Re: SoundRTS, a real-time strategy audio game

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


  


Re: SoundRTS, a real-time strategy audio game

Found a bug.After pressing alt+d to control idle farmers, the big keyboard numbers 2 3 4 5 cannot be used for idle farmers.

URL: https://forum.audiogames.net/post/612055/#p612055




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Re: Strange problem with water units and shipyards with soundRTS

2021-01-27 Thread AudioGames . net Forum — General Game Discussion : zakc93 via Audiogames-reflector


  


Re: Strange problem with water units and shipyards with soundRTS

Shipyards can only be built on land squares next to water squares. If you try to build it anywhere else you'll get that error.

URL: https://forum.audiogames.net/post/610426/#p610426




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Strange problem with water units and shipyards with soundRTS

2021-01-27 Thread AudioGames . net Forum — General Game Discussion : Tarquin via Audiogames-reflector


  


Strange problem with water units and shipyards with soundRTS

Hi, So I'm not sure if this is an operator error or a bug, but when I try to build shipyards in soundRTS, with all the proper resources and buildings, I get an error message that NVDA will not read. Any Ideas what is causing this? Thanks

URL: https://forum.audiogames.net/post/610191/#p610191




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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

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

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


  


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

yeah, man me too, i guess we're too late because man, i had throw box, but i think it's it will happen with other cloud storage services, so i think the photos, not on dropbox, i don't know, i do not know.

URL: https://forum.audiogames.net/post/603647/#p603647




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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: SoundRTS, a real-time strategy audio game

2020-12-26 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

It seems that ramdom_choice end_choice #end_ramdom_choice is not available.I plan to add resources randomly, but they are not available.

URL: https://forum.audiogames.net/post/602025/#p602025




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Re: SoundRTS, a real-time strategy audio game

2020-12-11 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

The sight_range parameter hopes to be restored and enhanced.For example, sight_range 12 means that the unit can see things within 12 meters in diameter.Sight_range 24 can see things within 24 meters in diameter, which is the adjacent square.Every unit’s field of vision is the same now. The watchtower is almost useless now. It should be able to observe farther.The flying unit should also be able to observe farther.The previous sight_range could not be customized, now you can try to customize the specific field of view.

URL: https://forum.audiogames.net/post/597790/#p597790




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Re: SoundRTS, a real-time strategy audio game

2020-12-10 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Me also. Want to support spanish in my case.

URL: https://forum.audiogames.net/post/597249/#p597249




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Re: SoundRTS, a real-time strategy audio game

2020-12-10 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Can I input more languages when chatting? Currently, I can only chat in English.I want to be able to support Chinese.

URL: https://forum.audiogames.net/post/597177/#p597177




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Re: SoundRTS, a real-time strategy audio game

2020-09-05 Thread AudioGames . net Forum — New releases room : PatrykK via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

yep, the default one is horrible

URL: https://forum.audiogames.net/post/567269/#p567269




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Re: SoundRTS, a real-time strategy audio game

2020-09-04 Thread AudioGames . net Forum — New releases room : electro via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

for me the third option is fine for me.

URL: https://forum.audiogames.net/post/567233/#p567233




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Re: SoundRTS, a real-time strategy audio game

2020-09-03 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Please revert the way unit information was displayed to the old behavior. When pressing control e now, it says something to the tune of "You control 10 peasants exploit woods and 5 peasants exploit gold mine". Either revert the behavior, provide an option to disable it, or change it so that shift with the letters reads that information. In other words, give the player the choice of which information to receive.While we're talking about changes, please set the soundpack as the default set of sounds for the game. The current default sounds are horrible and I immediately switch to soundpack.

URL: https://forum.audiogames.net/post/566950/#p566950




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Re: SoundRTS, a real-time strategy audio game

2020-08-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

It's ok.But what do you think of my hit rate and dodge ideas? Is it possible to achieve it, because this will increase a lot of uncertainty.SoundMUD wrote:I read all the messages and think about them. I don't reply systematically though.

URL: https://forum.audiogames.net/post/564434/#p564434




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Re: SoundRTS, a real-time strategy audio game

2020-08-25 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I read all the messages and think about them. I don't reply systematically though.

URL: https://forum.audiogames.net/post/564426/#p564426




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Re: SoundRTS, a real-time strategy audio game

2020-08-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I believe he saw it.firence wrote:maybe you should try to email him?

URL: https://forum.audiogames.net/post/563848/#p563848




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Re: SoundRTS, a real-time strategy audio game

2020-08-23 Thread AudioGames . net Forum — New releases room : firence via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

maybe you should try to email him?

