Re: SoundRTS and the CrazyMod (update 8.3)
That is reasonable in my opinion. That does add to the utility of certain units e.g having to use plasma cannons to overcome heavy armor.I cant promise any updates of the documentation as im pretty busy currently, but Ill do my best and let
Re: Tactical Battle 2.0
Yay, this new release is pretty exciting. Most map creaters have been using features in the development versions, and itll be great when non-beta testers get to try out the latest and greatest packs.
URL: http://forum.audiogames.net/viewtopic.php?pid=191906#p191906
Re: Tactical Battle 2.0
@zkline: I think Alans working on more detailed documentation for age of warlords.
URL: http://forum.audiogames.net/viewtopic.php?pid=192002#p192002
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Re: Audio Game Kit 1.0 released
can you write some proper documentation on the library usage? i.e function parameters, etc
URL: http://forum.audiogames.net/viewtopic.php?pid=192700#p192700
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Re: Prometheus: The Eternal Wars
How much content is there right now? As I understand it, the mud is in alpha/beta stages.
URL: http://forum.audiogames.net/viewtopic.php?pid=194029#p194029
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Re: Prometheus: The Eternal Wars
Blocking entire tor proxies or vpn servers seem extreme; youre probably much better off implementing anti-spam/abuse detection code for a more sustainable long-term solution.
URL: http://forum.audiogames.net/viewtopic.php?pid=194264#p194264
Re: Space exploration Browser game, Astro Galaxy
It looks like actions take real-world time to complete like travelling between star systems. is this right? It might be too slow paced for me then.
URL: http://forum.audiogames.net/viewtopic.php?pid=194535#p194535
Re: Space exploration Browser game, Astro Galaxy
How does combat work there?
URL: http://forum.audiogames.net/viewtopic.php?pid=194757#p194757
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Re: SoundRTS and the CrazyMod (update 8.3)
To address some of the points braught up earlier by defenders post:1. I agree that all adjacent square attackers suddenly being able to defend themselves from enemies even on the same square (because of a bug fix that was done in alpha 9) is
Re: SoundRTS and the CrazyMod (update 8.3)
If you compare centaurs to traditionals archers, youll see that offensively, traditional archers are a lot better with the benefit of being a lot cheaper. Centaurs are also really expensive compared to other units of its kind/class.
URL:
Re: grave of redemption: concept demo
I think hes busy now with school, but holidays are approaching soon.
URL: http://forum.audiogames.net/viewtopic.php?pid=197190#p197190
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Re: SoundRTS and the CrazyMod (update 8.3)
@Pragma: an automatic conversiongeneration of the documentation, even if it is just to fill in stats would be extremely appreciated. I use something called markdown which Is a simple notation for easily generating HTML. If it helps, this is the
Re: SoundRTS and the CrazyMod (update 8.3)
@Pragma: an automatic conversiongeneration of the documentation, even if it is just to fill in stats would be extremely appreciated. I use something called markdown which Is a simple notation for easily generating HTML. If it helps, this is the
Re: SoundRTS and the CrazyMod (update 8.3)
@SoundMud: have you tried profiling sound rts? The vermin race highlighted how much sound rts gets bogged down when having over a hundred units or more. Not sure if you have tried this, not sure if its applicable
Re: SoundRTS and the CrazyMod (update 8.3)
The new elven towers are kind of cool, but I dont really get the point of towers with sharp leaves. Even with the upgrades, their damage is still weaker than that of high guard towers, so I just end up using that instead.For towers that cloak, the
Re: SoundRTS and the CrazyMod (update 8.3)
The new elven towers are kind of cool, but I dont really get the point of towers with sharp leaves. Even with the upgrades, their damage is still weaker than that of high guard towers, so I just end up using that instead.For towers that cloak, the
Re: SoundRTS and the CrazyMod (update 8.3)
Maybe for the foggy tower, but then it really limits its usefulness. The same for the elven solar towers. I havent played against an elemental lately, so cant comment on mage, but it would fit.
