Re: [Audyssey] Table-top mapping.

2006-07-28 Thread allan thompson
Hi Chris,
I wish I could help you. But I have had that same problem. I have  always 
played with sighted players and had them help me position pieces but in 
general I couldn't come up with anything other than a crude grid system. But 
that sounds pretty much like excel so not much help there.
If you do find a solution, let us know, I am interested to see how you 
solved it.
sorry I couldnt help
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Christopher Bartlett" <[EMAIL PROTECTED]>
To: "gamers-audyssey.org" 
Sent: Friday, July 28, 2006 12:55 PM
Subject: [Audyssey] Table-top mapping.


> Hello.  For those of you who run table-top roleplaying games, like
> Dungeons and Dragons, what solutions have you found to maintain maps
> for complex battles.  In my current campaign, my nine players, plus 3
> NPCs, eight horses, wagon and baggage are about to be ambushed by
> fifteen brigands, who will in turn be ambushed by the ogre band they
> are fleeing from.  This makes for a bewildering array of targets to track.
>
> I'm using Excel to do the monkey-work of keeping track of initiative,
> HP, etc, but I need a solution for tracking a battlefield that's
> liable to encompass a one or two hundred square of terrain that
> varies from open hillside to dense woods.  I'm willing to provide
> detailed descriptions for my sighted players, but I want a way to
> track this sprawling fight for myself so I can tell the players what
> they see and what their opponents are doing.
>
> The description of the sprawling fight in the recent Audyssey gives
> me some hope that there might be a solution for this more elegant
> than an Excel sheet with positions marked on it.
>
> Chris Bartlett
>
>
>
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Re: [Audyssey] mostly gone for next two weeks

2006-07-30 Thread allan thompson
Congradulations Raul,
You  know, there comes a point in a persons life when they must put the 
joystick or keyboard away and actually do something important, something 
meaningful, something that. can cause grown  men to cry for happiness and 
women to sing for joy. something that makes your life and the lives of those 
around you full of  hope and gleeful expectation.
   . That event, that blessed event is what you are going to be doing. I 
have heard it is the most tremendous descision any person can make in their 
life. This single, most magnificent, wondorous, and important  event that 
truly defines a person's life forever ...going to the star trek experience 
in Las vegas. *grin*
Just kidding man. I just happened to get hitched a month  ago and I have 
never looked back.

congradulations again.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Raul A. Gallegos" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, July 30, 2006 2:32 PM
Subject: [Audyssey] mostly gone for next two weeks


> Hi everyone. Just letting you know that I'm currently in the final week
> before I lose my mind and get married on 5th August. After that I'll
> continue to lose my mind by going on a honeymoon to Vegas where we will
> visit many things including the Star Trek Experience.
>
> What this means is that I will not really be able to participate on the
> list much in the next couple of weeks. If you need to send me private
> email feel free to do so and I'll answer when I can.
>
> Many thanks and when next I write I'll be an institutionalized man.
>
> -- 
> By doing just a little every day, you can gradually let the task
> completely overwhelm you.
> Raul A. Gallegos ... IliwSsmc
>
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[Audyssey] stfc question

2006-08-17 Thread Allan Thompson
Hi guys,
Just got moved into my new place and I am getting the tail end of something 
about star trek final conflict. Was there an update to come out soon or 
something like that?
Thanks for the info.