URL: https://forum.audiogames.net/post/563828/#p563828




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Re: SoundRTS, a real-time strategy audio game

2020-08-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Let's distinguish between the sounds of attacking buildings, attacking mechanical units, and attacking living units.ep:def footmanis_a walking_unittitle 86noise repeat 30 123412launch_attack 12348attack_hit if_building 1040 1041 else if_mechanical 1040 else 1039 10401This should not be difficult to achieveStill hope to increase dodge and hit attributes.ep.cover_on_terrain marsh 1 ford 1cover units 0.75 buildings 1dodge x

URL: https://forum.audiogames.net/post/563806/#p563806




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Re: SoundRTS, a real-time strategy audio game

2020-08-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Let's distinguish between the sounds of attacking buildings, attacking mechanical units, and attacking living units.ep:def footmanis_a walking_unittitle 86noise repeat 30 123412launch_attack 12348attack_hit if_building 1040 1041 else if_mechanical 1040 else 1039 10401This should not be difficult to achieveStill hope to increase dodge and hit attributes.ep.cover_on_terrain marsh 1 ford 1cover if_units x else xdodge x

URL: https://forum.audiogames.net/post/563806/#p563806




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Re: SoundRTS, a real-time strategy audio game

2020-08-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Let's distinguish between the sounds of attacking buildings, attacking mechanical units, and attacking living units.ep:def footmanis_a walking_unittitle 86noise repeat 30 123412launch_attack 12348attack_hit if_building 1040 1041 else if_mechanical 1040 else 1039 10401This should not be difficult to achieveStill hope to increase dodge and hit attributes.

URL: https://forum.audiogames.net/post/563806/#p563806




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Re: SoundRTS, a real-time strategy audio game

2020-08-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Let's distinguish between the sounds of attacking buildings, attacking mechanical units, and attacking living units.ep:def footmanis_a walking_unittitle 86noise repeat 30 123412launch_attack 12348attack_hit if_building 1040 1041 else if_mechanical 1040 else 1039 10401This should not be difficult to achieve

URL: https://forum.audiogames.net/post/563806/#p563806




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Re: SoundRTS, a real-time strategy audio game

2020-08-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

def footmanis_a walking_unittitle 86noise repeat 30 123412launch_attack 12348attack_hit if_building 1040 1041 else if_mechanical 1040 else 1039 10401This should not be difficult to achieve

URL: https://forum.audiogames.net/post/563806/#p563806




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Re: SoundRTS, a real-time strategy audio game

2020-08-22 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I really hope to add hit and dodge attributes to the rule file, because it is impossible for every unit to be a sharpshooter.Melee units can also have hit and dodge attributes.

URL: https://forum.audiogames.net/post/563577/#p563577




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Re: SoundRTS, a real-time strategy audio game

2020-08-22 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Is there a way to distinguish the sound of attacking people, attacking machinery, and attacking buildings.It would be great if it could be realized.In addition, the hit and dodge attributes really hope to be defined by rules.

URL: https://forum.audiogames.net/post/563571/#p563571




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Re: SoundRTS, a real-time strategy audio game

2020-08-21 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@soundmudThis is a complete Chinese translation and a slightly modified soundpachttp://www.fileconvoy.com/dfl.php?id=gb … 4b010b3976

URL: https://forum.audiogames.net/post/563491/#p563491




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Re: SoundRTS, a real-time strategy audio game

2020-08-21 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

after testing.In the 1.2c12 version, the speed will not slow down when playing against multiple computers.But starting from 1.3.0, the speed will slow down during the game.

URL: https://forum.audiogames.net/post/563329/#p563329




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Re: SoundRTS, a real-time strategy audio game

2020-08-21 Thread AudioGames . net Forum — New releases room : Juliantheaudiogamer via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hi everyone,Is there a recent guide available for this game? The ones I found are either very old or not available anymore (the links on the DB page return a 404 error).

URL: https://forum.audiogames.net/post/563227/#p563227




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Re: SoundRTS, a real-time strategy audio game

2020-08-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

SoundRTS 1.3.5 is available at: http://jlpo.free.fr/soundrtsFor multiplayer games, this version requires:- client: 1.3.5 or later- server: 1.2-c12 or laterChanges from 1.3.4:- bug fixed: couldn't save a game with terrain- fixed: the hit sound wasn't emitted if it killed the target- fixed: the game would freeze if there wasn't enough space in a square to create a unitInternationalization:- converted all the tts.txt files to UTF-8 with BOM signature. The encoding is still explicitly defined in the first line as UTF-8. The BOM signature might help some text editors to select UTF-8 automatically.- will always use UTF-8 (or ASCII) for text files other than tts.txt (rules.txt, style.txt, etc)- updated Spanish translation (thanks to Oscar Corona)

URL: https://forum.audiogames.net/post/562847/#p562847




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Re: SoundRTS, a real-time strategy audio game

2020-08-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

拓海 wrote:Can we add an alt+arrow key in the f8 mode, so that we can browse the map with precision to every meter.I don't know if this idea can be realized.This could be possible, and the reverse: selecting bigger zones, including the whole map.

URL: https://forum.audiogames.net/post/562817/#p562817




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Re: SoundRTS, a real-time strategy audio game

2020-08-19 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I do not mean that i make this units by the modding original game. I would like to developer add this units in to game, add differend research which give bonuses to units and to make campaign with using this units.

URL: https://forum.audiogames.net/post/562682/#p562682




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Re: SoundRTS, a real-time strategy audio game

2020-08-19 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

still have a question.After the archer has upgraded the range of the bow and arrow, the effective range is 5 meters.However, our most detailed can only divide the map into 4 meters of nine square grids, which cannot be accurate to every meter.Can we add an alt+arrow key in the f8 mode, so that we can browse the map with precision to every meter.I don't know if this idea can be realized.

