[Audyssey] Awesome Homer

2011-09-12 Thread Jim Kitchen


Sorry if you all have seen this before.  I received nothing from the list from 
Friday until Sunday.


Awesome Homer log file for 09-09-2011  By Jim Kitchen 
On level 1 
You jumped 27 barrels

You destroyed 22 barrels
You avoided 1 giant bird
you destroyed 2 giant birds
Your score on level 1 was 284,344 points.
On level 2 
You made it to all 9 planes and to the helicopter 
Your score on level 2 was 250,785 points.

your total score is now 535,129 points.
On level 3 
With 30 shots, you hit all 30 projectiles 
Your score on level 3 was 281,562 points 
your total score is now 816,691 points.
On level 4 
You made it passed all 30 trees and down to the bottom of the mountain 
Your score on level 4 was 273,903 points.

your total score is now 1,090,594 points.
On level 5 
The combination to open the door was, 1, 6, 6, 6, 
You figured out the combination with 4 tries

Your score on level 5 was 257,528 points.
your total score is now 1,348,122 points.
On level 6 
You made it through the under ground caves to the parking garage 
Your score on level 6 was 282,811 points.

your total score is now 1,630,933 points.
On level 7 
You rescued Marge! 
Your score on level 7 was 510,601 points.

your total score is now 2,141,534 points.
For rescuing Marge, a 1,000,000 point bonus.
your total score is now 3,141,534 points.
which sets a new record, by 67,352 points. 
The record was 3,074,182 points. by Jim. on 8/8/2011


Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Phil Vlasak

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so 
this might be different  later. At the moment ctrl+o will pop up the list 
box of tracks that are found in the tracks folder that can be selected. 
when on a track doing stuff, ctrl+s will save the current state of things 
so that one can close the train and then run the program again and find 
they're right where they were doing exactly what they were doing when they 
hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close 
the train, open it again and you're going 85 miles per hour, traveling 
right where you were when you saved. Orriginally, it saved when you closed 
the train but it looks like not everyone is going to want it to work that 
way so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to pop 
up the dialogue as soon as you open the train for you to select a track. 
This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will get 
generic behavior.


harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so you can get up a good 
head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop too 
soon, or find you're about a quarter of a mile from it but going too 
slowly to be there any time inside of a decade. You get old waiting on it 
and speed things up a bit, only to go zooming past the station before 
you're aware of the fact. So we put in a beep that only plays if you're 
moving under 5 miles per hour. The beep indicates when you're within 
0.0001 miles of what ever object you happen to be that close to. for a 
station this allows you to stop pretty darned  close to where you want. 
You listen for that beep. You hear it and you hold down the letter k until 
the train comes to a hault. the beep only plays if you're moving and at a 
rate of under 5 miles per hour. So if you're zooming along you don't have 
to worry about that beep getting in the way of sound effects.


 - Original Message - 
 From: Valiant8086

 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's supposed to. It 
would appear, at least for now, that using .ini files doesn't slow the 
main loop down enough to bother with. this is good. At the moment we have 
an every day list box that popps up when you go to pick a track. The 
tracks are listed in there and the file extention is on the end, ini. 
Don't know if we should remove the extention from the list or not. You 
select the track you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't using any 
key commands yet that a screen reader could conflict with, but when key 
echo is on it's kind of bothersome as you hold down a button, like the 
letter i, to accelerate and the screen reader keeps saying the letter over 
and over again. I know a way to make the track select list box speak with 
SAPI if necessary. Don't know if the ok button could be spoken or not. 
We're using all SAPI for now and probably going to keep using a 
synthesizer of some sort since things are going to be so generic. When we 
have object names and such loading from a .ini file that anyone can create 
with any name they can think of, audio voiceovers won't work for reading 
names of those objects and all that good stuff. I wouldn't mind using the 
dll version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns 

[Audyssey] alter aeon fame question

2011-09-12 Thread john

Hi all,
	I was wondering if any of you would know of some relatively 
easy fame mobs that a level 25 would be able to solo. I kind of 
feel a little pressed for fame, so any help would be great.


