Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

GRR! This mod makes sound RTS way too fun! LOLA couple things:1. I would like a ton of maps, the first ones can be the starting rules, with the original units. Then the next map can have the town hall with all the different races, but one only. Then one can move up from there. It would be nice to have more descriptive names for the maps. Also, could there be a description of what upgrade comes after what and what each army unit is for? Im just throwing mods in, researching arrows and whatnot because Im sure it is good, but Im not sure how.A bug I think!On the grave diggers last building, when I summon those final undead creatures, they eat my grave diggers...URL: http://forum.audiogames.net/viewtopic.php?pid=177178#p177178

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

GRR! This mod makes sound RTS way too fun! LOLA couple things:1. I would like a ton of maps, the first ones can be the starting rules, with the original units. Then the next map can have the town hall with all the different races, but one only. Then one can move up from there. It would be nice to have more descriptive names for the maps. Also, could there be a description of what upgrade comes after what and what each army unit is for? Im just throwing mods in, researching arrows and whatnot because Im sure it is good, but Im not sure how.A bug I think!On the grave diggers last building, when I summon those final undead creatures, they eat my grave diggers...And yes, setting up your own server is way too complex for most people. Although if someone wrote a nice guide on how to do it for rtr and all the other games that use them, Im sure it would help!URL: http://forum.audiogames.net/viewtopic.php?pid=177178#p177178

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

cursed gargoyles deal damage to any healables on the current square. Im not a big fan of them, but since they fly you can bring them deep into enemy territory. I guess if you summon like 12 of them, you could give your enemy some serious grief if hes using healable units such as elves or orcs.URL: http://forum.audiogames.net/viewtopic.php?pid=177190#p177190

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The complete English documentation by yours truly is available on the English page on the sound rts crazy mod site.URL: http://forum.audiogames.net/viewtopic.php?pid=177200#p177200

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Ill try to setup a public server.@sanslash332Are you talking about something like autocast in Warcraft 3? An ability would have an autocast parameter with for example never/yes/always.The range is more about minimal range and maximal range. But, at the moment, it would be simple to do what zakc93 suggests and attack in the same square if possible (range), then, as a second choice, attack in another square if possible (special_range). Ideally the notion of square would be removed from the simulation, even if it might be useful to keep it in the user interface.The zerg drone mutation would require a variant of the upgrade to order with a meadow target. By the way Ill have to check the differences between buildings and units. They are small if I remember correctly.The zerg will also require the notion of creep: buildings providing creep and buildings that can be built only on creep. Etc.The summ
 oning sacrifice might be achieved by upgrading a unit to an effect unit with eventually a decay.I wont be able to describe all, but the simulation is in the files that start with world. Interesting classes are in this list from world.py line 231:  unit_base_classes = {worker: Worker, soldier: Soldier, building: Building,effect: Effect,deposit: Deposit,upgrade: Upgrade, ability: Ability}The abilities are in worldunit.py (its messy I know, but the code is a bit mingled so its not easy to split it; Ill try again).@zakc93Yes, a f
 lag for conversion would be useful, especially since at the moment any enemy unit (or building) is convertible.A flag for teleportation would be more flexible, since only the Unit class (Soldier, Worker) is teleportable. Teleportability could be changed unit by unit while having the current defaults provided by the Building and Unit classes.URL: http://forum.audiogames.net/viewtopic.php?pid=177206#p177206

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

hi sound Mud, also another suggestion on effect_range you should be allowed to specify a number of squares away the effect will work, because right now the only choices are the square where the unit currently is, the ajacent square, or anywhere. For effects such as teleportation that can move an entire square of units to a new location that seems a bit overpowered, specially on large maps. Ideally the teleportation ability would be able to be used anywhere within 9 or 10 squares of the square where the caster was, with diagonal squares counting as 2, so for example teleportation from a3 to f8 would be 5+5 = 10 squares and would therefore be possible with a 10 square range but not a 9 square range. Though if you remove squares like you said, this could be far more difficult to do.URL: http://forum.audiogames.net/viewtopic.php?pid=177214#p177214

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.The update 8.2 is available : http://pragmapragma.free.fr/soundrts-crazymod/We are glad that the development of SoundRTS continues. I will discuss with our group to see if we have other suggestions.Maybe there is a bug with the conversion. Sometimes, the converted unit doesnt attack immediatly.Another point, with the units that attack adjacent squares without see them, with a war fog and ennemies in the adjacent square, they block, and there is just the imperative order that can unblock.Thanks, and dont forget to update to 8.2 to access to the server.URL: http://forum.audiogames.net/viewtopic.php?pid=177216#p177216

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-17 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

I remember there was a time that teleportation had a limit of how many units could be teleported, I think it was 10 at the time so each mage could only teleport 10 units (although this could be modified in the rules). I dont remember why it was removed though, but it seems like it could maybe also help with the problem of teleportation being too overpowered.URL: http://forum.audiogames.net/viewtopic.php?pid=177217#p177217

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

About elementals, on maps where you start out with little resources and gathering resources are necessary, elementals might have the opposite problem: be too vulnerable to early rush attacks and take too long to build up (not sure since I havent tried this against human players). But if this is the case, then theyll be impractical to play on these maps as well. I think if they are made weaker but less costly to recruit, a better balance can be achieved with other races.URL: http://forum.audiogames.net/viewtopic.php?pid=177045#p177045