URL: https://forum.audiogames.net/post/562680/#p562680




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Re: SoundRTS, a real-time strategy audio game

2020-08-19 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

It doesn't matter whether it is a programmer or not, because he only needs to read the mod production manual.PatrykK wrote:but maybe he is not a programmer?

URL: https://forum.audiogames.net/post/562678/#p562678




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Re: SoundRTS, a real-time strategy audio game

2020-08-18 Thread AudioGames . net Forum — New releases room : PatrykK via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

but maybe he is not a programmer?

URL: https://forum.audiogames.net/post/562516/#p562516




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Re: SoundRTS, a real-time strategy audio game

2020-08-18 Thread AudioGames . net Forum — New releases room : Giovani via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

milos wrote:Hmm maybe i have another suggestion, better player experience will be if in game have more units with advantages and disandvatages. Insted of footman, as a infantry units to be a light infantry, heavy infantry pikeman, spearman, mounted units can be a horse archers, knights, camel cavalry, elephant archers etc. From range units here can be a longbowman, crossbowman, catapult, ballista, javalin thrower, slingman etc. Insted of current water units wich is now battleship, destroyer and submarine, it is not a units from medieval settings to add a trireme, galeons, barque. If have interest to add some of this units i have ideas about he's advantages, disadvantages etc etc.You can create those units in Your own mode for Sound RTS.

URL: https://forum.audiogames.net/post/562509/#p562509




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Re: SoundRTS, a real-time strategy audio game

2020-08-18 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hmm maybe i have another suggestion, better player experience will be if in game have more units with advantages and disandvatages. Insted of footman, as a infantry units to be a light infantry, heavy infantry pikeman, spearman, mounted units can be a horse archers, knights, camel cavalry, elephant archers etc. From range units here can be a longbowman, crossbowman, catapult, ballista, javalin thrower, slingman etc. Insted of current water units wich is now battleship, destroyer and submarine, it is not a units from medieval settings to add a trireme, galeons, barque. If have interest to add some of this units i have ideas about he's advantages, disadvantages etc etc.

URL: https://forum.audiogames.net/post/562499/#p562499




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Re: SoundRTS, a real-time strategy audio game

2020-08-18 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Have an idea.Such as archers shooting arrowsIncluding the process of the arrow flying and then hitting the target.Catapult throwing stonesIncluding ten pieces of flight and the process of hitting the target.The current mechanism is that launching and hitting the target occur simultaneously.The process of flying is missing。With this process, the unit can dodge attacks from remote units by running.

URL: https://forum.audiogames.net/post/562475/#p562475




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Re: SoundRTS, a real-time strategy audio game

2020-08-16 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@milosAt the moment the rules are:- one tower per sub-square (meadow or not)- one non-tower per meadowI may replace it later with a simpler rule: one building (tower or not) in each sub-square, unless there is an obstacle in the sub-square (goldmine, woods). Maybe the terrain would count too (not on water, marsh, rock), I don't know yet.

URL: https://forum.audiogames.net/post/561948/#p561948




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Re: SoundRTS, a real-time strategy audio game

2020-08-15 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hmm i'm confused with version 1.3.4 I add in to game a modern mod, and when i try to build watchtowers on meadow for some reason i can build there. On every meadow i try but for unknow reason i can not build.

URL: https://forum.audiogames.net/post/561683/#p561683




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Re: SoundRTS, a real-time strategy audio game

2020-08-15 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

If you invite 3 aggressive computers play can3.There seems to be a problem with this version

URL: https://forum.audiogames.net/post/561642/#p561642




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Re: SoundRTS, a real-time strategy audio game

2020-08-10 Thread AudioGames . net Forum — New releases room : SLJ via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hi.A friend of mine got the game to work on his Mac long time ago. I have given up on getting it to work on my Mac. It's too complex for me. 

URL: https://forum.audiogames.net/post/560334/#p560334




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Re: SoundRTS, a real-time strategy audio game

2020-08-10 Thread AudioGames . net Forum — New releases room : milos via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hi can any post here link for maps which do not have in to game?

URL: https://forum.audiogames.net/post/560214/#p560214




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Re: SoundRTS, a real-time strategy audio game

2020-08-10 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

soundmud.I am not sure, because this map is downloaded on other players' servers.

URL: https://forum.audiogames.net/post/560138/#p560138




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Re: SoundRTS, a real-time strategy audio game

2020-08-10 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@拓海In your map, there is a bridge to the central lake. Is it voluntary?

URL: https://forum.audiogames.net/post/560104/#p560104




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Re: SoundRTS, a real-time strategy audio game

2020-08-10 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

拓海 wrote:It seems that a map with complex terrain cannot save game records.Thanks for the report. It will help.

