Re: Modern mod for SoundRTS

2021-01-02 Thread AudioGames . net Forum — New releases room : djsenter via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@拓海 If you have teamtalk or elten, we can set up a session  and play together, we need a good way of messaging.Eventually, email me with any contact details you might have at:djsenter...@gmail.com

URL: https://forum.audiogames.net/post/603808/#p603808




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Re: Modern mod for SoundRTS

2021-01-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I also want to play with you, can you tell me the server IP?djsenter wrote:Just have downloaded the modern mod which I actually didn't see before, along with the addition from taljazz24, can't wait to try it out.I am along with a friend of mine an addict and we play Blitzkrieg and CM almost every day.Let's see, I will probably if I do not forget, write up some review or at least suggestions.Since I would love to see the development and more mods in general

URL: https://forum.audiogames.net/post/603806/#p603806




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Re: Modern mod for SoundRTS

2021-01-02 Thread AudioGames . net Forum — New releases room : djsenter via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Just have downloaded the modern mod which I actually didn't see before, along with the addition from taljazz24, can't wait to try it out.I am along with a friend of mine an addict and we play Blitzkrieg and CM almost every day.Let's see, I will probably if I do not forget, write up some review or at least suggestions.Since I would love to see the development and more mods in general

URL: https://forum.audiogames.net/post/603749/#p603749




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Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Because developers currently don't have a good way to design how AI will fight on water.I am referring to the original author of soundRTSThat is, the current AI is immature.

URL: https://forum.audiogames.net/post/603585/#p603585




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Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Because developers currently don't have a good way to design how AI will fight on water, I am referring to the original author of soundRTS.That is, the current AI is immature.

URL: https://forum.audiogames.net/post/603585/#p603585




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Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Because developers currently don't have a good way to design how AI will fight on water.That is, the current AI is immature.

URL: https://forum.audiogames.net/post/603585/#p603585




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Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Because soundmud currently does not design AI how to fight on water.That is, the current AI is immature.

URL: https://forum.audiogames.net/post/603585/#p603585




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Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Okay, now i try to modify some of m maps. I try with m2 map. I set to starting place be square which is ocean, and here i set as a starting units town-centre, shipyard and factory. In this case, ai can start to produce water units, but again do not produce.

URL: https://forum.audiogames.net/post/603565/#p603565




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Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Yees, i mean that air forces from air carrier have time duration and after which they return on mother ship for refueling. Mother ship in this case start to increasa mana points and when reach maximum, she can launch new strike. But it can be amazing if enemy can use fleet. For some reason ai do not use water units. Any suggestion how to modify that?

URL: https://forum.audiogames.net/post/603548/#p603548




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Re: Modern mod for SoundRTS

2021-01-01 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

What would be the point of a new topic? Topics like this get revived all the time.I've kind of forgotten about this. That is an interesting idea, but not sure how to not make it overpowered. I guess the fighters/bombers would only have a short duration, and maybe could be modified versions that do less damage or something.

URL: https://forum.audiogames.net/post/603538/#p603538




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Re: Modern mod for SoundRTS

2020-12-31 Thread AudioGames . net Forum — New releases room : DeathDragon via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@43: why not just create a knew topic instead of reviving a dead one?

URL: https://forum.audiogames.net/post/603371/#p603371




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Re: Modern mod for SoundRTS

2020-12-31 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hi all, i'm interest does any work on new version of this modern mod, and is it possible to optimise ai to starting to use a naval-water units. Ai do not use water units and it is litle frustrated. You can make your fleet but it is useless. Olso i wish to add in units air carrier which can launch air strikes on enemy coast. It was been like a transport ships have options land marines, air carriers to have skills launch fighters or launch bombers or something like that. Can any explain to me how to create unit of this kind?

URL: https://forum.audiogames.net/post/603313/#p603313




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Re: Modern mod for SoundRTS

2020-12-31 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hi all, i'm some times aggo find on this forum newest version of this mod. In this version player can upgrade infantry in to special forces or something like that. Olso, you can recrute helicopters. But when i download version from post 1 of this topics i can not find this newest version. Too i'm interest does any make a new version or not?

URL: https://forum.audiogames.net/post/603308/#p603308




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Re: Modern mod for SoundRTS

2020-05-31 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hmm can in next version of the mod add a air carrier as a naval vessel, and to improve ai to start to use naval units. For some reason ai do not use a shipyard and ships...