The truth will set you free...
Jesus of Nazareth  33 AD 
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Re: [Audyssey] stfc question

2006-08-17 Thread Allan Thompson
Holy photons bat man!
I leave for a few days and look what happens, smile.
Thanks for the info, and it sounds like another  huge upgrade from the 
current version.
The way this is going, we will probably be able to build our own starships 
from the ground up.
thanks again and I am looking forward to seeing it when it is ready


The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, August 17, 2006 7:50 PM
Subject: Re: [Audyssey] stfc question


> Oh, boy.For the announcement official I suggest checking the list
> archives, but here is the short short version, because I am not going to
> rewrite the entire thing again.
> No, STFC isn't do out soon and the reason is I am majorly upgrading the
> games core engine. All new AI, I am adding more Borg ships, Klingons,
> Cardassians and Romulans. I am also adding in U.S.S. Sal Paulo another
> Defiant-Class ship. The engine is being converted to .NET Framework 2,
> going to be using inno setup for the installer, upgrading to DirectX
> 2006, and you are getting some new weapons. the Main deflector as per
> request is returning as well as antimatter mines to set up mine fields.
> Of course, the enemies will also be setting up mine fields as well. Only
> some of them are cloaked. Evil Grin.
>
>
>
> Allan Thompson wrote:
>> Hi guys,
>> Just got moved into my new place and I am getting the tail end of 
>> something about star trek final conflict. Was there an update to come out 
>> soon or something like that?
>> Thanks for the info.
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
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>>
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>
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[Audyssey] cell phone games

2006-08-19 Thread Allan Thompson
Hi gang,
I was going to be looking for a cell phone etc and so forth, and I was 
wondering if there was any games available for the blind to play on them. 
In addition, I was wondering how in depth those games might be? Having never 
owned a cell phone I have a hard time with playing games on a phone, other than 
phone tag, grin.
thanks in advance
The truth will set you free...
Jesus of Nazareth  33 AD 
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Re: [Audyssey] life2

2006-08-20 Thread Allan Thompson
Hi,
I had a similar problem and what I did was re do that main program which 
sets up the game menu. After words I put the new life game  in the folder 
again.
hope that helps

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, August 20, 2006 3:21 AM
Subject: [Audyssey] life2


> Hi all.
> anyone had this problem and knows how to fix it?
> I am testing speech apps and other things.
> I know some of these don't work in sapi right, but anyway, I have
> life 2.0 by jin kitchen when I load it, it plays the intro music then
> says error 429, active x object error.
> error in creating object.
> my question is what do I do?
> winlife 1.0 works, not 2.0.
>
>
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Re: [Audyssey] cell phone games

2006-08-23 Thread Allan Thompson
Hi Will,
I am uncertain what you mean by THEPSP. Is that a game or just a joke of 
some sort? I have never heard of that before.
thanks
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "will" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, August 23, 2006 4:44 AM
Subject: Re: [Audyssey] cell phone games


> HI
>
> WE COULD COUNT THEPSP i suppose
> regards, will
>
> - Original Message - 
> From: "ari" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Wednesday, August 23, 2006 9:24 AM
> Subject: Re: [Audyssey] cell phone games
>
>
>>I think the main thing about this discussion for me is what do you as a
>> blind person do on these long car journeys that goes on for hours. 
>> Sighted
>> guys have their Game Boys (we've now got some games for that), but apart
>> from this, what do we have? Correct me if I'm wrong, but if someone owns 
>> a
>> braillenote, their asn't games for that iether. To me it really looks 
>> like
>> we don't have much choice when it comes to mobile games?
>> Ari
>>
>>
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>
>
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Re: [Audyssey] cell phone games

2006-08-23 Thread Allan Thompson
Hi Ari,
What did you mean by the statement that we know have games for the game boy? 
Is there accessible gameboy games out there? Been out of the loop for a 
while so forgive my ignorance.
thanks
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "ari" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, August 23, 2006 4:24 AM
Subject: Re: [Audyssey] cell phone games


>I think the main thing about this discussion for me is what do you as a
> blind person do on these long car journeys that goes on for hours. Sighted
> guys have their Game Boys (we've now got some games for that), but apart
> from this, what do we have? Correct me if I'm wrong, but if someone owns a
> braillenote, their asn't games for that iether. To me it really looks like
> we don't have much choice when it comes to mobile games?
> Ari
>
>
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Re: [Audyssey] Miner STFC News.