URL: https://forum.audiogames.net/post/560089/#p560089




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Re: SoundRTS, a real-time strategy audio game

2020-08-10 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

mattymc2 wrote:Hey guys, has anyone been able to build a Mac version of this? cheersI don't know what has been tried exactly, but here is what could be tried:1. Download the source archive of the latest release from https://github.com/soundmud/soundrts/releases/latest2. Uncompress the archive in the folder of your choice. Eventually add an empty folder called "user".3. install Python 3.7 (or later)4. Install pip:curl https://bootstrap.pypa.io/get-pip.py -o get-pip.pypython3 get-pip.py5. Install the requirements:pip3 install -r requirements.txt -U6. Launch the game:python3 soundrts.py

URL: https://forum.audiogames.net/post/560087/#p560087




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Re: SoundRTS, a real-time strategy audio game

2020-08-09 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

It seems that a map with complex terrain cannot save game records.maps:title 5015 5006 5017 3001objective 145 88square_width 12nb_columns 11nb_lines 11nb_players_min 2nb_players_max 8starting_squares a1 a6 a11 f1 f11 k1 k6 k11starting_units townhall farm 5 peasantstarting_resources 4000 4000global_food_limit 300nb_meadows_by_square 0; 6 meadowsadditional_meadows a1 a2 a3 a9 a10 a11 b1 b2 b3 b9 b10 b11 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 d3 d4 d5 d6 d7 d8 d9 e3 e4 e8 e9 f3 f4 f8 f9 g3 g4 g8 g9 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 i11 j1 j2 j3 j9 j10 j11 k1 k2 k3 k9 k10 k11additional_meadows a1 a2 a3 a9 a10 a11 b1 b2 b3 b9 b10 b11 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 d3 d4 d5 d6 d7 d8 d9 e3 e4 e8 e9 f3 f4 f8 f9 g3 g4 g8 g9 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 i11 j1 j2 j3 j9 j10 j11 k1 k2 k3 k9 k10 k11additional_meadows a1 a2 a3 a9 a10 a11 b1 b2 b3 b9 b10 b11 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 d3 d4 d5 d6 d7 d8 d9 e3 e4 e8 e9 f3 f4 f8 f9 g3 g4 g8 g9 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 i11 j1 j2 j3 j9 j10 j11 k1 k2 k3 k9 k10 k11additional_meadows a1 a2 a3 a9 a10 a11 b1 b2 b3 b9 b10 b11 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 d3 d4 d5 d6 d7 d8 d9 e3 e4 e8 e9 f3 f4 f8 f9 g3 g4 g8 g9 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 i11 j1 j2 j3 j9 j10 j11 k1 k2 k3 k9 k10 k11additional_meadows a1 a2 a3 a9 a10 a11 b1 b2 b3 b9 b10 b11 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 d3 d4 d5 d6 d7 d8 d9 e3 e4 e8 e9 f3 f4 f8 f9 g3 g4 g8 g9 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 i11 j1 j2 j3 j9 j10 j11 k1 k2 k3 k9 k10 k11additional_meadows a1 a2 a3 a9 a10 a11 b1 b2 b3 b9 b10 b11 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 d3 d4 d5 d6 d7 d8 d9 e3 e4 e8 e9 f3 f4 f8 f9 g3 g4 g8 g9 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 i11 j1 j2 j3 j9 j10 j11 k1 k2 k3 k9 k10 k11additional_meadows a5 a6 a7 b5 b6 b7 e1 e2 e10 e11 f1 f2 f10 f11 g1 g2 g10 g11 j5 j6 j7 k5 k6 k7 e5 e6 e7 f5 f7 g5 g6 g7additional_meadows a5 a6 a7 b5 b6 b7 e1 e2 e10 e11 f1 f2 f10 f11 g1 g2 g10 g11 j5 j6 j7 k5 k6 k7 e5 e6 e7 f5 f7 g5 g6 g7additional_meadows a5 a6 a7 b5 b6 b7 e1 e2 e10 e11 f1 f2 f10 f11 g1 g2 g10 g11 j5 j6 j7 k5 k6 k7 e5 e6 e7 f5 f7 g5 g6 g7additional_meadows a5 a6 a7 b5 b6 b7 e1 e2 e10 e11 f1 f2 f10 f11 g1 g2 g10 g11 j5 j6 j7 k5 k6 k7 e5 e6 e7 f5 f7 g5 g6 g7additional_meadows a5 a6 a7 b5 b6 b7 e1 e2 e10 e11 f1 f2 f10 f11 g1 g2 g10 g11 j5 j6 j7 k5 k6 k7 e5 e6 e7 f5 f7 g5 g6 g7additional_meadows a5 a6 a7 b5 b6 b7 e1 e2 e10 e11 f1 f2 f10 f11 g1 g2 g10 g11 j5 j6 j7 k5 k6 k7 e5 e6 e7 f5 f7 g5 g6 g7terrain big_bridge e5 e6 e7 f5 f7 g5 g6 g7terrain lake f6terrain mountain a4 a8 b4 b8 d1 d2 d10 d11 h1 h2 h10 h11 j4 j8 k4 k8terrain mountain_pass a1 a2 a3 a5 a6 a7 a9 a10 a11 b1 b2 b3 b5 b6 b7 b9 b10 b11 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 c11 d3 d4 d5 d6 d7 d8 d9 e1 e2 e3 e4 e8 e9 e10 e11 f1 f2 f3 f4 f8 f9 f10 f11 g1 g2 g3 g4 g8 g9 g10 g11 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 i11 j1 j2 j3 j5 j6 j7 j9 j10 j11 k1 k2 k3 k5 k6 k7 k9 k10 k11high_grounds a1 a2 a3 a5 a6 a7 a9 a10 a11 b1 b2 b3 b5 b6 b7 b9 b10 b11 c1 c2 c10 c11 e1 e2 e10 e11 f1 f2 f10 f11 g1 g2 g10 g11 i1 i2 i10 i11 j1 j2 j3 j5 j6 j7 j9 j10 j11 k1 k2 k3 k5 k6 k7 k9 k10 k11water e5 e6 e7 f5 f6 f7 g5 g6 g7ground e5 e6 e7 f5 f7 g5 g6 g7no_air a4 a8 b4 b8 d1 d2 d10 d11 h1 h2 h10 h11 j4 j8 k4 k8west_east path a1 a2 a3 a5 a6 a7 a9 a10 a11 b1 b2 b3 b5 b6 b7 b9 b10 b11 c3 c4 c5 c6 c7 c8 c9 d3 d4 d5 d6 d7 d8 d9 e1 e2 e3 e4 e8 e9 e10 e11 f1 f2 f3 f4 f8 f9 f10 f11 g3 g4 g5 g6 g7 g8 g9 h3 h4 h5 h6 h7 h8 h9 i1 i2 i3 i5 i6 i7 i9 i10 i11 j1 j2 j3 j5 j6 j7 j9 j10 j11south_north path a1 a2 a5 a6 a9 a10 b1 b2 b5 b6 b9 b10 c1 c2 c3 c4 c5 c6 c7 c8 c9 c10 d3 d4 d5 d6 d7 d8 e1 e2 e3 e4 e7 e8 e9 e10 f1 f2 f3 f4 f7 f8 f9 f10 g1 g2 g3 g4 g7 g8 g9 g10 h3 h4 h5 h6 h7 h8 i1 i2 i3 i4 i5 i6 i7 i8 i9 i10 j1 j2 j5 j6 j9 j10 k1 k2 k5 k6 k9 k10west_east bridge e5 f5 e6 f6 e7 f7south_north bridge e5 e6 f5 f6 g5 g6goldmines 500 e5 e6 e7 f5 f7 g5 g6 g7woods 500 e5 e6 e7 f5 f7 g5 g6 g7