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hmm, maybe the stats of each elemental could be halved, with the resource and time costs being reduced to 60% of their current values?URL: http://forum.audiogames.net/viewtopic.php?pid=177054#p177054

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.In fact, in our maps, the player who chooses the elementals has to recruit 30 or 40 fairies immediatly and he builds other circles quickly. The best strategy is probably to occupy the biggest mines and woods from the begining of the game. Often, the elementals and the robotics are the first races to compete for the resources squares.But because the fairies fly and are not expensive, the elementals have an advantage that offsets their offensive weakness at the begining. They can install circles everywhere to take resources. Even if an ennemy destroys a circle, its usually profitable.We continue to think about it.URL: http://forum.audiogames.net/viewtopic.php?pid=177060#p177060

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Its odd, are you not convinced Pragma that elementals are overpowered? Honestly the medicinal plants and serenity trees being teleportable is a fairly minor balance issue, compared to elementals.URL: http://forum.audiogames.net/viewtopic.php?pid=177072#p177072

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hmm, makes me wonder who you play with. Perhaps we could play with them too? Though really, I dont understand how having fairies building elemental circles everywhere really helps elementals to be more balanced. Really all youre saying is that enemy players, if they want any chance of winning against them, have to fight for control of those goldmines and probably spread their already relatively poor armies thin doing it. On maps where resources are not an issue such as onj1, which gives you 4000 gold and wood, the problem is even bigger, because the only thing thats stopping you from building up an army of elemental ownage is recruitment and building times.The opposite problem, where elementals are weak in the beginning of a game that starts you off with few resources, is also untrue. They have the best ability to exploit resources before anyone else does. Yous aid so yourself in post 90. You say the following: In fact, in our maps, the player who chooses t
 he elementals has to recruit 30 or 40 fairies immediatly and he builds other circles quickly.This does not make sense to me, especially in the context of your argument, which is that elementals dont need denting because their incredible power is balanced out by their long recruitment time and huge resource costs. Other players can make the same number of peasant units as easily as an elemental player can make fairies. The fact that they can fly, though, is just another advantage of the elemental race, because they are the only peasant unit that can do this, so they will undoubtedly be the first to the squares that have big resources. So really, this statement doesnt help your argument that elementals dont need to be made less powerful. They do.URL: http://forum.audiogames.net/viewtopic.php?pid=177074#p177074

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Thanks KeyWasFull. For me, there are only 7 races, because elementals are just so unbalanced, and I feel as if its cheating to play them.URL: http://forum.audiogames.net/viewtopic.php?pid=177075#p177075

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi. Glad to know that you have decided to translate the mod. Its interesting that the rules have been evolved and tested by players. I wouldnt find the time and energy to evolve and test the rules of the races I wanted to add, so this mod is probably better and would allow me to focus on the code.I dont know yet what you think about including the mod in the official installer. Maybe at the moment you have a better flexibility with the current way of distributing. You can remove maps, add rules, change sounds without having to wait for me.On the other hand, and like in the past, I can try to change the code to allow things that are not possible yet. Changing the class of the trees to buildings is probably the simplest way with the current code. Changing the range to meters instead of next square might require lots of change with the units AI, so its not that simple. Creating impassable mountains (even for air units) like in Warcraft 3 is possib
 le but not so simple because the units AI will have to find a path around the mountains. Maybe use the same code for air and ground.According to automatic bug reports, there might be a bug in the current alpha version when trying to convert a unit. Im not sure how it can happen. Did you notice something wrong during a game?It seems that since mid 2013 the number of multiplayer games have suddenly collapsed. This is unusual. Maybe the new versions have broken something, I dont know. Maybe the small example mods (orcs, stone) I had added have fragmented the player base. Focusing on this mod might help. Not sure if I should keep the default rules. Need more thinking.URL: http://forum.audiogames.net/viewtopic.php?pid=177137#p177137

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

I think that the decline in multiplayer games is because the public server was shut down. A lot of people just dont have the inclination or the knowhow or the patience to set up their own servers and forward tport 300 through their routers and stuff.URL: http://forum.audiogames.net/viewtopic.php?pid=177141#p177141

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

@SoundMud: I think you should keep the existing rules, because they are a good starting point for newbies to familiarize themselves with game mechanics before adding additional races to the mix.URL: http://forum.audiogames.net/viewtopic.php?pid=177153#p177153