2006-08-28 Thread Allan Thompson
Hi Tom,
The dynamic menus sound great, I am lloiking forward to  using them to kill 
some borgs with extreme predjudice. grin.
One question, and forgive me if you had mentioned this somewhere else. I was 
wondering if the weapons  firing choices will reflect the remaining left 
number of torpedoes or energy that might be available.
For instance, a player has three hundred quantums and fires 150 of them. 
When he goes to fire a second salvo using quantums, will the amount of 
quantums left, in this case 150,  be reflected in the choose number of 
quantums to fire menu?
Currently, these numbers aren't made available when choosing, but rather 
every ship has a standard choice to launch, I think a max of three hundred, 
even though the player might not have that amount available.
thanks, and I hope I asked that question right, grin.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Monday, August 28, 2006 4:02 PM
Subject: [Audyssey] Miner STFC News.


>
> Hi all,
> Just a quick news report about STFC. As the subject states STFC now has
> dynamic rather than static menus. What does this mean?
> With the new dynamic menu systems in the ships and stations menu,
> formally the vessels menu, destroyed ships will no longer show up in the
> list of options. That way only ships or stations that remain in your
> fleet will be listed.
> Another new change with dynamic menus is your status menus, weapons
> menus, and even your main menu will be customised to that specific ship
> or station.
> For example, if you are currently Deep Space 9 you will have no options
> for impulse drive, autopilot, warp, etc because it is a station not a
> ship. The new menu system is smart enough to realise that and removes
> certain navigational options from stations, but leaves them in for ships.
> Likewise your weapons menu will change to reflect the ship or station
> you are commanding. If you are playing for example, Defiant, you will
> have an option for a cloaking device. If you then switch to Enterprise
> the Ccloaking device option will be removed from your weapons menu.
> The status menu is also similar to the weapons menus. You will not be
> able to check status for something that does not exist for that ship. If
> you are Defiant or Sal Paulo you can check the status of the cloaking
> device. If you are anyone else the cloaking device will not be in the
> status menu. Since stations don't have warp drives that will not be in
> the menu when commanding a station.
> Another nice feature with the dynamic menus is when you end up on the
> main menu it will first announce the ship you are commanding followed by
> the prompt to select and command. This should help players remember
> which ship or station is currently being commanded
> One other new change is the bridge ambience is slightly changed
> depending on the type of starship or station you are commanding. This
> should help identify if you are commanding say a starship or a starbase,
> and also breaks up the constant sound of the same  ambience over and
> over again.
>
> Thomas Ward
> USA Games Entertainment
>
>
>
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Re: [Audyssey] Possible future for STFC.

2006-09-14 Thread Allan Thompson
Hi Tom,
I know I am in the minority when I say that I don't really enjoy real time 
sim games so much. Very rarely does one catch my interest for very long, and 
usually the game would have to just knock my socks off in order to get me to 
buy them.
So my vote is no. I know you are sick of stfc right now, but that feeling 
wont last.
I would work on something else, even develop some work for the real time 
bridge commander sim as a potential sequel, but I think you really need to 
stay the course with stfc. In the end, you will be glad you didn't give up 
on it, but stayed the course and finished a project.

take it easy ,
allan
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, September 14, 2006 5:13 AM
Subject: [Audyssey] Possible future for STFC.


>
> Hi listers,
> As all of you are now aware the original STFC source code is gone so I
> am going to have to rewrite the game from scratch or from near scratch
> no matter what I do. Over on the audyssey list Nicol was making a
> suggestion of making Trek 2000 real time. I'm wondering since I have to
> rewrite anyway how would you all feel if I just rewrote STFC as a real
> time game?
> If we stick with the same old turn based game it will be basicly the
> same only better than before.
> If we go to real time the game could be more like Lonewolf consisting of
> missions you would have to cary out against the Romulans, Breen,
> Klingons, Borg, Breen, etc...
> Since it is in real time you would have to play one ship and stick with
> it. However, I can imagine how fun it would to be say the Defiant and
> cloak and and attack various targets deep behind enemy lines, or you
> could be the Enterprise patroling the Romulan Neutral zone when you are
> jumped by the Romulans.
> What do you all think?
>
>
>
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[Audyssey] real time star trek ideas