URL: https://forum.audiogames.net/post/560018/#p560018




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Re: SoundRTS, a real-time strategy audio game

2020-08-08 Thread AudioGames . net Forum — New releases room : mattymc2 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hey guys, has anyone been able to build a Mac version of this? cheers

URL: https://forum.audiogames.net/post/559354/#p559354




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Re: SoundRTS, a real-time strategy audio game

2020-08-07 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Suggest:Units entering the dense forest are automatically invisible.In other words, dense forests can help units hide themselves.

URL: https://forum.audiogames.net/post/559326/#p559326




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Re: SoundRTS, a real-time strategy audio game

2020-08-07 Thread AudioGames . net Forum — New releases room : mojsior via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

oh man you are crazy this game is stil growing

URL: https://forum.audiogames.net/post/559258/#p559258




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Re: SoundRTS, a real-time strategy audio game

2020-08-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

SoundRTS 1.3.4 is available at: http://jlpo.free.fr/soundrtsFor multiplayer games, this version requires:- client: 1.3.4 or later- server: 1.2-c12 or laterChanges from 1.3.3:- probably fixed speech in a few more cases (please report if you still cannot start the client)- restored save and restore (it seems to be working, but please be careful)- restored infinite resources and tech for "aggressive computer 2" (more interesting)Multiplayer:- the client will remember the previously downloaded list of servers and use it if the metaserver is temporarily down- in "enter the IP address of the server", entering an empty IP address will select your computer (no need to type: "localhost")- standalone server: removed pygame dependencyInterface:- console command: "a u_recall" will add the recall upgrade to the current player- minor bug fixed: the interface wouldn't follow a unit inside a transport (if the unit was in follow mode before being transported)Internationalization:- updated Italian translation (thanks to Luigi Russo)Main campaign:- added chapter 12, a tiny map to show how dense forests work (the rule is: "any path between two dense forests is blocked")Tip: to quickly check for improvements in a specific chapter of a campaign you have already played:- press the "console" key under Escape and press "v" and Enter for an instant victory- or edit user/campaigns.ini: in [single_campaign] "chapter = 12" for example

URL: https://forum.audiogames.net/post/559189/#p559189




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Re: SoundRTS, a real-time strategy audio game

2020-08-07 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Maybe the sound processing needs to be strengthened, because two sounds cannot be played at the same time.For example, when two units are fighting, in the end they can only play the sound of death, not the sound of hit and death at the same time.

URL: https://forum.audiogames.net/post/559146/#p559146




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Re: SoundRTS, a real-time strategy audio game

2020-08-07 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

If the game has graphics, does the sighted person have an advantage against the blind?I quite hope that more people will participate in the game, be it people with normal vision or blind people.