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

First of all, thanks soundmud for come to this topic. And for give to them your support.For suggestions for the game, and that are not too much difficult to implement, one parameter that makes one unit (or building) be uncontrollable by the owner, and that cast its effect (if it has) controlled randomly with a cool down time, or every x seconds. Including with it attack, self-defense, etc.Im not sure if the current behavior of special range parameter is ideal. Its necessary have two different flags to determinates if one unit (or building) can attack adjacent squares, and defend itself.Currently in the alpha, what are the properties of one thing that can be affected by bonus effect? And its possible add option to create passive skills (or upgrades), such like a attacks can make slower the foe. Or skills that paralyze units for a period of time change their speed to 0 for a few time.Currently only the can build o
 ptions requires as target a meadow? That is a good option, for spells or abilities, add one option that requires a one spell must be casted in a meadow (for example invoke one magic building) or have to cost paying life or resources to cast it. For example, one spell that requires sacrifices the caster to make a super summoning effect.Im thinking in this, because I Want to try create a race like a Zergs of starcraft. One race thats sacrifices its workers to mutate it into buildings. A, and all of their units are mutations of a basic unit created at the hatchery.Other parameter is if can add to requires trigger, the condition that the building is necessary be next to another. For example, for creating and add-on to some buildings.Well. More, and more stuff can be added to the game. The possibilities are infinite.And... soundmud, what are the main classes in the code of the game? Who of them are directly instantiated and who of them are ju
 st abstract class?Thanks.bye!URL: http://forum.audiogames.net/viewtopic.php?pid=177154#p177154

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-16 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

@SoundMUD: something that was brought up is weather you could make it so that units with special_range are also able to attack in its own square if a range is specified.Also, I was thinking, could you maybe add a flag that would make a unit unconvertible?URL: http://forum.audiogames.net/viewtopic.php?pid=177165#p177165

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

You could make spook lights buildings as well, because its silly to be able to create spook lights on the current square, then have a druid teleport the spook lights to the enemy squares. Im not sure if buildings can have decay though.URL: http://forum.audiogames.net/viewtopic.php?pid=176941#p176941

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The problem with harm levels is that they will affect your units as well. Buildings are probably the best solution. Once the spook lights are immobilised, maybe they should be summonnable on adjacent squares, since the aim is not to make them underpowered. It would be cool if exorcism was able to destroy them, but Im not sure how that would be possible.Also, please look into the elementals for the next version as well. I had another epic defeat against them yesterday despite a few conversions. There really is just no way to beat them, not when theyre being played by a human player anyway. Every other race has their weaknesses, the elementals should have some too.URL: http://forum.audiogames.net/viewtopic.php?pid=176942#p176942

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The problem with harm levels is that they will affect your units as well. Buildings are probably the best solution. Once the spook lights are immobilised, maybe they should be summonnable on adjacent squares, since the aim is not to make them underpowered. It would be cool if exorcism was able to destroy them, but Im not sure how that would be possible.Also, please look into the elementals for the next version as well. I had another epic defeat against them yesterday despite managing a few conversions. There really is just no way to beat them, not when theyre being played by a human player anyway. Every other race has their weaknesses, the elementals should have some too.I dont think teleporting them would be so bad, since you would lose a druid which you would need to have converted, and since spook lights are only temporary, it would probably not be worth it anyway.URL: ht
 tp://forum.audiogames.net/viewtopic.php?pid=176942#p176942

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The problem with harm levels is that they will affect your units as well. Buildings are probably the best solution. Once the spook lights are immobilised, maybe they should be summonnable on adjacent squares, since the aim is not to make them underpowered. It would be cool if exorcism was able to destroy them, but Im not sure how that would be possible.Also, please look into the elementals for the next version as well. I had another epic defeat against them yesterday despite managing a few conversions. There really is just no way to beat them, not when theyre being played by a human player anyway. Every other race has their weaknesses, the elementals should have some too.Edit: I dont think teleporting spook lights would be so bad, since you would lose a druid which you would need to have converted, and since the spook lights are only temporary, it would probably not be worth it anyway. Now Im curious, is it possible to teleport ally units?URL: http://forum.audiogames.net/viewtopic.php?pid=176942#p176942

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

I dont think the range modifier works for abilities, like you can only put square, nearby, or anywhere for abilities ranges.URL: http://forum.audiogames.net/viewtopic.php?pid=176954#p176954

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Its probably intended that they do not have mana regen.URL: http://forum.audiogames.net/viewtopic.php?pid=177037#p177037

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : dd via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

just an update, Im pretty sure this has been mentioned before but the units that can attack adjacent squares need to also have the site property, otherwise theyre useless and never attack anythingURL: http://forum.audiogames.net/viewtopic.php?pid=176913#p176913

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : dd via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

just an update, Im pretty sure this has been mentioned before but I think the units that can attack adjacent squares need to also have the site property, otherwise theyre useless and never attack anythingURL: http://forum.audiogames.net/viewtopic.php?pid=176913#p176913

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Its ok for units that can attack adjacently to not have sight range as well. You will just have to e.g build buildings, or have units there to provide the sight.URL: http://forum.audiogames.net/viewtopic.php?pid=176914#p176914

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

@VictoriousThanks for the answer of the elementals.Respecting of the maps, yep. The official maps of the mod (PRA and CAN (specially PRA)) all of them have a good starting structure. Some resources in the starting point, and good expansion squares. But, the old maps dont have this standard, and some of it, are bad to use with the mod. ¿Is possible to remove it of the releases of the mod? You have to change the ofisialMaps.txt in cfg folder, and put in it the names (and md5 checksum) of new official maps.Well, the spook-lights are really a problem. I confirm that is possible to move it, and use to spam the opponent. What is a good solution? Provide it a speed of 0 to they cant move? decrease the time of life of it? Or make it attackable. Currently is a bug of the game that effects unit are controllable vi the caster.@pragma:Take this, an update of tts file for Spanish languaje. With some friends of the group TyphloJuegos, We made some changes to some names. But, we prefer Latin-American variants of some words.https://dl.dropboxusercontent.com/u/8451597/tts.rarURL: http://forum.audiogames.net/viewtopic.php?pid=176921#p176921