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You can make changes or update your subscription via the web, at
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Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread dhruv kumar
I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the list
 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of things
 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when they

 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close
 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you closed

 the train but it looks like not everyone is going to want it to work that
 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to pop
 up the dialogue as soon as you open the train for you to select a track.
 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One will
 set the speed limit and the other will remove it so you can get up a good
 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on it
 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k until

 the train comes to a hault. the beep only plays if you're moving and at a
 rate of under 5 miles per hour. So if you're zooming along you don't have
 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs
 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we have
 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using any

 key commands yet that a screen reader could conflict with, but when key
 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter over

 and over again. I know a way to make the track select list box speak with
 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When we
 have object names and such loading from a .ini file that anyone can create

 with any name they can think of, audio voiceovers won't work for reading
 names of those objects and all that good stuff. I wouldn't mind using the
 dll version of ESpeak to tell the trooth. Right now the tr
 ain sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip it and run the train.exe file.
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and 

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Alfredo_The_Music_maker

Error (404) Cannot find the file.

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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread fred olver
no, that link didn't work for me.

Fred Olver

- Original Message - 
From: dhruv kumar kumardhru...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 7:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development


I think
 http://dl.dropbox.com/u/29360185/train.zip

 On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the 
 list
 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of 
 things
 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when 
 they

 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
 close
 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you 
 closed

 the train but it looks like not everyone is going to want it to work 
 that
 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to 
 pop
 up the dialogue as soon as you open the train for you to select a track.
 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One 
 will
 set the speed limit and the other will remove it so you can get up a 
 good
 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on 
 it
 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k 
 until

 the train comes to a hault. the beep only plays if you're moving and at 
 a
 rate of under 5 miles per hour. So if you're zooming along you don't 
 have
 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and 
 needs
 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we 
 have
 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using 
 any

 key commands yet that a screen reader could conflict with, but when key
 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter 
 over

 and over again. I know a way to make the track select list box speak 
 with
 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When 
 we
 have object names and such loading from a .ini file that anyone can 
 create

 with any name they can think of, audio voiceovers won't work for reading
 names of those objects and all that good stuff. I wouldn't mind using 
 the
 dll version of ESpeak to tell the trooth. Right now the tr
 ain sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip 

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Trouble

Well it worked here.

At 08:38 AM 9/12/2011, you wrote:

I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the list
 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of things
 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when they

 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close
 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you closed

 the train but it looks like not everyone is going to want it to work that
 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to pop
 up the dialogue as soon as you open the train for you to select a track.
 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One will
 set the speed limit and the other will remove it so you can get up a good
 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on it
 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k until

 the train comes to a hault. the beep only plays if you're moving and at a
 rate of under 5 miles per hour. So if you're zooming along you don't have
 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs
 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we have
 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using any

 key commands yet that a screen reader could conflict with, but when key
 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter over

 and over again. I know a way to make the track select list box speak with
 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When we
 have object names and such loading from a .ini file that anyone can create

 with any name they can think of, audio voiceovers won't work for reading
 names of those objects and all that good stuff. I wouldn't mind using the
 dll version of ESpeak to tell the trooth. Right now the tr
 ain sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip it and run the train.exe file.
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Jacob Kruger

Works fine for me - busy downloading right now.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: fred olver goodfo...@charter.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 3:00 PM
Subject: Re: [Audyssey] New accessible train simulator in development



no, that link didn't work for me.

Fred Olver

- Original Message - 
From: dhruv kumar kumardhru...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 7:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development



I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message -
From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so
this might be different  later. At the moment ctrl+o will pop up the 
list

box of tracks that are found in the tracks folder that can be selected.
when on a track doing stuff, ctrl+s will save the current state of 
things

so that one can close the train and then run the program again and find
they're right where they were doing exactly what they were doing when 
they


hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
close

the train, open it again and you're going 85 miles per hour, traveling
right where you were when you saved. Orriginally, it saved when you 
closed


the train but it looks like not everyone is going to want it to work 
that

way so at the moment saving is an option. the info is saved in an .ini
file called train.ini. that file can be deleted to cause the train to 
pop
up the dialogue as soon as you open the train for you to select a 
track.

This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will get
generic behavior.

harun mentioned the speed limit system we were thinking about. 
Basically
you use two objects that are pretty much just going to be signs. One 
will
set the speed limit and the other will remove it so you can get up a 
good

head of  steam again.