URL: https://forum.audiogames.net/post/559080/#p559080




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Re: SoundRTS Campaign Chapter 9

2020-08-06 Thread AudioGames . net Forum — General Game Discussion : 拓海 via Audiogames-reflector


  


Re: SoundRTS Campaign Chapter 9

After killing the b1 enemy and getting the undead unit.Press f8 and place the zombie in front of the skeleton. The zombie is arranged to the east of b1 and the skeleton is placed in the center of b1.Then let the necromancer return to a1, then return to b1 and press s to control the zombies and skeletons to go to c1.Since the knights are faster than the zombies, they will be the first to approach the west of c1. At this time, the skeletons will use their long-range advantages to strike them, and the zombies will fight melee in front.Then easily defeated the knight.Then let the necromancer cultivate the undead unit again.The same is true for attacking d1. We press f8, and then let the zombie be in the center of c1 and the skeleton to the west of c1. Because the turret of d1 has a long attack distance and can hit the east of c1, we cannot arrange our troops to the east of c1.Then we can ctrl+s to make all units including the necromancer rush to d1.So we easily destroyed all the turrets and watchtowers.During this period, you can observe whether any necromancers have died, and if so, you can ask other necromancers to cultivate their newly dead companions into undead units.

URL: https://forum.audiogames.net/post/559030/#p559030




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Re: SoundRTS Campaign Chapter 9

2020-08-06 Thread AudioGames . net Forum — General Game Discussion : 拓海 via Audiogames-reflector


  


Re: SoundRTS Campaign Chapter 9

After killing the b1 enemy and getting the undead unit.Press f8 and place the zombie in front of the skeleton. The zombie is arranged to the east of b1 and the skeleton is placed in the center of b1.Then let the necromancer return to a1, then return to b1 and press s to control the zombies and skeletons to go to c1.Since the knights are faster than the zombies, they will be the first to approach the west of b1. At this time, the skeletons will use their long-range advantages to strike them, and the zombies will fight melee in front.Then easily defeated the knight.Then let the necromancer cultivate the undead unit again.The same is true for attacking d1. We press f8, and then let the zombie be in the center of c1 and the skeleton to the west of c1. Because the turret of d1 has a long attack distance and can hit the east of c1, we cannot arrange our troops to the east of c1.Then we can ctrl+s to make all units including the necromancer rush to d1.So we easily destroyed all the turrets and watchtowers.During this period, you can observe whether any necromancers have died, and if so, you can ask other necromancers to cultivate their newly dead companions into undead units.

URL: https://forum.audiogames.net/post/559030/#p559030




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Re: SoundRTS, a real-time strategy audio game

2020-08-02 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

hi soundmud, can you restore the wireless cheating function of aggressive computer2?It is too powerful and very enjoyable.

URL: https://forum.audiogames.net/post/557561/#p557561




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Re: SoundRTS Campaign Chapter 9

2020-08-01 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: SoundRTS Campaign Chapter 9

Awesome!I'm happy to see you doing some work on Sound RTS again, it's still a good game IMO even with the Pygame limitations.Definitely one of the games that I played allot as a young teen as well.`

URL: https://forum.audiogames.net/post/557499/#p557499




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Re: SoundRTS Campaign Chapter 9

2020-08-01 Thread AudioGames . net Forum — General Game Discussion : SoundMUD via Audiogames-reflector


  


Re: SoundRTS Campaign Chapter 9

In version 1.3.3:- bug fixed: a unit wouldn't stop after using an ability requiring to get closer (deadly fog, exorcism...) and would move to the enemy...Available at:http://jlpo.free.fr/soundrtsTip: to quickly check for improvements in a specific chapter of a campaign you have already played:- press the "console" key under Escape and press "v" and Enter for an instant victory- or edit user/campaigns.ini: in [single_campaign] "chapter = 11" for example

URL: https://forum.audiogames.net/post/557408/#p557408




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Re: SoundRTS, a real-time strategy audio game

2020-08-01 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Thanks a lot for all your work!

URL: https://forum.audiogames.net/post/557394/#p557394




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Re: SoundRTS, a real-time strategy audio game

2020-08-01 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

SoundRTS 1.3.3 is available at: http://jlpo.free.fr/soundrtsFor multiplayer games, this version requires:-    client: 1.3.3 or later (if compatible)-    server: 1.2-c12, 1.3.0, 1.3.1, 1.3.2, 1.3.3 or later (if compatible)Changes from 1.3.2:-    bug fixed: a unit wouldn't stop after using an ability requiring to get closer (deadly fog, exorcism...) and would move to the enemy...-    bug fixed: the game would require a target for an ability centered on the caster (for example: raise dead)-    bug fixed: water couldn't be seen from low ground (for example in map jl7)The map interface should feel more natural:-    moving in the map won't cause collisions if you control a flying unit-    moving in the map won't cause collisions if you are defining the target of a recall order (for example)-    removed collisions between water and low groundDense forests:-    bug fixed: dense forests would create paths when cleared (even if there wasn't any paths before)-    now forests are dense if they have at least 7 woods (instead of 3)-    multiplayer map jl8: updated (7 woods) and improved (faster economy)-    editor: updated terrain palette (dense forest if at least 7 woods)Internationalization:-    bug fixed: maps with non US-ASCII characters could not be read on platforms using GBK or UTF-8 by default (now maps are always read as UTF-8 and errors are replaced with "?")-    converted the following maps to UTF-8: bs2, can1, qc1, qc2 and qc3-    updated Polish translation (thanks to Patryk Mojsiewicz)Tiny changes in the main campaign:-    chapter 9: with the "deadly fog" bug fixed, necromancers should be easier to manage-    slightly improved chapters 5 and 10Tip: to quickly check for improvements in a specific chapter of a campaign you have already played:-    press the "console" key under Escape and press "v" and Enter for an instant victory-    or edit user/campaigns.ini: in [single_campaign] "chapter = 11" for example

URL: https://forum.audiogames.net/post/557372/#p557372




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Re: SoundRTS, a real-time strategy audio game

2020-07-29 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

It is recommended that the sound of death is different in different terrain situations.This refers to the sound of a dead body falling to the ground.For example, add keywords like this:death_on_grass if_me xxx else xxxIn this way, the unique sound of corpses falling to the ground can be added to the grass terrain.