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.Thank you sanslash332 and your group for this better translation. It will be included in the version 8.2 of course.About the spook lights, there is a bigger problem in fact. The plants and the trees are affected also. Because we dont want the plants and the trees can be teleported, we have put them like effects, instead of units. But in this way, the damages are disabled! So, currently, the plants and the trees dont attack. I dont know how we can do. To clarify, the teleportation of medicine plants and serenity trees must be prohibited, because with that, the elven become too strong.For the spook lights, we can immobilize them and give them 2 meters in range. The medicine plants and the serenity trees dont attack, they are not affected by the problem. There are just the carnivorous plants, the darkness trees and the sentinel trees that must be changed. Maybe we can consider they can be teleported? If we do that, it just will seem a b
 it strange that some plants can be teleported and not others.URL: http://forum.audiogames.net/viewtopic.php?pid=176929#p176929

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Changing spook lights, serenity trees and medicine plants to be classed as effects would cause some plants to be not teleportable, but thats probably the best solution. Also, remember that if they become effects, you cant kill them anymore. If the serenity tree becomes an effect, can you still use the recycle dead into medicinal plants ability?URL: http://forum.audiogames.net/viewtopic.php?pid=176938#p176938

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The serenity tree and medicine plant are already classed as effects, so that means that effects on a tile can be teleported along with regular units. My suggestion is to change them into buildings instead, because those wont get teleported.URL: http://forum.audiogames.net/viewtopic.php?pid=176938#p176938

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The serenity tree and medicine plant are already classed as effects, so that means that effects on a tile can be teleported along with regular units. My suggestion is to change them into buildings instead, because those wont get teleported.Also, can energy balls be improved? Right now, their range is too short for them to do anything before being killed.URL: http://forum.audiogames.net/viewtopic.php?pid=176938#p176938

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Well. First of all, we have to report this bugs to Gean to hell try repair them.I try to help gean with this bugs, but... I need time, and of course study the model of class of the game to find the correct sector when is necessary make the changes.Currently I am studying the source of the game, but find the bug... xDFor trees... currently what does the tree of darkness, sentinel tree or carnivore plants if they cant attack? They does nothing? Currently are useless effects?@oragma:For the spook lights, we can immobilize them and give them 2 meters in range. The medicine plants and the serenity trees dont attack, they are not affectedby the problem. There are just the carnivorous plants, the darkness trees and the sentinel trees that must be changed. Maybe we can consider they can beteleported? If we do that, it just will seem a bit strange that some plants can be teleported and not others.respecting the trees, y
 ou can change the damage of sentinel trees to arm level 1 (or 2) that affects only airborn units. The example are with the quicksand skill in the original rules.txtFor carnivorous plants and thorny plants, simply, put to it arm level x to damage only healable units. The necromancers have to take distance of it, and tree of darkness... jum delete the damage of it, but put one skill to create corpses.@keyIsFullMan, the source code isnt in library.zip file. That archives are the compiled python files, you cant modify or extract any line of code from it. The source code is distributed in github from this URL:https://github.com/soundmud/soundrtsYou have to clone it to modify, and make pull request to gean luck.@victorious:The serenity tree and medicine plant are already classed as effects, so that means that effects on a tile can be teleported along with regular units. Mysuggestion is to change them into buildings instead, because those wont get teleported.O, the solution of victorious is perfect! Try if possible use the summon command to invoke a building instead an effect or unit. If is possible do this, the solution is turn all trees and plants into buildings and all its OK with them. They can attack, they cant move, and they cant be teleported. however, the problem with spook-lights continue here. Definitely a temporal solution is reduce they speed to 0.URL: http://forum.audiogames.net/viewtopic.php?pid=176940#p176940

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Regarding the ajacent square attackers thing, we need at least 1 or 2 more spells that can deal damage to any unit no matter whether it is healable or undead or whatever. THe mage meteors spell is the only one I know of this type other than magnetic thunderstorm which targets random squares. Thunderbolt does damage to everything, but the damage is small and does not do residual damage. Remind of any others but I dont think there are. The spook light thing is almost certainly a bug, as you have to control them all using q and then 1. You can control deadly fog, evil fog etc the same way, but they cant moved at all.URL: http://forum.audiogames.net/viewtopic.php?pid=176777#p176777

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

I agree that the different maps are part of the strategy in terms of which race you should choose.Hmm, I looked at all the elementals and I couldve sworn I didnt see anything about adjacent squares, but looking again it seems you are right.Looks like your only option then is to get a few preferably airborn units very quickly and hope you can wreck your opponent before he makes one elemental. That does seem a bit limited strategy wise.I wonder if theres the infrastructure to develop the ability to mess with the stats of your opponents somehow. It would be quite nice if water elementals werent powerful, but had the ability to reduce the speed of your enemies for example. Or maybe thats an idea for a new race. I hope things like that are possible!URL: http://forum.audiogames.net/viewtopic.php?pid=176779#p176779