URL: https://forum.audiogames.net/post/535258/#p535258




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Re: Modern mod for SoundRTS

2020-05-29 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hi, here are some suggestions that will improve the AI a bit.In rules.txt add:def human_faction
class faction
townhall town_centre
peasant workerIt will affect the default faction, named human_faction. It will help the AI build workers and town centres. Classic maps will turn automatically peasants into workers and townhalls into town centres. No solution for resources yet.In ai.txt:1. replace every "hanger" with "hangar"2. for the aggressive ai, constant_attacks must be 1 (at the moment, "attack" just means "constant_attacks 1")

URL: https://forum.audiogames.net/post/534496/#p534496




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Re: Modern mod for SoundRTS

2020-02-07 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Sure thing. I'd be happy to post what I've done with the mod thus far. What I can tell you I've added some other units like a soar centre which recruits blackhawks and mh-6 littlebird helicopters. But it requires a specialized training centre to be built. The soldier units that can be deployed from this are special forces operatives and elite infantry. That's one major change I put in it. Another thing I did was update most of the sounds in the mod and made the weapon sounds for soldier units more realistic. Also there are not just one type of infantry but two. The first is your basic infantry that is kinda weak at but good for early game runs. The second is what they can upgrade too with the training grounds and those are elite infantry which can be deployed by blackhawks. Those pack a major punch for your buck and usually can storm buildings quite quickly. Another unit is the special forces operative which are deployed by littlebirds and are recruited by intelligence bureaus. These units are  equivalent to your modern day delta force snipers. Because they can't be seen, they can storm the enemy in great numbers but are difficult to get. Those are what I remember so far adding. Hopefully someone can help perfect the AI.txt file for me. If so, please feel free to post it. Anyways, here's the link:https://www.dropbox.com/s/rexflqq9pehwx … n.zip?dl=1I also made sure to keep the original AI file just in case.Hope you guys enjoy.

URL: https://forum.audiogames.net/post/499346/#p499346




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Re: Modern mod for SoundRTS

2020-02-06 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Yes, the source code is available on github at:https://github.com/soundmud/soundrtsSo someone could fork it and continue development if they wanted to.

URL: https://forum.audiogames.net/post/499113/#p499113




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Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Didn't he releaced the source code if he cannot continue with the development?

URL: https://forum.audiogames.net/post/498802/#p498802




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Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

That's right, now I'm anxious

URL: https://forum.audiogames.net/post/498794/#p498794




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Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Sadly no. I sent him an email at some point but never got a response. Also wish he would release a new version, there's still so much unrealised potential in this game.

URL: https://forum.audiogames.net/post/498792/#p498792




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Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Is there any news about soundmud?When will he release a new version?

URL: https://forum.audiogames.net/post/498777/#p498777




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Re: Modern mod for SoundRTS

2020-02-05 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@33 yes would be interested in having a look at what you've done. If anyone wants to edit this feel free to and to post it.

URL: https://forum.audiogames.net/post/498756/#p498756




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Re: Modern mod for SoundRTS

2020-02-03 Thread AudioGames . net Forum — New releases room : taljazz24 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Niceness. I don't know if I posted it but I have been experimenting with some things on my end that have also added some stuff if you are interested in seeing it.

URL: https://forum.audiogames.net/post/498438/#p498438




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Re: Modern mod for SoundRTS

2020-02-02 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Just uploaded a slightly updated version. Added a gunship which is an air unit that can attack both ground and air units. Fighters can now launch missiles to hit a ground or air unit. And drones can now blow themselves up. Probably some other small changes in existing units, but can't remember them.I also edited the first post which was not very well done, hopefully it's a bit better now.Sadly no new maps yet though.

URL: https://forum.audiogames.net/post/497997/#p497997




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Re: Modern mod for SoundRTS

2020-01-28 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hi, does for this mod have a new update, and more maps?

URL: https://forum.audiogames.net/post/496770/#p496770




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Re: Modern mod for SoundRTS

2019-07-21 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@patrick yes, you can make a polish translator and send it to the creator of the mod.