2006-09-14 Thread Allan Thompson
Hi guys,
Well, I can see the demise of the old star trek final conflict game coming, 
alas, we barely knew thee.Parting is such sweet sorrow...wish I could do 
shakespeare in the original klingon, smile.
As for the real time ship command, I could think of some interesting ideas. One 
would be unlockable ships, allowing the player to control ships of other races 
such as the klingons and the romulans. How interesting would it be to control a 
breen  war ship? Or even a borg! That would be very cool.
Of course, the federation ships are good  and the diffrent missions would be 
fun I am sure.
What I would love to see is voice commands, although I think Tom did say that 
it doesn't work with the  voices he uses or something like that, I don't know, 
I am not that technical.
But how cool would it be to give an order like target klingon and fire phasers, 
or make it so. grin.
making missions and even making your own ships in utopia planetia would be cool 
too if it were possible to program in.
I have seen war games were they are part tactics and part real time, such as a 
game I used to play called Sea Battle on the old Intellivision. In that game, 
you have a fleet of ships and you must position them thru out a network of 
islands and obstacles in order to try to prevent the invasion fleet of an 
opponent. There was also mines too for tactics as well as mine sweepers. 
When two ships encountered each other, the format would change and the two 
ships or fleets would go into real time combat, with each ship having their own 
strengths and weaknesses. So maybe that might be an option for stfc, but again 
these are just ideas.
Anyway, those are my two cents .

 
The truth will set you free...
Jesus of Nazareth  33 AD 
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Re: [Audyssey] trek shareware question ideas

2006-09-15 Thread Allan Thompson
Hi Tom,
I am very sad to see sftc leave, when it was on the brink of really shining 
thru. True that trek 2000 is out there, but playing that game compared to 
stfc was like playing an atari 2600 next to a modern day computer. Sure, the 
atari 2600 has the very basic elements, but the diffrence makes it a whole 
new game.
Anyway, I was wondering that if you were going to do a shareware version of 
Stfc, how will that affect someone like me who has credit with USA games? 
Can it be applied to something like that?
thanks,
al

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, September 15, 2006 1:00 AM
Subject: Re: [Audyssey] real time star trek ideas


> Hi Allan,
> Yeah, it would be interesting to be able to command other races ships,
> but that is a bit of a complicated twist as you might imagine. I wish to
> do missions all from the Federation perspective, and if I started other
> races then we are talking missions all from their perspective, and so on.
> As for voice commands perhaps someday I could. It would be a matter of
> including Sapi in to the game, and building in a home made dictation
> program that excepted orders, and so on. Very cool, but I think we need
> a game engine first.
> As for suggestion three I have mentioned this bfore right now it looks
> likely you can pick the class and name of the ship you want to play and
> from there you can carry out adventures from there.
> As for the original STFC I've been thinking about that and it is likely
> I will disable the demo feature by dropping my stable *.exe file in
> repack the game, and post it for shareware for gamers to enjoy. Not much
> else I can do with it.
>
>
> Allan Thompson wrote:
>> Hi guys,
>> Well, I can see the demise of the old star trek final conflict game 
>> coming, alas, we barely knew thee.Parting is such sweet sorrow...wish I 
>> could do shakespeare in the original klingon, smile.
>> As for the real time ship command, I could think of some interesting 
>> ideas. One would be unlockable ships, allowing the player to control 
>> ships of other races such as the klingons and the romulans. How 
>> interesting would it be to control a breen  war ship? Or even a borg! 
>> That would be very cool.
>> Of course, the federation ships are good  and the diffrent missions would 
>> be fun I am sure.
>> What I would love to see is voice commands, although I think Tom did say 
>> that it doesn't work with the  voices he uses or something like that, I 
>> don't know, I am not that technical.
>> But how cool would it be to give an order like target klingon and fire 
>> phasers, or make it so. grin.
>> making missions and even making your own ships in utopia planetia would 
>> be cool too if it were possible to program in.
>> I have seen war games were they are part tactics and part real time, such 
>> as a game I used to play called Sea Battle on the old Intellivision. In 
>> that game, you have a fleet of ships and you must position them thru out 
>> a network of islands and obstacles in order to try to prevent the 
>> invasion fleet of an opponent. There was also mines too for tactics as 
>> well as mine sweepers.
>> When two ships encountered each other, the format would change and the 
>> two ships or fleets would go into real time combat, with each ship having 
>> their own strengths and weaknesses. So maybe that might be an option for 
>> stfc, but again these are just ideas.
>> Anyway, those are my two cents .
>>
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
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>>
>
>
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Re: [Audyssey] Possible future for STFC.

