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 don't remember why i

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

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

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) I'll 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

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 ___ Audiogames-reflector

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. I'm 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

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

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

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

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

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

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 don't have the inclination or the knowhow or the patience to set up their own servers and forward tport 300 through their router

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. It's interesting that the rules have been evolved and tested by players. I wouldn't find the time and energy to evolve and test the rules of the races I wanted to add, so this mod i

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

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 don't understand how having fairies building elemental circles everywhere really helps elementals to be more balanced. Really all you're saying is

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

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

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

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 haven't

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 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) @pragma:Good look, in the buildings' class, the trees and the plants seem to behave like we want. But they are concerned now by the abilities that affect buildings,maybe some players will notice this curiosity. About the spook lights, I think I wi

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) @pragma:Good look, in the buildings' class, the trees and the plants seem to behave like we want. But they are concerned now by the abilities that affect buildings,maybe some players will notice this curiosity. About the spook lights, I think I wi

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 don't 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 ___ Audio

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-15 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) Hi.Good look, in the buildings' class, the trees and the plants seem to behave like we want. But they are concerned now by the abilities that affect buildings, maybe some players will notice this curiosity. About the spook lights, I think I wi

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 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

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 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

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 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

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) 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. I'm not sure if buildings can have decay though.URL:

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 he'll 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 mak

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 won't get teleported.Also

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 won't get teleported.URL:

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 that's probably the best solution. Also, remember that if they become effects, you can't kill them anymo

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-14 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) not ebing able to tleport your serenity trees isn't much of a setback for the elf race because the druid can just create brand new serenity trees after porting. After all, it only takes 1 druid to port. So if you have 4, that still levves 3 druids

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 don't wan

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

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

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, I'm 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 they're useless and never attack anythingURL: http://forum.audiogames.net/vie

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, I'm pretty sure this has been mentioned before but the units that can attack adjacent squares need to also have the site property, otherwise they're useless and never attack anythingURL: http://forum.audiogames.net/viewtop

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 won't attack.Most maps give each player equal resource/access to resources, in my experience.URL: http://forum.audiogames.net/viewtopic.php?pid=1

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 I'm take examples from another RTS games.In starcraft, all official maps have

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

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

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, agreed with KeyWasFull. Whatever range you set, magnetic cannons, or any unit that has special range cannot defend itself against units on the same square. I'm positive because I've had my cannontower converted by an enemy, and it did

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, that's what we mean by the special range. I don't hink you can have a unit that can attack units  in the current square as well as attack units in ajace

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, that's what we mean by the special range. I don't hink you can have a unit that can attack units  in the current square as well as attack units in ajace

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

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

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 don't specify a normal range are only able to attack adjacent squares. But I just tested it and it doesn't

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 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 could've sworn I didn't see anything about adjacent squares, but looking again it seems you are right.

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) 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

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. I've 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

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. I've 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

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. I've 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

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

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

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

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 they'll just go down. It also doesn&#

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

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, it's difficult for lichs to install their spook lights in your square. Maybe I don't understand the problem, be

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. I'm not sure how they work, but I

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 isn't fun, especially on large maps where the lichs responsible can't be easily found.URL: http://forum.audiogames.net/viewtopic.php?pid=1767

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 don't 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 isn't that much time to do damage.URL: http://forum.audiogames.net/viewtopic.php?pid=1767

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

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 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS and the CrazyMod (update 8.1)

2014-06-11 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.1) I'd have to agree. This is why I mostly don't like playing against AI. This is such a strategy-heavy game that the element of strategy just can't be ignored. Unfortunately it's rather hard to make truly strategic comput

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 doesn't really prepare you for multiplayer because in my admittedly limited experience with multiplayer, the AI doesn't play li

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 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

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 it's OK for radius damage. There is just a mistake for the thestral, it's not an undead unit.To learn to master the CrazyMod, don't forget that you can play with your friends in alliance against a CPU alliance. Maybe we

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, you'll have to redownload it every time i upda

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, you'll have to redownload it every time i upda

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, you'll have to redownload it every time i upda

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