URL: https://forum.audiogames.net/post/450371/#p450371




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Re: Modern mod for SoundRTS

2019-07-20 Thread AudioGames . net Forum — New releases room : PatrykK via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I can't play with this modI ectract all zips to good directory, and click options,mods,modernand play it is log game2019-07-20 14:06:43,247 ERROR: errorTraceback (most recent call last):  File "soundrts\clientmain.pyo", line 283, in main  File "soundrts\clientmain.pyo", line 261, in main_menu  File "soundrts\clientmenu.pyo", line 266, in loop  File "soundrts\clientmenu.pyo", line 261, in run  File "soundrts\clientmenu.pyo", line 223, in _execute_choice  File "soundrts\clientmain.pyo", line 193, in single_player_menu  File "soundrts\clientmenu.pyo", line 266, in loop  File "soundrts\clientmenu.pyo", line 261, in run  File "soundrts\clientmenu.pyo", line 223, in _execute_choice  File "soundrts\clientmain.pyo", line 184, in run  File "soundrts\clientmenu.pyo", line 261, in run  File "soundrts\clientmenu.pyo", line 223, in _execute_choice  File "soundrts\clientmain.pyo", line 176, in _open_players_menu  File "soundrts\clientmain.pyo", line 165, in _build_players_menu  File "soundrts\mapfile.pyo", line 208, in factions  File "soundrts\world.pyo", line 862, in load_and_build_map  File "soundrts\world.pyo", line 736, in _load_map  File "soundrts\mapfile.pyo", line 105, in readIOError: [Errno 2] No such file or directory: 'multi\\jl8.txt'

URL: https://forum.audiogames.net/post/450050/#p450050




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Re: Modern mod for SoundRTS

2019-07-20 Thread AudioGames . net Forum — New releases room : PatrykK via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Do I can make a Polisch translation?

URL: https://forum.audiogames.net/post/450045/#p450045




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Re: Modern mod for SoundRTS

2019-07-02 Thread AudioGames . net Forum — New releases room : kdh3641 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Oh, Thank you very much!

URL: https://forum.audiogames.net/post/445602/#p445602




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Re: Modern mod for SoundRTS

2019-07-01 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Oops, I cleaned up my dropbox at some point due to not enough space and this must have been a casualty. I put them back and the original links now work again.

URL: https://forum.audiogames.net/post/445423/#p445423




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Re: Modern mod for SoundRTS

2019-07-01 Thread AudioGames . net Forum — New releases room : kdh3641 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hello,Does anyone have the Modern mod of SoundRTS? I entered a download link and I get a 404 error.

URL: https://forum.audiogames.net/post/445345/#p445345




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Re: Modern mod for SoundRTS

2019-07-01 Thread AudioGames . net Forum — New releases room : kdh3641 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hello,Does anyone have any of the Modern mod of SoundRTS? I entered a download link and I get a 404 error.

URL: https://forum.audiogames.net/post/445345/#p445345




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Re: Modern mod for SoundRTS

2019-03-29 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Can any create a more maps for this mod?

URL: https://forum.audiogames.net/post/423417/#p423417




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Re: Modern mod for SoundRTS

2019-03-23 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@Sanslash:I wasn't sure it would work either, just tested it out of curiosity and it worked so thought it might be useful. I also wasn't sure if adding local to a command to select a single unit would work, but it did.@grryfindore:Glad you like it. You can ctrl + arrow passed barriers. For the mountains you would have to do it for all the squares, but for water you only need to ctrl arrow passed the boundary between land and water, and can arrow normally in the water itself. I can do the townhall to town centre etc in the rules, but since we changed the resources it won't work with any existing maps unfortunately. I guess that's the downside of having different resources in a mod, but those just made more sense in a modern context. The possibility of having units that change the terrain on a square was raised as a suggestion to the developer, hopefully he implements that at some point, I agree that would be fun.

URL: https://forum.audiogames.net/post/421833/#p421833




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Re: Modern mod for SoundRTS

2019-03-22 Thread AudioGames . net Forum — New releases room : grryfindore via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Hi, I have been playing around with the mod today, and must say its farely good. My thoughts below, although I do have a suggestion. If you were to write up unit translations in the rules file other maps could use your mod, too. Otherwise you end up with a townhall and since there's no town center you can't create workers to create things. and obviously, without workers nothing can be done.My thoughts below. Gave me that feeling of a premetave sivilization being able to build boats and stuff or be it high tech ships battleships etc and send raiding partys across the coast. Only, if we could arrow through mountains and the oceans even though units can't it would have made things far easier and smoother. , but I gather that's more a suggestion for the sound RTS developer still, I hadn't tried all these different tiles before and having them is really great, now if only we had engineer units that could lay a bridge... yumm.Grryf

URL: https://forum.audiogames.net/post/421404/#p421404




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Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net Forum — New releases room : grryfindore via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I am yet to try this mod out, but will soon  Thank you for the time effort you put into this and for sharing it for us to play  What I would really like though is a mod that has slightly dated units I.E infentry beeing musketmen and rifles, machinegun placements along with forts cannons. Think sharpes rifles along with world war I and less II since we already have that covered by the blitzkrieg mod. One thing that would be cool to see though instead of single units they be called companys, and 10 companys I believe make a battalion of infentry, so on so forth for the cavalry as well, sort of a upgrade in firepower and rate of fire when 10 companys are present together that sort of thing. Oh man just thinking about it is so fun  Either ways, I'll give it a try soon.Thank you again!

