 
to customize your group. 

Of course ultimately the plan would be to get to the final confrontation and 
defeat some sort of nasty army. 

one thing I like about a world map is that you could vary monsters and battles 
according to the terrain. 

for instance, in a forest there would be lots of wolves, boars etc, and lots of 
trees blocking streight lines as well as obstructions like brambles, where
as mountains would be more open and have rocks and rivers with enemies like 
trolls and goblins, ---- maybe even special tyles like scree or loose stones
that could have chance of a stun effect on your character. 

If you need help deciding upon an overall story, or writing dialogue etc, let 
me know, sinse I'd be glad to help there and do have at least some experience
in that area.

I don't know why, I just personally saw the system far more as like a battle in 
an rpg than a military stratogy game.

Let your dream begin, 
Let your darker side give in, 
to the power of the 

music that I write. 
Help me make the music of the night.

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Aprone
 
2012-02-02 22:44:58

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I'm happy to say I've now beaten the first and second missions without losing 
anyone.  Missions 3 looks like it will be quite a challenge, so after I run
some errands I look forward to giving it a try!  I'm very happy with the game 
so far, and I agree that it has loads of potential.

I think I agree with Dark on the idea of a smaller map and team size.  You 
really don't even need maps larger than the current 8x8, or at least not much
larger.  Making the most from your small team, and making the most from your 
limited space seems to be a huge part of what makes the game fun.  If this
were about commanding 30 units on a huge battlefield, it wouldn't seem like the 
same game to me.  If Ian decides to go for a larger game and map idea then
that's totally fine with me, I'm just sharing my opinion.  
smile

I know it's only a cosmetic thing, but it would be nice if a key let you rename 
your people.  I think that would have helped me keep track of which person
was where.  I'll hear that a wolf is attacking one of my good warriors but 
can't recall which name went with which warrior until it's my turn again and
I can check.  If I had named the people my own names, not only would I 
instantly realize who was being attacked, I'd probably care more too!  Not to 
mean
I don't already care, but for example if you'd named your people after friends 
or family, you seem to get more into the situation when they're lives are
on the line.

Once again, excellent work on the game Ian.

- Aprone
Please try out my games and programs:
Aprone's software

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15 
keyIsFull
 
2012-02-02 23:08:06

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hmm, does anyone know how to fix this problem? I have an error when I start th 
game.
---------------------------

---------------------------
An error has occurred.  Please notify the game creator of this error.  You can 
copy the entire error to your clipboard by pressing control + C.
System.FormatException: Input string was not in a correct format.

   at System.Number.StringToNumber(String str, NumberStyles options, 
NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo 
info)

   at 
System.Speech.Internal.SapiAttributeParser.GetCultureInfoFromLanguageString(String
 valueString)

   at System.Speech.Synthesis.VoiceInfo..ctor(VoiceObjectToken token)

   at 
System.Speech.Internal.Synthesis.VoiceSynthesis.BuildInstalledVoices(VoiceSynthesis
 voiceSynthesizer)

   at System.Speech.Internal.Synthesis.VoiceSynthesis..ctor(WeakReference 
speechSynthesizer)

   at System.Speech.Synthesis.SpeechSynthesizer.get_VoiceSynthesizer()

   at System.Speech.Synthesis.SpeechSynthesizer.SpeakAsync(Prompt prompt)

   at System.Speech.Synthesis.SpeechSynthesizer.SpeakAsync(String textToSpeak)

   at TacticalRPG.HM.SpeakAsync(String text) in 
C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\HelperMethods.cs:line 88

   at TacticalRPG.GlobalState.set_Caption(String value) in 
C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\States\GlobalState.cs:line 15

   at TacticalRPG.LockedMenu.Enter(World ent) in 
C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\States\LockedMenu.cs:line 16

   at TacticalRPG.StateMachine`1.EndChangeState() in 
C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\StateMachine.cs:line 52

   at TacticalRPG.StateMachine`1.Process() in 
C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\StateMachine.cs:line 32

   at TacticalRPG.Form1.GameLoopTimer_Tick(Object sender, EventArgs e) in 
C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\Form1.cs:line 62

   at System.Windows.Forms.Timer.OnTick(EventArgs e)

   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr 
wparam, IntPtr lparam)
---------------------------
OK   
---------------------------
Weirdly, I have oher errors when runing kitchensinc and GMA games as well. for 
GMA games, it's always that there is a corrupted game.dm file.  witno error
code or anything. For kitchens inc games, it always seys that one of the files 
was corrupted and t contact jim kitchen. This leads me to believe it's something
with my computer. I am running windows vista. If anyone can offer help, I'd 
appreicate it

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to 
rule the world!
Follow @keyWasFull on twitter for humorous facts and game updates! hope to see 
you there!