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Interesting, I always thought units with special range can also attack units on the same square if they have a range, only those who dont specify a normal range are only able to attack adjacent squares. But I just tested it and it doesnt work this way. Then what is the point of specifying ranges for units with special_range?@victorius: Good point about the robots, but that magnetic storm ability is practically useless because you cant choose where it should go, it literally just picks any random square on the entire map. And robot units damage is low compared to the technicals for example, but I can see how they would be useful against the undead.Im starting to think the technicals are my favourite race, they seem pretty powerful. And I was able to beat key is full with them, maybe only because he had already spent most of his units on you and had run out of gold.@Arjan: water elementals can do a lot of damage to adjacent squares; in
  that one game where you defeated me and pragma, all the ground units of my robot army were wiped out in seconds, and obviously the laser vessels didnt stand a chance after that. I was planning to try and convert an elemental with my magnetic tower, but my buildings also went so fast it was over before I could react.Elementals definitely need to be nerfed. Maybe take away their ability to attack adjacent squares, theyre powerful enough to just charge into any enemy square, they really dont need that. And if a unit has such a large splash range, it really shouldnt do that much damage, or it should have a long cooldown.URL: http://forum.audiogames.net/viewtopic.php?pid=176780#p176780

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Another idea for nurfing elementals besides removing the ajacent square thing, which is something that I agree with by the way, is to make it so that the research only improves the elemental which the tower recruits. So super life would only affect water elementals, super armor would only affect earths, etc, instead of having it affect all of them.URL: http://forum.audiogames.net/viewtopic.php?pid=176784#p176784

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.OK, I know now how spook lights are controlable. I just tested and it seems that in effect class, they become non-controllable.Catapults can attacks adjacent squares but have not range on their own square. On the contrary, all the others have a range parameter. Normaly, magnetic cannons for example should be to able to attack on their square.Yes, its true that water elemental can erase a square very fastly. But, like cannons of the robotics, he cannot see adjacent squares itself. Thus, to defend, its easy because elemental tower see the adjacent squares, but for an attack he requieres an air elemental to be efficient. In our games, if elementals loses the air elementals, they become more deffensive.Finally, perhaps we can enjoy the next update to increase the speed of airships to 1.66 or 1.75 for example. They would become faster than the walkers.URL: http://for
 um.audiogames.net/viewtopic.php?pid=176787#p176787

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

pragma, magnetic cannons cannot defend themselves against attackers in the same square, thats what we mean by the special range. I dont hink you can have a unit that can attack units in the current square as well as attack units in ajacent squares. You cano lny have 1 or the other.URL: http://forum.audiogames.net/viewtopic.php?pid=176795#p176795

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

pragma, magnetic cannons cannot defend themselves against attackers in the same square, thats what we mean by the special range. I dont hink you can have a unit that can attack units in the current square as well as attack units in ajacent squares. You cano lny have 1 or the other.Regarding the need for air elementals, I agree thats a shortcoming, but still its not much of one because you cant get anywhere close to attacking a squad of like 7 water elementals if they have just 1 air elemental. Also most of the spells that affect areas like deadly fog are useless against them. As I have said before, we need more spells like meteors and thunderbolt that damage everything.URL: http://forum.audiogames.net/viewtopic.php?pid=176795#p176795

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Maybe the special range thing is a bug, someone should mention it to Jean-Luc. It makes sense that if a unit has a range in addition to special_range it should be able to attack in both its own and adjacent squares. Also agree with everything that has been said about elementals. Another thing, the magnetic storm and unstable portal abilities are pretty useless. At least with the portal you can research one that is very useful, plus ending up on some random square can be interesting, especially since you can recall your units. But having the magnetic storm happen on any random square just seems pointless. Maybe you should make it so that it can be summoned on adjacent squares? Also, shouldnt the nimble archer clones maybe last a bit longer?URL: http://forum.audiogames.net/viewtopic.php?pid=176820#p176820

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Agreed about magnetic storm. I think unstable portal is fine just how it is, as a stepping stone for portal, probably one of the most powerful abilities in the entire game.URL: http://forum.audiogames.net/viewtopic.php?pid=176825#p176825

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

@Victorious:  its true that the variety of strategies and moves that you can do its been defined by the starting resources and distribution of them in the maps, but Im take examples from another RTS games.In starcraft, all official maps have a one standard starting structure for each starting point on each map, and all of the razes can balanced supposing that all have same opportunities of start the battle with the same access of resources.@pragma:when I tested the special range I change the range property of catapult, to secure that it is different than 0. An effectively, the catapult cant attack another catapult, while its having a range of 3 5 10 and 30. Of course with the special range in on. When I turned it to off, the catapult can attack.@Victoriousdoubt: the units that can attack adjacent squares needs vision to can attack it? For example, if the water elemental can attack adjacent squares, but not h
 ave a sight range, they effectively cant attack adjacent squares except when its next to an air elemental?respecting to thing that game must to be considered, is that in the maps, is necessary to have the option to make totally inaccessible a group of squares. In some maps they have a beautiful polygonal structure, but when airborn units came to the action, all of structure of the map will be destroyed. In other words, the capacity for specify squares that any unit cant walk through it, and is impossible target it for an skill.URL: http://forum.audiogames.net/viewtopic.php?pid=176828#p176828