URL: https://forum.audiogames.net/post/556534/#p556534




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Re: SoundRTS, a real-time strategy audio game

2020-07-28 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I'm talking about soundmud, which is a role-playing game.Maybe it can become mmortssanslash332 wrote:@拓海no definitely no.Dont convert the engine in a MMORTS. The formula of classic rts games starcraft, age of empires, warcraft, etc, is perfect. For now, soundmud is going through the best way Continue with that, is awesome with these new changes. 

URL: https://forum.audiogames.net/post/556300/#p556300




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Re: SoundRTS, a real-time strategy audio game

2020-07-28 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@拓海no definitely no.Dont convert the engine in a MMORTS. The formula of classic rts games starcraft, age of empires, warcraft, etc, is perfect. For now, soundmud is going through the best way Continue with that, is awesome with these new changes. 

URL: https://forum.audiogames.net/post/556289/#p556289




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Re: SoundRTS, a real-time strategy audio game

2020-07-28 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

oh, sorry.Maybe soundmud can be designed as mmorts.There are more things to operate, such as business, agriculture, population, trade, etc., to make a large-scale online strategy game.SoundMUD wrote:@拓海mojsior was talking about SoundMUD:http://jlpo.free.fr/soundmud/manual-0.14.htmlhttp://jlpo.free.fr/soundmud/soundmud-0.14-windows.zip

URL: https://forum.audiogames.net/post/556250/#p556250




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Re: SoundRTS, a real-time strategy audio game

2020-07-28 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

oh, sorry.SoundMUD wrote:@拓海mojsior was talking about SoundMUD:http://jlpo.free.fr/soundmud/manual-0.14.htmlhttp://jlpo.free.fr/soundmud/soundmud-0.14-windows.zip

URL: https://forum.audiogames.net/post/556250/#p556250




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Re: SoundRTS, a real-time strategy audio game

2020-07-28 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

yeah that one sounds cool honestly, happy to hear if you would like to continue the development.

URL: https://forum.audiogames.net/post/556239/#p556239




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Re: SoundRTS, a real-time strategy audio game

2020-07-28 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@拓海mojsior was talking about SoundMUD:http://jlpo.free.fr/soundmud/manual-0.14.htmlhttp://jlpo.free.fr/soundmud/soundmud-0.14-windows.zip

URL: https://forum.audiogames.net/post/556237/#p556237




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Re: SoundRTS, a real-time strategy audio game

2020-07-27 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

This is a good game.But not a popular game.But I like it very much. If you can add some elements, it might become popular, such as heroes, monarchs and the like.The key is that there is no sense of accomplishment after a game, because no matter how many units you make or how powerful the instance is, it will be cleared after the game is over. This may be one of the reasons why it is not popular.

URL: https://forum.audiogames.net/post/556195/#p556195




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Re: SoundRTS, a real-time strategy audio game

2020-07-27 Thread AudioGames . net Forum — New releases room : mojsior via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

oh nice to hear this I am waiting for more new from you about this project.

URL: https://forum.audiogames.net/post/556113/#p556113




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Re: SoundRTS, a real-time strategy audio game

2020-07-27 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@mojsioryes

URL: https://forum.audiogames.net/post/556074/#p556074




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Re: SoundRTS, a real-time strategy audio game

2020-07-27 Thread AudioGames . net Forum — New releases room : mojsior via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

It is nice that you are working on this for many years and you are doing this for free.I have a question Are you planning to continue your work on sound mud.This game wasnt good but it has a great concept so it will be nice to see it updated

URL: https://forum.audiogames.net/post/556029/#p556029




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Re: SoundRTS, a real-time strategy audio game

2020-07-27 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hey hey Soundmud! It is so absolutely great that you are still working on this!

URL: https://forum.audiogames.net/post/555989/#p555989




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Re: SoundRTS, a real-time strategy audio game

2020-07-27 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

SoundRTS 1.3.2 is available at: http://jlpo.free.fr/soundrtsChanges from 1.3.1:Main changes:-    the "choose a server" menu will include any server with a compatible server version (not only the same version) so the servers won't have to be updated as often-    compatible clients with different versions will be allowed to play together-    the "nearest" servers will appear first in the "choose a server" menu (servers with the smallest delay of response)-    the time taken to check if a server is available will be mentioned (expressed in milliseconds) in the "choose a server" menu for comparison-    the unavailable servers won't appear in the "choose a server" menuMinor changes:-    slightly decreased the verbosity of server.log-    improved the standalone server guide (still not perfect though)-    added "release notes" to the documentation

URL: https://forum.audiogames.net/post/555979/#p555979




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Re: SoundRTS, a real-time strategy audio game

2020-07-26 Thread AudioGames . net Forum — New releases room : mojsior via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Hi sound mud.Are you going to add more capaigns in the future.It is a strategy game but playing a new missions can be interesting.