Thumbs up  

16 
Aprone
 
2012-02-02 23:29:15
 (edited by Aprone 2012-02-03 00:49:42)

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Aprone
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Key, I had this same error until I installed the direct X 9 link Ian has on his 
site.  I thought I already had DX9 but after doing that everything worked
just fine.

ADDED:

Well I thought I was doing well in mission 3.  I had the enemy down to only 5 
units left before I lost my first person.  I hadn't realized that caster units
have a finite amount of mana so when my healer ran out I knew I was doomed.  
The people began falling like dominoes each turn until I was wiped out.  I
need to revise my approach, and I should have noticed that the mana didn't 
regenerate.  That was a mistake on my part.

- Aprone
Please try out my games and programs:
Aprone's software

Thumbs up  

17 
keyIsFull
 
2012-02-03 00:54:35
 (edited by keyIsFull 2012-02-03 01:14:55)

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hm thx aprone. BTW the error with the gma games and kitchensinc was fixed. I 
had switched my system locale to japanese because I thought I had a japanese
tts installed, and once I realized I didn't have one, I ddidn't bother 
switching it back.
Edit: trying to update directx doesn't work. I installed the setup that your 
web site links to, Ian, but it just says that I have a newer version, so no
need to update. I'm not sure what version I have because it doesn't appear in 
programs and features.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to 
rule the world!
Follow @keyWasFull on twitter for humorous facts and game updates! hope to see 
you there!

Thumbs up  

18 
Jabberwocky
 
2012-02-03 03:47:44

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Key, you can check what version of directX you have by typing dxdiag into the 
run dialog.

I haven't had time to try this game, but it sounds like something I would like. 
I know what I'm doing this weekend.

Thumbs up  

19 
tward
 
2012-02-03 04:08:57

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Hi,

There were two different components to DirectX 9. There is the unmanaged 
libraries, I.E. the libraries for C/C++ applications, and the managed libraries
for C# and Visual Basic .NET. Windows Vista and Windows 7 come with the 
standard C/C++ libraries, but do not come with the Managed libraries because 
Microsoft
officially deprecated them in 2006. If you want the managed DirectX libraries, 
which is an extra component, you have to install them manually. That's why
people are getting those errors because they are confusing the standard DirectX 
9 libraries with the managed DirectX 9 libraries. Two totally different
things.

Now, as to the issue of managed DirectX vs SlimDX I highly recommend upgrading 
to SlimDX for the following reasons. Microsoft deprecated the managedDirectX
libraries in  2006 because they were buggy, and at the time they were launching 
the XNA Framework for the XBox and Windows Vista. DirectPlay, DirectSound,
etc were scheduled to be deprecated and replaced by newer DirectX libraries so 
they got rid of the managed DirectX components. The managed DirectX libraries
only still ship with the runtime and SDK for backwards compatibility only, and 
is for .NET 1.0 and 1.1 applications and was not meant for something like
.NET 4.0.

That's why some open source developers got together and created there own .NET 
DirectX libraries called SlimDX. Unlike Microsoft's version it is fully up
to date, and is constantly being maintained and updated on a six month to 
yearly schedule. In addition to all the older DirectX components like 
DirectPlay,
DirectInput, DirectSound, etc it also has .NET libraries for XAudio, XAudio2, 
XInput, X3DAudio, Direct3D 10 and Direct3D 11. Everything you need for a
brand new system running Vista, Windows 7, or Windows 8. Right now they are 
using .NET 3.5, but I hear a .NET 4.0 version is on its way soon. So SlimDX
is far and away the better solution than Microsoft's version.

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

tward's Website

Thumbs up  

20 
ianr
 
2012-02-03 06:07:26
 (edited by ianr 2012-02-03 07:02:00)

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Thanks for the comments.