 When pulling up to a station it's hard, both in reality and in this
simulator to stop when you want to. You'll pass the station or stop too
soon, or find you're about a quarter of a mile from it but going too
slowly to be there any time inside of a decade. You get old waiting on 
it

and speed things up a bit, only to go zooming past the station before
you're aware of the fact. So we put in a beep that only plays if you're
moving under 5 miles per hour. The beep indicates when you're within
0.0001 miles of what ever object you happen to be that close to. for a
station this allows you to stop pretty darned  close to where you want.
You listen for that beep. You hear it and you hold down the letter k 
until


the train comes to a hault. the beep only plays if you're moving and at 
a
rate of under 5 miles per hour. So if you're zooming along you don't 
have

to worry about that beep getting in the way of sound effects.

 - Original Message -
 From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs

some serious work to get it to actually work like it's supposed to. It
would appear, at least for now, that using .ini files doesn't slow the
main loop down enough to bother with. this is good. At the moment we 
have

an every day list box that popps up when you go to pick a track. The
tracks are listed in there and the file extention is on the end, ini.
Don't know if we should remove the extention from the list or not. You
select the track you want and then tab to the ok button and press that.

 Right now all of the game except that is self voicing, though we
considered using the API for the screen reader if a compatible one
happened to be running to speak stuff instead of SAPI. We aren't using 
any


key commands yet that a screen reader could conflict with, but when key
echo is on it's kind of bothersome as you hold down a button, like the
letter i, to accelerate and the screen reader keeps saying the letter 
over


and over again. I know a way to make the track select list box speak 
with

SAPI if necessary. Don't know if the ok button could be spoken or not.
We're using all SAPI for now and probably going to keep using a
synthesizer of some sort since things are going to be so generic. When 
we
have object names and such loading from a .ini file that anyone can 
create


with any 

Re: [Audyssey] alter aeon fame question

2011-09-12 Thread Dennis Towne
John,

At level 25, you don't really need any fame yet.  As I recall, it's
only important around level 29, which is quite a few total levels away
from level 25.

The easiest way I've found to get fame is to find areas that say 'you
have none of the fame in this area' when you use the 'where' command.
If you go through these areas and make sure you explore/kill
everything, you'll get most of the fame.  When you're down to the last
fame in the area, the 'where fame' command will tell you what's left.

As I recall, there's around 30 fame hidden in the various areas on
kordan and archais.  You might want to look around there and use
'where fame' to see if you've missed any of it.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Mon, Sep 12, 2011 at 7:32 AM, john jpcarnemo...@comcast.net wrote:
 Hi all,
        I was wondering if any of you would know of some relatively easy fame
 mobs that a level 25 would be able to solo. I kind of feel a little pressed
 for fame, so any help would be great.

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Re: [Audyssey] alter aeon fame question

2011-09-12 Thread john
Ah, thanks. I didn't even know that was a command. I guess I like 
to be prepared and don't want to have to run fame when I want to 
level.


- Original Message -
From: Dennis Towne s...@xirr.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 12 Sep 2011 12:49:35 -0400
Subject: Re: [Audyssey] alter aeon fame question

John,

At level 25, you don't really need any fame yet.  As I recall, 
it's
only important around level 29, which is quite a few total levels 
away

from level 25.

The easiest way I've found to get fame is to find areas that say 
'you
have none of the fame in this area' when you use the 'where' 
command.

If you go through these areas and make sure you explore/kill
everything, you'll get most of the fame.  When you're down to the 
last
fame in the area, the 'where fame' command will tell you what's 
left.


As I recall, there's around 30 fame hidden in the various areas 
on

kordan and archais.  You might want to look around there and use
'where fame' to see if you've missed any of it.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


On Mon, Sep 12, 2011 at 7:32 AM, john jpcarnemo...@comcast.net 
wrote:

Hi all,
� � � 쟅 was wondering if any of you would know of some 
relatively easy fame
mobs that a level 25 would be able to solo. I kind of feel a 
little pressed

for fame, so any help would be great.

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Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Phil Vlasak

Hi Dhruv,
Thanks for the train sim link.
It worked for me and maybe some of them might have tried it too soon.
Is that a permanent drop box link for it or temporary?
Is their a developer and web page for more information?
Thanks,
Phil


- Original Message - 
From: dhruv kumar kumardhru...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 8:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development



I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?