URL: https://forum.audiogames.net/post/421294/#p421294




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Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Sorry @zak93, I mean idle, not hidle.In the default bindings file, only the worker have a idle command; I don't know that you can use that keyword for other unit types.Is interesting that Soundmud did that as a convinable keyword and not a fix command.The idea of @homer is interesting; probably you can create a other race, to try how it works with the current modern race.

URL: https://forum.audiogames.net/post/421285/#p421285




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Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Do you have the latest version of soundRTS? Some of those were only recently added. The latest is c12, you can get it at: http://jlpo.free.fr/soundrts/continuous … indows.zip

URL: https://forum.audiogames.net/post/421269/#p421269




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Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: Modern mod for SoundRTS

wow. Amazing mod. I should start playing the game again.

URL: https://forum.audiogames.net/post/420993/#p420993




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Re: Modern mod for SoundRTS

2019-03-21 Thread AudioGames . net Forum — New releases room : brailleluke via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I checked, I did ensure that the mod was activated, I also checked that the maps were fine. The error from m3 is something about a terrain called big_bridge, the others are in the waterr terrain I think. I have no idea how the scripting for this works so I can't check it personally.

URL: https://forum.audiogames.net/post/420990/#p420990




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Re: Modern mod for SoundRTS

2019-03-18 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I'm not saying he's abandoned it, just that he tends to be absent for periods of time during which there are no updates, probably due to him being busy with other things in his life. I think now might be one of those times, because he hasn't responded to anything on the forum in a while. But I'm sure he'll get back to the game at some point

URL: https://forum.audiogames.net/post/419973/#p419973




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Re: Modern mod for SoundRTS

2019-03-16 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I also think that soundmud is still under development.Maybe it's writing AI, because the current AI function is not enough.

URL: https://forum.audiogames.net/post/419287/#p419287




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Re: Modern mod for SoundRTS

2019-03-16 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@13the dev still working on te game though

URL: https://forum.audiogames.net/post/419286/#p419286




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Re: Modern mod for SoundRTS

2019-03-16 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@拓海:I don't think the developer is currently working on soundRTS, it has been a while since the last update. But hopefully when he gets back to it we can get some of these features.@brailleluke:What is the error you get? Are you sure the mod is active before trying to load the map? That's the only thing I can think of at the moment that might be the problem.@omer:Sure, why not. Could be fun.

URL: https://forum.audiogames.net/post/419272/#p419272




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Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector


  


Re: Modern mod for SoundRTS

should i make a mod that concists of dinosaurs and suchlike you craft sience labs, research cloning, and reserect dinosaurs, hi jurassic world, lol

URL: https://forum.audiogames.net/post/419059/#p419059




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Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net Forum — New releases room : brailleluke via Audiogames-reflector


  


Re: Modern mod for SoundRTS

I attempted to play this but I get errors in the 3 maps you provided for it

URL: https://forum.audiogames.net/post/419023/#p419023




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Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

We can suggest that soundmud add a limit that can only attack targets in the water.And skills that only work on water squares