2006-09-15 Thread Allan Thompson
Hi Ken,
I don't agree with you on that point. Should  tom drop Monty because we 
already have a side scroller game super liam? Of course not, because  even 
if the game is the same type, it was truly a very diffrent experience. Look 
at all those sudoku games out there, at least three from my last count. Each 
one is probably diffrent in some ways than others and perhaps provides a 
diffrent experience with that game type. I couldn't get into the game 
concept, which gave me math homework nightmares, , but I did try a few and 
got diffrent levels of enjoyment out of each.
well, thats my two cents,grin
al

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>; "Gamers Discussion list" 

Sent: Friday, September 15, 2006 2:04 AM
Subject: Re: [Audyssey] Possible future for STFC.


> Frankly, there is already a very good turn-based star trek battle game 
> out,
> written by GMA games.  I know that STFC had a lot of differences, but the
> basic idea has been done--but a real time game now--that would rock!  It
> would be cool to be able to navigate the ships through asteroid belts and
> stuff like that too, as you're flying off to carry out your mission.  I
> would love it.
> - Original Message - 
> From: "Reinhard Stebner" <[EMAIL PROTECTED]>
> To: "'Gamers Discussion list'" 
> Sent: Thursday, September 14, 2006 10:28 AM
> Subject: Re: [Audyssey] Possible future for STFC.
>
>
>>I like this idea better.  I was also wondering how you are going to deal
>> with the copy write conflicts?
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
>> Behalf Of Thomas Ward
>> Sent: Thursday, September 14, 2006 4:14 AM
>> To: Gamers Discussion list
>> Subject: [Audyssey] Possible future for STFC.
>>
>>
>> Hi listers,
>> As all of you are now aware the original STFC source code is gone so I
>> am going to have to rewrite the game from scratch or from near scratch
>> no matter what I do. Over on the audyssey list Nicol was making a
>> suggestion of making Trek 2000 real time. I'm wondering since I have to
>> rewrite anyway how would you all feel if I just rewrote STFC as a real
>> time game?
>> If we stick with the same old turn based game it will be basicly the
>> same only better than before.
>> If we go to real time the game could be more like Lonewolf consisting of
>> missions you would have to cary out against the Romulans, Breen,
>> Klingons, Borg, Breen, etc...
>> Since it is in real time you would have to play one ship and stick with
>> it. However, I can imagine how fun it would to be say the Defiant and
>> cloak and and attack various targets deep behind enemy lines, or you
>> could be the Enterprise patroling the Romulan Neutral zone when you are
>> jumped by the Romulans.
>> What do you all think?
>>
>>
>>
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Re: [Audyssey] real time star trek ideas