URL:
Re: SoundRTS and the CrazyMod (update 8.3)
@Defender: elementals are not unstoppable if you know what youre doing. I think that the upgrades to the various races really change stuff and levels out the playing field a lot. Remember that fire elementals cant attack adjacent
Re: SoundRTS and the CrazyMod (update 8.3)
I think savages need a massive boost so that they can keep up with the other races. It was probably one of the most difficult races to play even before the updates to towers and the addition of these new races, but now they dont really stand a
Re: SoundRTS and the CrazyMod (update 8.3)
Im in the process of updating the documentation for the original 8 races, and will only do so for vermin and dark elf once this goes out of beta. As usual, it can be found at https://dl.dropboxusercontent.com/u/213 … glish.html@Pragma: The ardour
Re: SoundRTS and the CrazyMod (update 8.3)
Ive finished updating the dark and elven documentation. Darks and elves gained exceptionally useful towers. @Pragma: can you increase the damage of solar ray and/or allow it to be used on adjacent squares? The solar tower itself also does pretty
Re: SoundRTS and the CrazyMod (update 8.3)
Ive finished updating the dark and elven documentation. Darks and elves gained exceptionally useful towers. @Pragma: can you increase the damage of solar ray and/or allow it to be used on adjacent squares? The solar tower itself also does pretty
Re: SoundRTS and the CrazyMod (update 8.3)
Ah, the solar towers would make more sense then with damage types.If penetrating roots or vines or something could spread itself, that would be pretty interesting. If elephants had armor, then theyd be really useful as distraction units. Also,
Re: SoundRTS and the CrazyMod (update 8.2)
@SoundMud: its great that youre looking into implementing custom flags. The draft looks fine, though for specifying units/buildings to be immune from an effect, target_immunity for me is the better way to specify it. When youre working on the next
Re: SoundRTS and the CrazyMod (update 8.2)
Thanks for the updates SoundMud.URL: http://forum.audiogames.net/viewtopic.php?pid=177952#p177952
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Re: SoundRTS and the CrazyMod (update 8.2)
@Pragma: can you take a look at technical? I think that anti-air batteries might be overpowered, given that they can do 8.32 damage (after upgrades) per second with a damage radius of 1 metre. Maybe its rate of fire could be reduced to once every 1.5
Re: SoundRTS and the CrazyMod (update 8.2)
@SoundMud: can you enable first-letter navigation in the map selection menu, so if you typed js12 it would move you to that map immediately instead of having to manually arrow to the desired map?URL:
Re: SoundRTS and the CrazyMod (update 8.2)
I disagree about making crazy mod the default mod. The class sound rts rules should be the default because its easier to learn about the game when you only have 1 race to worry about, instead of 8, especially with some of the races like elementals and
Re: SoundRTS and the CrazyMod (update 8.2)
Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality
Re: SoundRTS and the CrazyMod (update 8.2)
Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality
Re: SoundRTS and the CrazyMod (update 8.2)
Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality
Re: SoundRTS and the CrazyMod (update 8.2)
@arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like sreen storm - since robots have so few hp, they will die very quickly to such a spell. Also,
Re: SoundRTS and the CrazyMod (update 8.2)
@arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like green storm - since robots have so few hp, they will die very quickly to such a spell. Also,
Re: SoundRTS and the CrazyMod (update 8.2)
@SoundMud: suggestion for the next alpha. Can the recruitment/construction/upgrade time cost be announced? For instance, recruit cwater elemental. Costs 75 gold, 125 wood, 200 seconds. And also, if a unit/building is currently executing an
Re: SoundRTS and the CrazyMod (update 8.2)
What is the format of the game logs?Thanks for considering this feature request.BTW, is it just me, or do maps with an extremely high number of meadows (like more than 20 per suare) cause large performance problems? On a map with lots of meadows
Re: Announcing release of Traders of Known Space
Agreed with dark. if an internet connection is required for anti piracy, then its much more acceptable if its used for things like scoreboards, or perhaps multiplayer modes in the future. That said though, Ive had bad experiences with things
Re: SoundRTS and the CrazyMod
[[wow]], this mod is awesome. Im in the process of translating the documentation, but its going to take some time. Im also adding more details, such as numerical attack/defence values, speed, and range as the original documentation does not include this
Re: SoundRTS and the CrazyMod
Because robotics are my favourite race so far, Ive spent some time writing documentation for robotics. I primarily used the rules.txt file rather than the French documentation, as it was not sufficiently detailed. Ill be doing technological next, and will update
Re: SoundRTS and the CrazyMod
Because robotics are my favourite race so far, Ive spent some time writing documentation for robotics. I primarily used the rules.txt file rather than the French documentation, as it was not sufficiently detailed. Ill be doing technological next, and will update
Re: SoundRTS and the CrazyMod
I was really confused about harm level. When my explosives magazine exploded, it did 192 hp damage on my airship factory, but in the rules file, it is at harm level 800. So 800 * 0.13 times 2 seconds should be 208 - is there anything wrong with my calculation? I
Re: SoundRTS and the CrazyMod
Because robotics are my favourite race so far, Ive spent some time writing documentation for robotics. I primarily used the rules.txt file rather than the French documentation, as it was not sufficiently detailed. Ill be doing technological next. Edit: lines marked
Re: SoundRTS and the CrazyMod
Because robotics are my favourite race so far, Ive spent some time writing documentation for robotics. I primarily used the rules.txt file rather than the French documentation, as it was not sufficiently detailed. Ill be doing technological next. Edit: lines marked