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-13 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Yes, if the water elemental is not next to an air elemental that sees into adjacent squares, it wont attack.Most maps give each player equal resource/access to resources, in my experience.URL: http://forum.audiogames.net/viewtopic.php?pid=176831#p176831

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Id have to agree. This is why I mostly dont like playing against AI. This is such a strategy-heavy game that the element of strategy just cant be ignored. Unfortunately its rather hard to make truly strategic computer players.URL: http://forum.audiogames.net/viewtopic.php?pid=176675#p176675

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : nin via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

this mod is just awesome.. I really like it.. ah and now I can have zombies on my z maps.. URL: http://forum.audiogames.net/viewtopic.php?pid=176695#p176695

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Can spook lights be looked at - are they supposed to be player controllable or be able to move about? If darks can get enough lichs, spook lights can attack anywhere with impunity, and there is no way to stop them. I think they should be made killable or be unable to move, because I feel they are pretty overpowered.URL: http://forum.audiogames.net/viewtopic.php?pid=176713#p176713

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

I dont know... They seem really weak damage wise, but I suppose if you have enough of them...They only last for 2 minutes though, which really isnt that much time to do damage.URL: http://forum.audiogames.net/viewtopic.php?pid=176718#p176718

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

They move pretty fast, and being hit with never-ending waves of 30+ spook lights isnt fun, especially on large maps where the lichs responsible cant be easily found.URL: http://forum.audiogames.net/viewtopic.php?pid=176721#p176721

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

I agree with victorius, getting constantly attacked by those things and not being able to do anything about it just felt unfair. I lost my whole main square, even my most upgraded townhall building to them. Im not sure how they work, but I would suggest having them not able to move, and only able to be summoned on adjacent squares. Although, they did seem to be the only unit that really posed a threat, so maybe its there to buff that race a bit. Also, elementals are way too overpowered. And I dont really understand why people say robots are so powerful, their units are mostly pretty weak and do little damage, except for the plasma cannon, but that is ridiculously expensive to get and just not very practical when you need to gather those resources. Plus, it costs a lot to really just get started, and you are pretty vulnerable in the beginning.URL: http://forum.audiogames.net/viewtopic.ph
 p?pid=176723#p176723

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.Spook lights are not controlable and lichs can call them only on their square. Normaly, if you controle your adjacent squares, its difficult for lichs to install their spook lights in your square. Maybe I dont understand the problem, because its similar to the spells of savage race for example. In fact, the spells of the witch is more dangerous, because she can launch them from the adjacent square.URL: http://forum.audiogames.net/viewtopic.php?pid=176725#p176725

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

I will agree that elementals are pretty much unstoppable once they have established themselves. However this will probably just require different strategy. I won two games against robots with my elementals easily, but no one bothered to attack me before I already had lots of units...Also it doesnt seem elementals can defend themselves very well against attacks from adjacent squares, so perhaps that is something you should use to your advantage if you play against them.And maybe try to convert some of those elementals? not sure how effective this is, Im not so good at using abilities like convert and clone because I either do it too soon or too late. I guess it takes practice!URL: http://forum.audiogames.net/viewtopic.php?pid=176733#p176733

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

nah, water elementals have an ajcent square attack that has a gigantic damage radius, if I remember correctly. If you have enough of them they are unstoppable; you can throw any number of units at them and theyll just go down. It also doesnt help that the water elemental has 300 hp.URL: http://forum.audiogames.net/viewtopic.php?pid=176755#p176755

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hello pragma:First of all, thanks to you for create this awesome mod for sounrst; you have totally resurrected the game.Well, you must try to talk with Gean to integrate officially the mod in the releases of soundrts. You have managed to get the full potential of the game adding this eight awesome razes.Also, Ive some suggestions to add, o investigate to add in the future versions of the mod:The darks can use and take advantage of corpse of its opponents, but have a lots of problems when it battles against robots, or any race that non produces corpses. They needs one ability that produce corpses paying some manna or resources. This is possible. Ive programmed a little ability in a test mod to try it. For example, is a good option to put this ability in the three of tenebres (three of tenebres sounds better than three of dark xD).And other suggestion, is that traditional branch need a basic soldier like a formerly footman. The arc
 her is a good anti air unit, but is fragile and with a expensive cool down. Or, reduce the tier of stables.Other thing, is that you (or our) must propose a starting standard for all the map. In the maps that start with a few gold and woods, the expensive race have a very bad early game. But if the map is like a ONJ1, with 4000 g and w, the faster races can do nothing when fight against expensive.I propose that a good start is a one farm, the respective town all, five workers and 50 gold and woods. Also, the starting square for each player, must have one goldmine with some gold (not many) and one forest.With this, youll try to repair or made some official maps for have a fully balanced battle. Centering in a 1 vs. 1 battles.Next, try to invent another style of play for the races. For example one that all of its buildings can builds alone, without the support of one or more workers, but having the inconvenience that it cant be b
 uild faster putting more workers in it. Or another race that creates its unit mutating a one central unit, like the zergs of starcraft.Well, many things to create, many options. The potential of the game is enormous, and in the future, Gean can put a lot of more interesting options for customizing and create more skills, units, and styles of game.Thanks for all your effort in this mod. Continue with it and make it greater and greater.A, try to put different voices and alerts for each race. Human voices dont sounds good in undeads or robots xd.Bye!And sorry for my bad English.URL: http://forum.audiogames.net/viewtopic.php?pid=176758#p176758