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[Audyssey] Old train simulator found again

2011-09-12 Thread Phil Vlasak

Hi Folks,
I used to have the link to the SpoorSim train simulator back in 2005 on my 
games page, but the web site closed down.

I found it again on an FTP site and just downloaded the game.
SpoorSim_1_0.exe

SpoorSim Release 1.0
Charl Vockerodt, 2005
SpoorSim is a freeware train driving simulator programme featuring 
locomotives used by the South African Railways.
Garratt steam locomotive and  diesel-electric locomotive is at your 
disposal to be driven along a 100 mile fictional route.


ftp://61.132.255.250/download/TrainSim/SpoorSim/



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Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Lukáš Kakara

Hello, what I can do?
When I launch the game, this dialog view:
---
Error
---
The audio library could not be initialized.
---
OK
---

And how I can play this game, is it some manual?
Thank you very much.

Dne 12.9.2011 19:43, Phil Vlasak napsal(a):

Hi Dhruv,
Thanks for the train sim link.
It worked for me and maybe some of them might have tried it too soon.
Is that a permanent drop box link for it or temporary?
Is their a developer and web page for more information?
Thanks,
Phil


- Original Message - From: dhruv kumar kumardhru...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 8:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development



I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?




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Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Michael Amaro
Can someone tell me how to play this?  I have always been interested in 
trains
- Original Message - 
From: Trouble troub...@columbus.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 7:14 AM
Subject: Re: [Audyssey] New accessible train simulator in development



Well it worked here.

At 08:38 AM 9/12/2011, you wrote:

I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone 
 so
 this might be different  later. At the moment ctrl+o will pop up the 
 list
 box of tracks that are found in the tracks folder that can be 
 selected.
 when on a track doing stuff, ctrl+s will save the current state of 
 things
 so that one can close the train and then run the program again and 
 find
 they're right where they were doing exactly what they were doing when 
 they


 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
 close

 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you 
 closed


 the train but it looks like not everyone is going to want it to work 
 that

 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to 
 pop
 up the dialogue as soon as you open the train for you to select a 
 track.

 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. 
 Basically
 you use two objects that are pretty much just going to be signs. One 
 will
 set the speed limit and the other will remove it so you can get up a 
 good

 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop 
 too

 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on 
 it

 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if 
 you're

 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you 
 want.
 You listen for that beep. You hear it and you hold down the letter k 
 until


 the train comes to a hault. the beep only plays if you're moving and 
 at a
 rate of under 5 miles per hour. So if you're zooming along you don't 
 have

 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and 
 needs

 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we 
 have

 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press 
 that.


  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using 
 any


 key commands yet that a screen reader could conflict with, but when 
 key

 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter 
 over


 and over again. I know a way to make the track select list box speak 
 with

 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When 
 we
 have object names and such loading from a .ini file that anyone can 
 create


 with any name they can think of, audio voiceovers won't work for 
 reading
 names of those objects and all that good stuff. I wouldn't mind using 
 the

 dll version of ESpeak to tell the trooth. Right 

[Audyssey] Kingdoms Live

2011-09-12 Thread Raul A. Gallegos
	Hi, just want to let you know that I've recently begun playing Kingdoms 
Live on the iPhone. This is a cool game, and if anyone else who has an 
iOS device wants to play and perhaps join me on this game, let me know 
and I'll give you my army code. You can visit www.storm8.com for more 
info, or just search storm8 on the App store. They have several live 
games, but I'm giving this one a go first to see how I like it and how I 
end up sticking with it.


Thanks.

--
Raul A. Gallegos
4 out of 3 people have trouble with fractions
Twitter: http://twitter.com/rau47
Facebook: http://facebook.com/rgallegos74
Blog: http://www.RaulGallegos.com

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[Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread john

Hi all, and aprone in particular,
	This may be an early opinion (I've only been playing the new 
version for 20 minutes) but I'm liking most of the new sounds. 
The only ones I don't prefer are the pausing and unpausing game 
sounds, (The pausing seems a little harsh, and the unpausing can 
easily cover the sound of a tick. Also, I really liked the sound 
for when things happen, the new one just kind of grates on me. I 
don't mean to be critical, I'm just giving my highly personal 
opinions.