I should mention that I haven't play tested the third battle enough to know if 
it's beatable without losing any units.  So don't go too crazy if you can't
beat it that way Aprone.  Having said that, it may be quite possible.  I'd like 
to hear the best outcomes people have on that one.

The renaming characters idea is a good one.  Originally when I had a grander 
game in mind the ability to name all your characters was definitely something
I wanted but as I went with something smaller I wasn't sure if people would 
care.  Sounds like they do and it should be easy to add.

arqmeister,  I think adding more sounds would be great and make the game more 
immersive.  If anyone has sounds and is interested in working to flush out
the sounds in the game please let me know.

KeyIsFull, in your last post it sounded like you fixed the errors with GMAGames 
and KitchenSink.  Did your changes also fix the error with TacticalBattle? 
I'm not sure why you're getting this error.  Offhand I would guess that it has 
something to do with the default SAPI 5 voice setup for your system.
I am testing with Microsoft Anna and eSpeak, though eSpeak has given some 
strange behavior at times.  Microsoft Anna always seems to work fine so if you
have this on your system I would try changing windows to use it and see if it 
fixes the problem.

If not, as others have mentioned it is possible you need the managed DirectX 
dlls.  I have uploaded v0.02 of the game which just includes the managed DirectX
dlls that I am using.  This may fix problems for some users.
You can get that version from the website.

tward, thanks for the info.  For the time being I want to get people up and 
running with what I've got.  I'm leaving on a week long trip tomorrow and won't
be able to do any coding during it.  When I get back I will consider switching 
to SlimDX and working on some of the other good suggestions.  Whether I
switch or not will probably depend on how close the managed DirectX libraries 
are to SlimDX and therefore how smooth a transition it will be for me.  Do
you know how close the 2 APIs are?

I should still be able to respond to the support email address and on this 
forum during my trip.

Thanks everyone for all the feedback.

Ian Reed

ianr's Website

Thumbs up  

21 
keyIsFull
 
2012-02-03 11:15:42

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No, when I switched my system locale back to english, it fixed GMA games, and 
probably kitchens inc, but not tactical battle. I will get this version 0.2
and check it out though.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to 
rule the world!
Follow @keyWasFull on twitter for humorous facts and game updates! hope to see 
you there!

Thumbs up  

22 
SLJ
 
2012-02-03 13:19:11

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Hi.
Sure I'll check out this game as soon as possible.
Tward: I have a question about your information regardingthe Direct X: How do 
we install the visual basic components if the program says it's already 
installed
like on Keys computer?

SLJ's Website

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23 
Aprone
 
2012-02-03 15:16:42

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Arg I'm so frustrated with myself!  I would have beaten mission 3 without 
losing anyone but I made a mistake.  I usually do my attacks first and finish
up by doing any healing before I end my turn.  Right near the end I forgot to 
heal 2 of my guys who were in critical condition.  I hit end turn and they
were slaughtered, thus dooming the rest of my team as well.  The strategy was 
working wonderfully but required every one of the units to be playing a part. 
The loss of even 1 would have doomed me but I lost both.  Grrr!

How are others doing on the 3rd mission?  Is it only me who is having this 
trouble?

- Aprone
Please try out my games and programs:
Aprone's software

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24 
tward
 
2012-02-03 16:38:33

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>From a programming standpoint SlimDX and Managed DirectX are similar, but not 
>exactly the same. It also depends on which API you are using.

For example, SlimDX DirectSound is similar but not exactly the same as the 
DirectSound wrapper from Microsoft. After getting familiar with the 
documentation
you should be able to convert your code to SlimDX with only minor changes in 
code. On the other hand if you were to upgrade to XAudio2, the new audio API
for Windows 7, that would be a complete rewrite because the API is totally 
different from DirectSound.

As far as the question about Visual Basic components I don't see the 
relationship here. Tactical Battle is an application written for the .NET 4.0 
framework,
and has nothing to do with the older VB 6 components.  So I guess I'm just 
curious to know what you are trying to do with them.

Thomas

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

tward's Website

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25 
csm120
 
2012-02-04 00:01:11

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I must say that I love the game. One thing I'd add is the ability to turn off 
the coordenents. I'd rather hear sounds for the tiles. I also love the 3d
positional audio! I would also like a hotkey for ending a turn.
That's it for now, but I'm loving this so far.

Thumbs up  

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