URL: https://forum.audiogames.net/post/555832/#p555832




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Re: SoundRTS, a real-time strategy audio game

2020-07-25 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

In addition to speed_on_terrain, I still hope to increase cover_on_terrain.In addition, I also hope to add dodge attributes to the unit. In addition to cover, it should also have dodge.

URL: https://forum.audiogames.net/post/555613/#p555613




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Re: SoundRTS, a real-time strategy audio game

2020-07-25 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@ChrisThis could actually be useful because recent servers automatically mask incompatible clients from each other. And a 1.2-c12 server is very close to a 1.3.0 server (the migration from Python 2 to Python 3 didn't change many things). I have tested a game with two 1.3.1 clients and a 1.2-c12 server. And a 1.3.0 server and a 1.3.1 server are practically identical.So I will try to include in the "choose a server in a list" menu any compatible server. This way, hosting a server would require less frequent updates.

URL: https://forum.audiogames.net/post/555398/#p555398




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : Chris via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

I've just updated my server to support the new 1.3.1 version. It's called slannon and can be found in the server list. Speaking of servers, I was able to connect to a prior version of the server with a newer game version by typing the domain name into the IP address box. You may want to prevent players connecting to different versions of the server if they have different versions of the game. Essentially, if the game and server version don't match, it should refuse to connect. I imagine the way it's configured now might break if you have two players playing on two different versions of the game.

URL: https://forum.audiogames.net/post/555316/#p555316




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

It is also recommended to add attack speed attributes to units, which can be defined in rules.txt.E.g:def knightclass soldierhp_max 45speed 2.5attack speed 2cooldown 4damage 6Attack speed 2 and cooldown 4 mean that the knight can attack 3 times in a row per second, and then pause for 4 seconds.It's very interesting

URL: https://forum.audiogames.net/post/555314/#p555314




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

In fact, I can run soundrts written in python3.8.I am also a win7 system.But some people's win7 system cannot run.SoundMUD wrote:拓海 wrote:I have a friend who can't run the game. When he clicks on the main program of the game, nothing happens. What could be the reason?If your friend can't run 1.3.1, your friend should download 1.3.1 again. I have fixed a bug that could crash the game on startup.If it still doesn't work, check user\tmp\client.log

URL: https://forum.audiogames.net/post/555304/#p555304




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : ankr098 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

yes good

URL: https://forum.audiogames.net/post/555181/#p555181




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : PatrykK via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

Now are, but 2 unreachable.

URL: https://forum.audiogames.net/post/555155/#p555155




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : PatrykK via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

There aren't servers.:(

URL: https://forum.audiogames.net/post/555147/#p555147




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

ankr098 wrote:I can not run this game os windows 71.3.1 uses Python 3.7 instead of 3.8 and it could solve your problem. Please tell me if it works.

URL: https://forum.audiogames.net/post/555133/#p555133




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

拓海 wrote:I have a friend who can't run the game. When he clicks on the main program of the game, nothing happens. What could be the reason?If your friend can't run 1.3.1, your friend should download 1.3.1 again. I have fixed a bug that could crash the game on startup.If it still doesn't work, check user\tmp\client.log

URL: https://forum.audiogames.net/post/555132/#p555132




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

@PatrykKhttp://jlpo.free.fr/soundrts/

URL: https://forum.audiogames.net/post/555108/#p555108




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Re: SoundRTS, a real-time strategy audio game

2020-07-24 Thread AudioGames . net Forum — New releases room : PatrykK via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

New version? How to get it?

URL: https://forum.audiogames.net/post/555097/#p555097




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Re: SoundRTS, a real-time strategy audio game

2020-07-23 Thread AudioGames . net Forum — New releases room : 拓海 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

thank youfirefly82 wrote:Too late! HAHAChanges from 1.3.0:• probably fixed: the game wouldn't start on Windows 7 (ImportError: DLL load failed while importing _socket)• fixed: sometimes the game wouldn't start until the folder "gen_py" in "appdata\local\Temp" is deleted (AttributeError: module 'win32com.gen_py...' has no attribute 'CLSIDToClassMap')• fixed: vcruntime140.dll could be missing• fixed: couldn't get the list of servers• fixed: pressing A will behave like before and pressing Control+A will only select inactive ordersPOSTED BY SOUNDMUDAT 8:23 AMNO COMMENTS:

URL: https://forum.audiogames.net/post/555030/#p555030




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Re: SoundRTS, a real-time strategy audio game

2020-07-23 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

HAHAHAHAHAHHA, JasonBlazing fireflies please, hahahahaha!Yeah, definitely nice to see it is still up!

URL: https://forum.audiogames.net/post/554960/#p554960




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Re: SoundRTS, a real-time strategy audio game

2020-07-23 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

wt?*sends an army of soldiers to firefly*ahaha jk, thanks though it's nice to see this game still being updated

URL: https://forum.audiogames.net/post/554953/#p554953




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Re: SoundRTS, a real-time strategy audio game

2020-07-23 Thread AudioGames . net Forum — New releases room : JasonBlaze via Audiogames-reflector


  


Re: SoundRTS, a real-time strategy audio game

wait, I will

URL: https://forum.audiogames.net/post/554946/#p554946




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