P.s:
	Also related to castaways, I have a challenge. After several 
hours of work, I have managed to get my multiplayer game entirely 
walled in and untouchable. I freely admit to having to reload my 
mission 3 save to get lucky on raids, and thus the challenge. If 
anyone can duplicate this (no limit on the size of the 
settlement, but it must be self-sustaining and contain all of 
your buildings) I would really like to know how you did it.


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Re: [Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread Jeremy Kaldobsky
I think there will be many differing opinions about the castaways sounds.  It 
is part of the downside to having the temporary ones around for so very long.  
People got used to them and it is always hard to make that kind of change.  The 
good news is that the sounds will remain as separate files so people can easily 
swap them out for ones they like better.

Congratulations on completely walling yourself in on mission 3, so far that is 
the only way I've been able to beat it on hard mode.  I've changed up my 
strategy a few times, but at the moment this is how I've managed to do it.  
Spoiler alert, of course.

This is on the default map.  I build my storehouse on O-28 and build 2 walls as 
soon as I have my settlement running well enough.  The first wall goes at O-30 
and the other wall goes at P-26.  This seals off a perfectly protected piece of 
land that has 10 tiles of usable space.  This isn't a very large piece of land, 
but 10 tiles gives me room for the storehouse, tavern, and 8 other buildings 
that I will need most.  This isn't enough room to last forever, but it is very 
good knowing you have those 10 buildings totally protected.

The next step is to try and defend myself as I expand outward to grab up more 
land.  My next piece of land gives me 15 tiles of space, but it requires 4 
walls to defend it completely.  Walls must go at L-7, I-11, L-13, and M-12.  If 
I can last long enough to get those walls built, that always gives me enough 
room to eventually beat the mission.  Studying the map looking for the best 
places to try and defend has been an ongoing process, so I'm pretty sure other 
people have come up with other places that are good for defending also.  I 
haven't played the new secondary map enough to find a favorite spot yet.

 Hi all, and aprone in particular,
     This may be an early opinion (I've only
 been playing the new version for 20 minutes) but I'm liking
 most of the new sounds. The only ones I don't prefer are the
 pausing and unpausing game sounds, (The pausing seems a
 little harsh, and the unpausing can easily cover the sound
 of a tick. Also, I really liked the sound for when things
 happen, the new one just kind of grates on me. I don't mean
 to be critical, I'm just giving my highly personal
 opinions.
 
 P.s:
     Also related to castaways, I have a
 challenge. After several hours of work, I have managed to
 get my multiplayer game entirely walled in and untouchable.
 I freely admit to having to reload my mission 3 save to get
 lucky on raids, and thus the challenge. If anyone can
 duplicate this (no limit on the size of the settlement, but
 it must be self-sustaining and contain all of your
 buildings) I would really like to know how you did it.


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Re: [Audyssey] Old train simulator found again

2011-09-12 Thread Bogdan Muresan
How to use the simulator? I do not know. There are not a clear instructions.

- Original Message -
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Date: Mon, 12 Sep 2011 13:47:40 -0400
Subject: [Audyssey] Old train simulator found again

 Hi Folks,
 I used to have the link to the SpoorSim train simulator back in 2005 on my
 games page, but the web site closed down.
 I found it again on an FTP site and just downloaded the game.
 SpoorSim_1_0.exe

 SpoorSim Release 1.0
 Charl Vockerodt, 2005
 SpoorSim is a freeware train driving simulator programme featuring
 locomotives used by the South African Railways.
 Garratt steam locomotive and  diesel-electric locomotive is at your
 disposal to be driven along a 100 mile fictional route.

 ftp://61.132.255.250/download/TrainSim/SpoorSim/



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Re: [Audyssey] alter aeon fame question

2011-09-12 Thread Dennis Towne
John,

If you keep your eye out for it with those commands, you'll know at
least a few places where you can get fame by the time you need it.
Most people end up with enough fame for level 30 by the time they need
it even if they don't try, so you'll probably be ahead of the pack by
then.

Good luck!

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com


2011/9/12 john jpcarnemo...@comcast.net:
 Ah, thanks. I didn't even know that was a command. I guess I like to be
 prepared and don't want to have to run fame when I want to level.