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hello pragma:First of all, thanks to you for create this awesome mod for sounrst; you have totally resurrected the game.Well, you must try to talk with Gean to integrate officially the mod in the releases of soundrts. You have managed to get the full potential of the game adding this eight awesome razes.Also, Ive some suggestions to add, o investigate to add in the future versions of the mod:The darks can use and take advantage of corpse of its opponents, but have a lots of problems when it battles against robots, or any race that non produces corpses. They needs one ability that produce corpses paying some manna or resources. This is possible. Ive programmed a little ability in a test mod to try it. For example, is a good option to put this ability in the tree of tenebres (tree of tenebres sounds better than three of dark xD).And other suggestion, is that traditional branch need a basic soldier like a formerly footman. The arche
 r is a good anti air unit, but is fragile and with a expensive cool down. Or, reduce the tier of stables.Other thing, is that you (or our) must propose a starting standard for all the map. In the maps that start with a few gold and woods, the expensive race have a very bad early game. But if the map is like a ONJ1, with 4000 g and w, the faster races can do nothing when fight against expensive.I propose that a good start is a one farm, the respective town all, five workers and 50 gold and woods. Also, the starting square for each player, must have one goldmine with some gold (not many) and one forest.With this, youll try to repair or made some official maps for have a fully balanced battle. Centering in a 1 vs. 1 battles.Next, try to invent another style of play for the races. For example one that all of its buildings can builds alone, without the support of one or more workers, but having the inconvenience that it cant be bui
 ld faster putting more workers in it. Or another race that creates its unit mutating a one central unit, like the zergs of starcraft.Well, many things to create, many options. The potential of the game is enormous, and in the future, Gean can put a lot of more interesting options for customizing and create more skills, units, and styles of game.Thanks for all your effort in this mod. Continue with it and make it greater and greater.A, try to put different voices and alerts for each race. Human voices dont sounds good in undeads or robots xd.Bye!And sorry for my bad English.URL: http://forum.audiogames.net/viewtopic.php?pid=176758#p176758

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hello pragma:First of all, thanks to you for create this awesome mod for sounrst; you have totally resurrected the game.Well, you must try to talk with Gean to integrate officially the mod in the releases of soundrts. You have managed to get the full potential of the game adding this eight awesome razes.Also, Ive some suggestions to add, o investigate to add in the future versions of the mod:The darks can use and take advantage of corpse of its opponents, but have a lots of problems when it battles against robots, or any race that non produces corpses. They needs one ability that produce corpses paying some manna or resources. This is possible. Ive programmed a little ability in a test mod to try it. For example, is a good option to put this ability in the tree of tenebres (tree of tenebres sounds better than three of dark xD).And other suggestion, is that traditional branch need a basic soldier like a formerly footman. The arche
 r is a good anti air unit, but is fragile and with a expensive cool down. Or, reduce the tier of stables.Other thing, is that you (or our) must propose a starting standard for all the map. In the maps that start with a few gold and woods, the expensive race have a very bad early game. But if the map is like a ONJ1, with 4000 g and w, the faster races can do nothing when fight against expensive.I propose that a good start is a one farm, the respective town all, five workers and 50 gold and woods. Also, the starting square for each player, must have one goldmine with some gold (not many) and one forest.With this, youll try to repair or made some official maps for have a fully balanced battle. Centering in a 1 vs. 1 battles.Next, try to invent another style of play for the races. For example one that all of its buildings can builds alone, without the support of one or more workers, but having the inconvenience that it cant be bui
 ld faster putting more workers in it. Or another race that creates its unit mutating a one central unit, like the zergs of starcraft.Well, many things to create, many options. The potential of the game is enormous, and in the future, Gean can put a lot of more interesting options for customizing and create more skills, units, and styles of game.Thanks for all your effort in this mod. Continue with it and make it greater and greater.A, try to put different voices and alerts for each race. Human voices dont sounds good in undeads or robots xd.Bye!And sorry for my bad English.edit:one note: im verifing if the units with the option special range can atack in the same square, and the answer is no. I take the soundrts 1.2a8 without the mod, and i created a small map with only 1 square, and i put in it one catapult (previous modification of it option to range 3) one peasant, farm and town all (for each player) and the
  catapults doesnt atack. But, when i modified the parameter special range to 0, the catapult start to atack the enemy units... Interesting no?URL: http://forum.audiogames.net/viewtopic.php?pid=176758#p176758

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

@Pragma: it seems like spook lights are not supposed to be controllable, but they are. Ive been in battles where dark opponents just send waves of spook lights flying towards my square; his lichs did not have to be anywhere no me because you could make the spook light move. Probably a bug?@sanslash332: yes, units with special range (or able to attack adjacent tiles) cant defend themselves against units on the same square. I dont get what you mean about standards for maps though - its true that a lot of older maps were not made with crazy mod in mind, but the variety of starting resource and resource distribution throughout squares is part of what makes different strategies viable in different maps.URL: http://forum.audiogames.net/viewtopic.php?pid=176765#p176765