URL: https://forum.audiogames.net/post/418907/#p418907




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Re: Modern mod for SoundRTS

2019-03-15 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

@baby:It's not that hard actually once you get used to how things work. The hardest part for me was finding sounds for everything.@caio:Like post 5 says, put the mod in the mods folder and the maps in your multi folder, both under the user folder, then select the mod in the options menu.@sanslash:Sorry, I'm not sure what you mean. What is the hidle word?@defender:I just checked, turns out torpedos, rpgs and missiles do splash actually, but rpgs and torpedos have a very small splash radius (0.25), and missiles have 0.5, compared to 1 for grenades. These values are in metres btw, and a square is 12m by 12m.Yes, you can hit things on the ground with torpedos, I couldn't find a way to prevent that. There's no way to restrict it to only water squares.About the nuke, no it doesn't unfortunately. That was the initial idea, but it isn't possible to extent the damage radius since it's apparently hard-coded. And you can have only one effect at a time, so having an effect that destroys everything in seconds means we couldn't add a second one for radiation. The plan was to have the nukes be very expensive but very destructive, but since it's not really possible to make them as powerful as we wanted them to be I decided to also cut the price significantly from what it was originally.Yeah I guess the cyborg zombies are a bit out of place, it was just a random idea. But they really aren't very useful anyway, they die too easily. The poison doesn't harm vehicles at the moment, only healable units. Nerve gas is a good idea actually, I'll rename it to that. The acid does damage everything on the ground, and I'm not sure if a poisonous substance really fits with that since it wouldn't harm vehicles. Although I guess you could argue people in the vehicles still have to breathe, so maybe.Yeah, rpgs can't really hit planes, just wasn't sure what else to call it. And snipers can't either, but thought it would be useful to have ground units that could hit air units like that, air units are already hard to defend against as it is. The carrier actually uses helicopter sounds. I wanted to add an attack helicopter, but wasn't sure what niche it would fill, since you already have bombers as air units that hit ground units.Agree about the hacking, but unfortunately that isn't possible to do either. There's no way to specify what can and can't be targetted by a conversion ability.The hidden bombs were meant to be landmines actually, but there isn't a way to trigger a once-off attack followed by the unit dying. The traps in the crazy mod attack every now and then until they're destroyed, which wouldn't have made sense for a landmine. So decided to copy the hidden bomb thing from the technicals in the crazy mod instead.I'm not sure how useful ground-based troop carriers would be, they would be too vulnerable, and since you can already transport units by air, why would you use them? I could add them if you want, but I just don't think they would really work out.I'm glad you think it's balanced, that was something we weren't sure about, it was hard to make sure a particular unit wasn't too overpowered or too weak. I'm not sure it's completely balanced yet though, but it's definitely getting there.

URL: https://forum.audiogames.net/post/418886/#p418886




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

Wow, thanks for create a new mod over soundrts :3 Is awesome that someone create a new mod tfr this So, how do you discover that you can use the hidle word for other kind of elements that aren't workers?You read that in some part of the source? or simply try following the word conventions in the bindings file Well, after that, is awesome that you achieve modify these things to the game ¡good job!

URL: https://forum.audiogames.net/post/418782/#p418782




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : keithwipf1 via Audiogames-reflector


  


Re: Modern mod for SoundRTS

This sounds very fun by the way.I really should try it 

URL: https://forum.audiogames.net/post/418752/#p418752




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : defender via Audiogames-reflector


  


Re: Modern mod for SoundRTS

That's pretty awesome, but odd that missiles and torpedoes can only target individual units and have no splash, and can target anything not just other sea vehicles, from what I'm understanding? Also seems like you can hit ground stuff with torps.And does the nuke cause a very long lasting radiation square or better yet multiple squares?Acid fog and cyborg zombies are not really what I'd consider modern, though I guess acid square could be changed to mustard gas or something and toxic could be nerve gas.I'm guessing toxic damages vehicles too though...And RPG's should probably have some splash and not be able to attack the types of air units you currently have. Manpads and sam's would be for that, but you have no choppers right now and those are the only weapons that would really get high enough to hit an actual plane that wasn't grounded or landing/taking off.Same goes for snipers.And hackers probably shouldn't be able to target humans.Landmines might have been a cool thing to add, just a very low range but decently powerful spike trap, basically.And ground based troop carriers with an mg but light armor as well.Some of these things are probably limitations of the mod system though, so suspension of some disbelief for the sake of fun is not such a bad thing over all anyway.I really like the rest of it though, especially the bribe system, and it seems like everything is balanced quite well. The ships especially I think are a very neat addition, and I can tell some thought went into it.

URL: https://forum.audiogames.net/post/418707/#p418707




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : oussamabengatrane via Audiogames-reflector


  


Re: Modern mod for SoundRTS

you will have to move the mod to the mods folder under the user folder in the game it self, and the maps to the maps folder under the user folder in the game

URL: https://forum.audiogames.net/post/418664/#p418664




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : caio via Audiogames-reflector


  


Re: Modern mod for SoundRTS

i DOWNLOADED THE MODERN MOD BUT IT DOESN'T COME WITH THE .EXE FILE, SOUNDS OR ANYTHING OF THE SORT.. wHAT SHOULD i DOO to install it?