Re: SoundRTS and the CrazyMod
Technical raceTechnical race are powerful offensibly, capable of defeating the toughest enemies. However, to be properly used, technical units must be handled carefully so that units compensate for each others weaknesses. Pay close attention to the ability or
Re: SoundRTS and the CrazyMod
Technical raceTechnical race are powerful offensively, capable of defeating the toughest enemies. However, to be properly used, technical units must be handled carefully so that units compensate for each others weaknesses. Pay close attention to the ability or
Re: SoundRTS and the CrazyMod
Ive completed documentation for the elemental and elf race. Ive also converted everything into html with heading markup so that its much easier to navigate through the document. The link to the current state of documentation is at
Re: SoundRTS and the CrazyMod
The link has been updated with information the dark race.Yup, ill be happy if this gets put on your website and packaged with the .zip file with an acknowledgement that I did this documentation.Once Ive done testing on this special range thing Ill correct it.URL:
Re: SoundRTS and the CrazyMod
Documentation added for the traditional race. Only orcs and savage left!URL: http://forum.audiogames.net/viewtopic.php?pid=176349#p176349
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Re: SoundRTS and the CrazyMod
Thanks Brad. @Sevrior: theres already a server called sharhok or however its spelt. The problem is that I dont see anyone on there to play with URL: http://forum.audiogames.net/viewtopic.php?pid=176398#p176398
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Re: SoundRTS and the CrazyMod
Information has been added for the orc race.URL: http://forum.audiogames.net/viewtopic.php?pid=176420#p176420
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Re: SoundRTS and the CrazyMod
You cant join a game that has already started. To create a new game, choose start game, the map, then the speed that you wand. Then if there are people who are on but not in a game you can invite you can invite them.@Aaron: how do you check the current speed of the
Re: SoundRTS and the CrazyMod
Im proud to announce the completion of savage documentation. This means that the documentation is now complete! You can find it at https://dl.dropboxusercontent.com/u/213 … glish.htmlURL: http://forum.audiogames.net/viewtopic.php?pid=176496#p176496
Re: SoundRTS and the CrazyMod
Some suggestions:* extend the life of cloned archers. Since each nimble archer is only able to clone once, they should last longer than 10 seconds.* can you change the english translation for the high quality powder and highest quality powder upgrades to
Re: SoundRTS and the CrazyMod
Some suggestions:* extend the life of cloned archers. Since each nimble archer is only able to clone once, they should last longer than 10 seconds.* can you change the english translation for the high quality powder and highest quality powder upgrades to
Re: SoundRTS and the CrazyMod
Oh another suggestion that I forgot to mention: can the following units or buildings with the splash flag without a splash damage specified be fixed so they either dont have the splash flag, or have a damage radius added? earth elemental tower, fire elemental
Re: SoundRTS and the CrazyMod
Ah, thanks for implementing the changes. Any idea on when the new update will be out?URL: http://forum.audiogames.net/viewtopic.php?pid=176600#p176600
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Re: SoundRTS and the CrazyMod
One thing I noticed for the technical race is that the airships are really slow - all 4 ships move at only 1.3 metres per second. Can they be made faster? Its funny when rogues, and many ground-based units can outrun airships? The observation airship should be
Re: SoundRTS and the CrazyMod
One thing I noticed for the technical race is that the airships are really slow - all 4 ships move at only 1.3 metres per second. Can they be made faster? Its funny when peasants and many ground-based units can outrun airships. The observation airship should be
Re: SoundRTS and the CrazyMod
Ah, thanks for implementing the changes. Understood about clone. Any idea on when the new update will be out?URL: http://forum.audiogames.net/viewtopic.php?pid=176600#p176600
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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
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
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
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)
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
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)
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
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
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
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
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)
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:
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)
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
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:
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
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:
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)
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)
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)
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:
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)
@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:
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 8.2)
The documentation has been updated to reflect the changes made in version 8.2. As always, it can be found at https://dl.dropboxusercontent.com/u/213 … glish.htmlI love the improvements to technical airship speed and the fixes for spook lights.URL:
Re: SoundRTS and the CrazyMod (update 8.2)
@SoundMud: is it possible to have smarter AIs? E.G instead of just having a scripted list of things to build and recruit, the AI would be able to make smarter decisions about what to build, based on the encounters that it has had? Or alternatively, a
Re: Doomed
Whats the game about?