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

@Pragma: it seems like spook lights are not supposed to be controllable, but they are. Ive been in battles where dark opponents just send waves of spook lights flying towards my square; his lichs did not have to be anywhere near me because you could make the spook light move. Probably a bug?@sanslash332: yes, units with special range (or able to attack adjacent tiles) cant defend themselves against units on the same square. I dont get what you mean about standards for maps though - its true that a lot of older maps were not made with crazy mod in mind, but the variety of starting resource and resource distribution throughout squares is part of what makes different strategies viable in different maps.URL: http://forum.audiogames.net/viewtopic.php?pid=176765#p176765

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-12 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

@Pragma: it seems like spook lights are not supposed to be controllable, but they are. Ive been in battles where dark opponents just send waves of spook lights flying towards my square; his lichs did not have to be anywhere no me because you could make the spook light move. Probably a bug?@sanslash332: yes, units with special range (or able to attack adjacent tiles) cant defend themselves against units on the same square. I dont get what you mean about standards for maps though - its true that a lot of older maps were not made with crazy mod in mind, but the variety of starting resource and resource distribution throughout squares is part of what makes different strategies viable in different maps.@arjan: Im not sure if KeyWasFull or I would have beaten you if we had attacked you first, but we were too busy fighting each other I guess.@zakc93: lol robots are weak, but they do really fantastic damage - not just plasma cannons. In addition, 
 they have radar towers, which is the ultimate intel gathering tool, they have units that attack both airborn and ground units in adjacent squares which is amazing, magnetic thunderstorms that can wreck you if youre really unlucky, and their units are actually relatively cheap for the power they provide. Lets not forget that all of them except geeks are not healable, leave no corpse behind, do not require food, etc etc etc...URL: http://forum.audiogames.net/viewtopic.php?pid=176765#p176765

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

but if you have a flying unit and you use like green storm on a square the flying unit can just fly around it and avoid all the damge, unless you affect like every single square with that stuff which would basically inhibit all of your own units too. I still think that you should do something about it, bven though those units are cheap they are vulnerable to air units, especially air units that use splash damage like the bomber air ships. A n attck from a bomber airship can knock out tons every single snake on a tile. That just seems bad to me.URL: http://forum.audiogames.net/viewtopic.php?pid=176628#p176628

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The documentation has been updated for version 8.1, and can be found at https://dl.dropboxusercontent.com/u/213 … glish.html@Pragma: is it easier for you if you just link to this file? Otherwise, youll have to redownload it every time i update it, then post it to your site. I suggest having a link to the file hosted on my dropbox, but also have a backup link for the version stored on your site in case my link ever breaks.Good work on this update. BTW for the damage radius changes, were there changes to units other than the ones I specified - earth elemental tower, fire elemental tower, air elemental tower, fire elemental, aradite, plasma cannon, overheated plasma cannon and rogue?URL: http://forum.audiogames.net/viewtopic.php?pid=176634#p176634
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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The documentation has been updated for version 8.1, and can be found at https://dl.dropboxusercontent.com/u/213 … glish.html@Pragma: is it easier for you if you just link to this file? Otherwise, youll have to redownload it every time i update it, then post it to your site. I suggest having a link to the file hosted on my dropbox, but also have a backup link for the version stored on your site in case my link ever breaks.Good work and thanksthis for the update. BTW for the damage radius changes, were there changes to units other than the ones I specified - earth elemental tower, fire elemental tower, air elemental tower, fire elemental, aradite, plasma cannon, overheated plasma cannon and rogue?URL: http://forum.audiogames.net/viewtopic.php?pid=176634#p176634
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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

The documentation has been updated for version 8.1, and can be found at https://dl.dropboxusercontent.com/u/213 … glish.html@Pragma: is it easier for you if you just link to this file? Otherwise, youll have to redownload it every time i update it, then post it to your site. I suggest having a link to the file hosted on my dropbox, but also have a backup link for the version stored on your site in case my link ever breaks.Good work and thanks for the update. BTW for the damage radius changes, were there changes to units other than the ones I specified - earth elemental tower, fire elemental tower, air elemental tower, fire elemental, aradite, plasma cannon, overheated plasma cannon and rogue?URL: http://forum.audiogames.net/viewtopic.php?pid=176634#p176634
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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

Hi.I believe its OK for radius damage. There is just a mistake for the thestral, its not an undead unit.To learn to master the CrazyMod, dont forget that you can play with your friends in alliance against a CPU alliance. Maybe we should organize this kind of game. I think this way is more fun for the beginners.URL: http://forum.audiogames.net/viewtopic.php?pid=176645#p176645

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

User guide updated, apologies for the error.URL: http://forum.audiogames.net/viewtopic.php?pid=176671#p176671

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Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector


Re: SoundRTS and the CrazyMod (update 8.1)

User guide updated, apologies for the error.The aggressive AI is good for familiarizing players with the races but doesnt really prepare you for multiplayer because in my admittedly limited experience with multiplayer, the AI doesnt play like players at all. It doesnt use strategy, but is just a predefined list of units to recruit then send at you, and once you play the AI enough, their actions are always predictable. Not so for players though.URL: http://forum.audiogames.net/viewtopic.php?pid=176671#p176671

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