URL: https://forum.audiogames.net/post/418659/#p418659




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : oussamabengatrane via Audiogames-reflector


  


Re: Modern mod for SoundRTS

kick assyour mod is cool , keap it up

URL: https://forum.audiogames.net/post/418658/#p418658




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Re: Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : baby via Audiogames-reflector


  


Re: Modern mod for SoundRTS

aha !. I'll try to use your mod but I have a questionit's hard to make a mod?. I want to work but I do not know what to do

URL: https://forum.audiogames.net/post/418644/#p418644




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Modern mod for SoundRTS

2019-03-14 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


  


Modern mod for SoundRTS

A friend and I were working on this mod over the December holidays. We were planning on posting it when we finish, but now that we’re back at university that doesn’t really have a good chance of happening in the foreseeable future. So I decided to post it anyway, maybe someone else can keep working on it. The one thing we never got around to is any form of documentation, so I need to explain some stuff. But let me put the links first, then I'll explain everything below.The mod itself: https://www.dropbox.com/s/g28h0zoodtu8a … n.zip?dl=1Three maps we made for it: https://www.dropbox.com/s/44xc3k8teblcb … s.zip?dl=1The keyboard commands for controlling units are not exactly the same as in default soundRTS. Because we have a bunch of units we decided to give each one its own key, to make finding a particular unit easier. So a particular unit only has one key dedicated to it, rather than two. The exception is workers, which use d and e.I’ll start with soldiers (all units except for workers). Let’s take infantry which is on f as an example. Pressing f selects the next local infantry, i.e. the next infantry in the square you are currently on. Shift f selects the previous local infantry. Alt f selects the next infantry anywhere on the map, and shift alt f selects the previous infantry anywhere. Ctrl f selects all the local infantry (all the infantry in a particular square). Ctrl shift f selects all the infantry on the map. Alt control f selects all the idle local infantry, i.e. all the infantry in a particular square that aren’t currently doing anything (like moving somewhere). Alt ctrl shift f selects all the idle infantry on the map. These keys apply for all the other units as well, except for workers.For workers, d selects the next local worker, while shift d selects the previous local worker. Alt d selects the next local idle (not doing anything such as building or exploiting) worker, while shift alt d selects the previous local idle worker. Ctrl d selects all the local workers, while alt ctrl d selects all the idle local workers. Now e does pretty much the same, just for workers anywhere on the map. E selects the next worker, shift e the previous, alt e the next idle worker, shift alt e the previous idle worker, ctrl e selects all workers, and alt ctrl e selects all idle workers. As you can see, there were too many functions to fit on one key with just three modifier keys.Now for buildings, which are also a bit different. W now selects the next local building, while shift w selects the previous local building. This will make it easier to find a building if you have many, since it only cycles through the buildings in a particular square. Ctrl w will select the next building anywhere on the map, while shift ctrl w selects the previous building. Alt w will select the next idle building (not busy doing anything, such as recruiting or upgrading) anywhere on the map, while shift alt w will select the previous idle building. Ctrl alt w will select the next building even if it doesn’t have a menu (such as farms for example), while shift ctrl alt w will select the previous such building.We also added a few keys to q, the key you use to cycle through units of any kind on a square. The default q and ctrl q etc commands work as before but in addition the following is also available: alt q selects the next local idle unit, shift alt q the previous local idle unit, alt ctrl q selects the next idle unit anywhere, and shift ctrl alt q selects the previous idle unit.The grouping commands from 1 to 5 on the keyboard also work as before, but with the following additions: alt plus the number will group local and idle units, and ctrl alt plus the number will group global idle units.Now because alt and g is used for selecting local idle snipers, it doesn’t work for repeating the previous command again, so this has been changed to slash. So slash fulfils the function of alt g (repeat the previous order), shift slash queues the repeated order (previously shift alt g), and alt slash does what alt r used to do (which I never actually used or understood the point of, but it’s there if anyone wants to use it).Think that’s everything as far as keys are concerned. It might be confusing to get used to at first, but we’ve found it to make things easier when you get the hang of it.Now the units. I’ll just give a very basic overview of each unit and their abilities.Ground units:Infantry: Key f. Close range, little damage, fast firing rate.Grenade: hits ground units only, does splash damage.RPG: hits a single ground or air unit.Sniper: key g. Long range, slow rate of fire, hits ground and air units.Upgrades to assassin, similar but invisible. Key for assassin is b.Tank: key h. Lots of health and armour, also moves relatively fast.Artillery: key j. Very long range, does a lot of splash damage. Can’t see as far as it can shoot though, so you need something else for that.Medic: key l. Heals units, does very