 - Original Message -
 From: Dennis Towne s...@xirr.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Mon, 12 Sep 2011 12:49:35 -0400
 Subject: Re: [Audyssey] alter aeon fame question

 John,

 At level 25, you don't really need any fame yet.  As I recall, it's
 only important around level 29, which is quite a few total levels away
 from level 25.

 The easiest way I've found to get fame is to find areas that say 'you
 have none of the fame in this area' when you use the 'where' command.
 If you go through these areas and make sure you explore/kill
 everything, you'll get most of the fame.  When you're down to the last
 fame in the area, the 'where fame' command will tell you what's left.

 As I recall, there's around 30 fame hidden in the various areas on
 kordan and archais.  You might want to look around there and use
 'where fame' to see if you've missed any of it.

 Dennis Towne

 Alter Aeon MUD
 http://www.alteraeon.com


 On Mon, Sep 12, 2011 at 7:32 AM, john jpcarnemo...@comcast.net wrote:
 Hi all,
        I was wondering if any of you would know of some relatively easy fame
 mobs that a level 25 would be able to solo. I kind of feel a little pressed
 for fame, so any help would be great.

 ---
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Re: [Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread john
That's way to subtle for me. I just built walls starting at p-20 
through p-31 through y-31 through y-20 and x-20 through q-20. 
It's a big square with all my buildings, and so far it's working 
beautifully. I've probably got 50 enemies on the map with only 
one or two more decoy catapults left.


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Re: [Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread Jeremy Kaldobsky
Wow!  I must say that is quite an impressive barricade you've put around your 
land.  I think any enemies would think twice before wanting to take on anyone 
who could construct such a titanic defense!  Haha, I know I would.

I can't remember if Cliff is a member from audyssey, but I saw earlier he asked 
on the server about a way to lower the game's volume to better hear his screen 
reader.  There isn't such a feature yet, but I've added it to the next update 
that I'm still coding.  I figure it will be useful to others as well, with the 
introduction of all of these new game sounds which might distract from the 
speech.

 That's way to subtle for me. I just
 built walls starting at p-20 through p-31 through y-31
 through y-20 and x-20 through q-20. It's a big square with
 all my buildings, and so far it's working beautifully. I've
 probably got 50 enemies on the map with only one or two more
 decoy catapults left.


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Re: [Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread Kai

Greetings Jeremy.

What I can do is render the sounds at a lower volume, too. I rendered them 
at full volume, and it doesn't step on my screen reader, but I realize this 
is probably not the case with everyone. Just give me a bit of time to add 
more sounds for some other events I thought of.


While I'm at it, if anyone has event suggestions, fire away.

kai

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 4:26 PM
Subject: Re: [Audyssey] My personal opinion on the castaways sounds


Wow!  I must say that is quite an impressive barricade you've put around 
your land.  I think any enemies would think twice before wanting to take 
on anyone who could construct such a titanic defense!  Haha, I know I 
would.


I can't remember if Cliff is a member from audyssey, but I saw earlier he 
asked on the server about a way to lower the game's volume to better hear 
his screen reader.  There isn't such a feature yet, but I've added it to 
the next update that I'm still coding.  I figure it will be useful to 
others as well, with the introduction of all of these new game sounds 
which might distract from the speech.



That's way to subtle for me. I just
built walls starting at p-20 through p-31 through y-31
through y-20 and x-20 through q-20. It's a big square with
all my buildings, and so far it's working beautifully. I've
probably got 50 enemies on the map with only one or two more
decoy catapults left.



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list,
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Re: [Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread Jeremy Kaldobsky
Kai, don't worry about lowering the volume of the sounds.  I have already put 
in code that lets people adjust it as they play.


 Greetings Jeremy.
 
 What I can do is render the sounds at a lower volume, too.
 I rendered them at full volume, and it doesn't step on my
 screen reader, but I realize this is probably not the case
 with everyone. Just give me a bit of time to add more sounds
 for some other events I thought of.
 
 While I'm at it, if anyone has event suggestions, fire
 away.
 
 kai


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Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread shaun everiss

no there were 2 projects.
The first I forgot who wrote it.
There was a track but you really did not have much to do.
my sighted friend played it ok I fiddled with it but there was not much to it.
There was a test 4 version but it never was completed.
Pkb also released a train sim.
I may still have it, it may also be on some sites, and other places 
where random dodgy software exist because i have seen it.
Development stopped for ages as did all projects for about 6 months 
before pkb finally died.
It was really not much different from spursim except you did have a 
slightly advanced track with control of steam or deesel  electric 
trains but no real mods ever came from it though it was more sim like.