2006-09-15 Thread Allan Thompson
Hi tom,
I guess what I meant was something more akin to a holodeck level. As a 
person continues on in the missions of the game, and succeeds perhaps a ship 
that was fought against is unlocked in that holodeck trainer. There it can 
be practiced against in holodeck fighting or flown fighting some random 
enemy. Since it is a holodeck, it doesn't matter which group you are 
fighting, you could choose to fly the defiant against federation ships etc 
and so forth.
The holodeck could be something that  a person could go to and  practice 
fighting other ships and practicing up or just getting to know the lay out 
of things without messing with a normal mission.
I hope this is at least an interesting idea, and I have seen this done 
before in other star ship games to help players get a bearing on playing and 
having an oppurtunity to shake things up etc and so forth.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, September 15, 2006 1:00 AM
Subject: Re: [Audyssey] real time star trek ideas


> Hi Allan,
> Yeah, it would be interesting to be able to command other races ships,
> but that is a bit of a complicated twist as you might imagine. I wish to
> do missions all from the Federation perspective, and if I started other
> races then we are talking missions all from their perspective, and so on.
> As for voice commands perhaps someday I could. It would be a matter of
> including Sapi in to the game, and building in a home made dictation
> program that excepted orders, and so on. Very cool, but I think we need
> a game engine first.
> As for suggestion three I have mentioned this bfore right now it looks
> likely you can pick the class and name of the ship you want to play and
> from there you can carry out adventures from there.
> As for the original STFC I've been thinking about that and it is likely
> I will disable the demo feature by dropping my stable *.exe file in
> repack the game, and post it for shareware for gamers to enjoy. Not much
> else I can do with it.
>
>
> Allan Thompson wrote:
>> Hi guys,
>> Well, I can see the demise of the old star trek final conflict game 
>> coming, alas, we barely knew thee.Parting is such sweet sorrow...wish I 
>> could do shakespeare in the original klingon, smile.
>> As for the real time ship command, I could think of some interesting 
>> ideas. One would be unlockable ships, allowing the player to control 
>> ships of other races such as the klingons and the romulans. How 
>> interesting would it be to control a breen  war ship? Or even a borg! 
>> That would be very cool.
>> Of course, the federation ships are good  and the diffrent missions would 
>> be fun I am sure.
>> What I would love to see is voice commands, although I think Tom did say 
>> that it doesn't work with the  voices he uses or something like that, I 
>> don't know, I am not that technical.
>> But how cool would it be to give an order like target klingon and fire 
>> phasers, or make it so. grin.
>> making missions and even making your own ships in utopia planetia would 
>> be cool too if it were possible to program in.
>> I have seen war games were they are part tactics and part real time, such 
>> as a game I used to play called Sea Battle on the old Intellivision. In 
>> that game, you have a fleet of ships and you must position them thru out 
>> a network of islands and obstacles in order to try to prevent the 
>> invasion fleet of an opponent. There was also mines too for tactics as 
>> well as mine sweepers.
>> When two ships encountered each other, the format would change and the 
>> two ships or fleets would go into real time combat, with each ship having 
>> their own strengths and weaknesses. So maybe that might be an option for 
>> stfc, but again these are just ideas.
>> Anyway, those are my two cents .
>>
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
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Re: [Audyssey] STFC generic vs popular starships.

2006-09-15 Thread Allan Thompson
Hi Tom,
There is a lot of good and bad points for both paths you suggest. 
Personally, I like the ability to have variety, and just playing the popular 
ships would get old after a while.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, September 15, 2006 11:34 AM
Subject: [Audyssey] STFC generic vs popular starships.