URL: http://forum.audiogames.net/viewtopic.php?pid=209102#p209102
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Re: SoundRTS and the CrazyMod (update 8.3)
Can you put the main sound rts website at the soundrts.fardelnetwork.net address? Itll solve the problem of residents of some countries being unable to access the site.
URL: http://forum.audiogames.net/viewtopic.php?pid=220920#p220920
Re: SoundRTS and the CrazyMod (update 8.3)
@Pragma: I cant access the link. The site seems to be down.
URL: http://forum.audiogames.net/viewtopic.php?pid=219678#p219678
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Re: SoundRTS and the CrazyMod (update 8.3)
ping pragmapragma.free.frPinging perso169-g5.free.fr [212.27.63.169] with 32 bytes of data: Request timed out.Request timed out.Request timed out.Request timed out.Ping statistics for 212.27.63.169: Packets: Sent = 4, Received = 0, Lost = 4 (100%
Re: SoundRTS and the CrazyMod (update 8.3)
ping pragmapragma.free.frPinging perso169-g5.free.fr [212.27.63.169] with 32 bytes of data: Request timed out.Request timed out.Request timed out.Request timed out.Ping statistics for 212.27.63.169: Packets: Sent = 4, Received = 0, Lost = 4 (100%
Re: SoundRTS and the CrazyMod (update 8.3)
I dont seem to be able to access any websites under free.fr. DNS is resolving correctly but the traceroute shows that it is hanging on this particular hop:18 371 ms 376 ms 365 ms bzn-9k-sys-f.intf.routers.proxad.net [212.27.58.225]Upon doing more
Re: SoundRTS and the CrazyMod (update 8.3)
@zakc93: Many thanks,
URL: http://forum.audiogames.net/viewtopic.php?pid=220033#p220033
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Re: AudioRTS Demo
I cant get the demo to work as well. Nothing happen when i press any keys, and i dont hear any speech at all. Tried it with and without screen reader running.The playthrough sounds really interesting though; what Id suggest is to add a learn sounds option.
URL:
Re: AudioRTS Demo
Yeah, I mean a more detailed tutorial for interface sounds.Still no luck with this latest demo.
URL: http://forum.audiogames.net/viewtopic.php?pid=222712#p222712
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Re: AudioRTS Demo
Yeah, I mean a more detailed tutorial for interface sounds.
URL: http://forum.audiogames.net/viewtopic.php?pid=222712#p222712
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Re: AudioRTS Demo
Win8.1 enterprise 64-bit here.
URL: http://forum.audiogames.net/viewtopic.php?pid=222764#p222764
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Re: Frandum, a primarily quest-based exploration Mud
How much content does this mud have, in terms of rooms/mobs/quests? And does it have a webpage?
URL: http://forum.audiogames.net/viewtopic.php?pid=226356#p226356
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Re: Environment Sweet
Is this an attempt at true 3d audio suitable for games?
URL: http://forum.audiogames.net/viewtopic.php?pid=240173#p240173
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Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released
I want to acknowledge KeyWasFull's and Shadow Mamba's role in helping to see this map pack to its completion. Though I came up with the original idea, they were instrumental, and did a lot of work to bring it to
Re: Tactical battle Demon Wars Cycle map 3 dungeon-crawl rpg released
Sorry, I think it was supposed to be removed. Its definitely beatable without that skill though.
URL: http://forum.audiogames.net/viewtopic.php?pid=248288#p248288
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Re: 100$ prize as Rocky's password scrambler is released
Unless you post a technical overview of the cryptographic operations used, I'd take this with a large dose of salt. For example, how is the password database encrypted? Is PBKDF2 used? Is authenticated encryption used? What libraries
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