Ofcause pkb was a predominantly autoit group, this was mainly before bgt.


Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in 
stone so this might be different  later. At the moment ctrl+o will 
pop up the list box of tracks that are found in the tracks folder 
that can be selected. when on a track doing stuff, ctrl+s will save 
the current state of things so that one can close the train and 
then run the program again and find they're right where they were 
doing exactly what they were doing when they hit ctrl+s. So you can 
be going 85 miles per hour and press ctrl+s, close the train, open 
it again and you're going 85 miles per hour, traveling right where 
you were when you saved. Orriginally, it saved when you closed the 
train but it looks like not everyone is going to want it to work 
that way so at the moment saving is an option. the info is saved in 
an .ini file called train.ini. that file can be deleted to cause 
the train to pop up the dialogue as soon as you open the train for 
you to select a track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in 
this simulator to stop when you want to. You'll pass the station 
or stop too soon, or find you're about a quarter of a mile from it 
but going too slowly to be there any time inside of a decade. You 
get old waiting on it and speed things up a bit, only to go 
zooming past the station before you're aware of the fact. So we 
put in a beep that only plays if you're moving under 5 miles per 
hour. The beep indicates when you're within 0.0001 miles of what 
ever object you happen to be that close to. for a station this 
allows you to stop pretty darned  close to where you want. You 
listen for that beep. You hear it and you hold down the letter k 
until the train comes to a hault. the beep only plays if you're 
moving and at a rate of under 5 miles per hour. So if you're 
zooming along you don't have to worry about that beep getting in 
the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit 
and needs some serious work to get it to actually work like it's 
supposed to. It would appear, at least for now, that using .ini 
files doesn't slow the main loop down enough to bother with. this 
is good. At the moment we have an every day list box that popps up 
when you go to pick a track. The tracks are listed in there and 
the file extention is on the end, ini. Don't know if we should 
remove the extention from the list or not. You select the track 
you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict 
with, but when key echo is on it's kind of bothersome as you hold 
down a button, like the letter i, to accelerate and the screen 
reader keeps saying the letter over and over again. I know a way 
to make the track select list box speak with SAPI if necessary. 
Don't know if the ok button could be spoken or not. We're using 
all SAPI for now and probably going to keep using a synthesizer of 
some sort since things are going to be so generic. When we have 
object names and such loading from a .ini file that 

Re: [Audyssey] My personal opinion on the castaways sounds

2011-09-12 Thread Hayden Presley
Hi,
All I suggest is changing the pause and upnause sounds...they are a little
obnoxious as they stand now.. But I like what you've done with the sounds
otherwise.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, September 12, 2011 7:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My personal opinion on the castaways sounds

Greetings Jeremy.

What I can do is render the sounds at a lower volume, too. I rendered them 
at full volume, and it doesn't step on my screen reader, but I realize this 
is probably not the case with everyone. Just give me a bit of time to add 
more sounds for some other events I thought of.

While I'm at it, if anyone has event suggestions, fire away.

kai

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 4:26 PM
Subject: Re: [Audyssey] My personal opinion on the castaways sounds


 Wow!  I must say that is quite an impressive barricade you've put around 
 your land.  I think any enemies would think twice before wanting to take 
 on anyone who could construct such a titanic defense!  Haha, I know I 
 would.

 I can't remember if Cliff is a member from audyssey, but I saw earlier he 
 asked on the server about a way to lower the game's volume to better hear 
 his screen reader.  There isn't such a feature yet, but I've added it to 
 the next update that I'm still coding.  I figure it will be useful to 
 others as well, with the introduction of all of these new game sounds 
 which might distract from the speech.

 That's way to subtle for me. I just
 built walls starting at p-20 through p-31 through y-31
 through y-20 and x-20 through q-20. It's a big square with
 all my buildings, and so far it's working beautifully. I've
 probably got 50 enemies on the map with only one or two more
 decoy catapults left.


 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the 
 list,
 please send E-mail to gamers-ow...@audyssey.org. 


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