> Hi all,
> While I am working on the design documentation for the real time Trek
> game I'm wondering about something. While there are several classes of
> starships I can include in the game most of the ships are unfamiliar to
> all but the true Star Trek follower. Here is an example of what I mean.
> There is the Sovereign-class, and the most popular ship of the class is
> Enterprise E. My guess is most people are going to want to be Enterprise
> and ignore any other ships of the class such as Monarchy, Seleya, etc in
> favor of the ship they know. Although, game play using either of the
> ships would be identical. However, it might be a change of pace to play
> out an adventure for a ship we don't know as well.
> On the other hand we have other classes such as the Intrepid. The most
> popular ship of that class is U.S.S. Voyager. However, I have seen other
> ones mentioned or seen briefly on DS9 during the dominion war such as
> the U.S.S. Haden.
> Bottom line is do you guys like the option of choosing less known ships
> or would you rather I just use the most popular ship of each class and
> pick from those. For example, Defiant, Enterprise, Voyager, etc...
> If we use less known ships as well like Seleya it won't preform any
> different from Enterprise, but have a different name. If I added other
> Intrepid class ships like Hayden and Itasca they will perform the same
> as Voyager, but be a different ship.
> Since we are talking about multiple ships and classes do you guys want a
> wide range of classes to pick from. For example, the Excelsior-class is
> a very old class, but they were used clear up in to the DS9 era ships
> like U.S.S. Pendragon. They aren't as well armed as the Sovereign-class,
> are better armed than the Intrepid-class, but are very slow compared to
> modern standards. Most modern designs do warp 9.7 and above with the
> Excelsiors only doing warp 9.4. However, all Excelsior-Class ships in
> the TNG and DS9 era have been upgraded with the Type X phaser array and
> carry a torpedo payload of 120. Double that of the Intrepid-Class,
> probably good enough for a slug fight, but not good if speed is critical
> to the mission.
> Then, you have the Saber-Class frigates. From all I have read on them
> they are pretty much like an Intrepid-Class armourment and speed wise,
> but rather than just photons some of them carry quantums as well.
> So anothr question is how much does difference matter? Are you guys more
> interested in justplaying the popular ships we know and love or are you
> interested more in a true sim style game where you can basicly make up
> your ship with all the features you want based on known classes, and you
> can pick class and name of your ship?
>
>
>
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Re: [Audyssey] real time star trek ideas

2006-09-15 Thread Allan Thompson
Tom,
Sure, you could do that, just call it Lone Wolf: the next generation, grin. 
Just kidding man.
I like having some kind of training mission to learn the complexity of 
running a star ship, but I also like getting into a quick fight with  stuff 
without dealing with missions and mission objectives. That is why a holodeck 
fight club would be nice to use any ship against any enemy to blow things up 
real good.
I love the smell of anti matter in the morning, smile
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, September 15, 2006 10:57 AM
Subject: Re: [Audyssey] real time star trek ideas


> Hi Allan,
> Either that or just have a built in training mission like in LW where
> you can go to a training center outside of the shipyards or space doc
> where you run exorsizes against fellow Federation ships or even cargo
> ships, etc...
> You can practice sensor scans, firing, maneuvering, etc...
>
> Allan Thompson wrote:
>> Hi tom,
>> I guess what I meant was something more akin to a holodeck level. As a
>> person continues on in the missions of the game, and succeeds perhaps a 
>> ship
>> that was fought against is unlocked in that holodeck trainer. There it 
>> can
>> be practiced against in holodeck fighting or flown fighting some random
>> enemy. Since it is a holodeck, it doesn't matter which group you are
>> fighting, you could choose to fly the defiant against federation ships 
>> etc
>> and so forth.
>> The holodeck could be something that  a person could go to and  practice
>> fighting other ships and practicing up or just getting to know the lay 
>> out
>> of things without messing with a normal mission.
>> I hope this is at least an interesting idea, and I have seen this done
>> before in other star ship games to help players get a bearing on playing 
>> and
>> having an oppurtunity to shake things up etc and so forth.
>>
>
>
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Re: [Audyssey] STFC generic vs popular starships.

2006-09-15 Thread Allan Thompson
Hi tom,
Interesting thoughts. Probably choosing owns own ship class and attributes 
would be better, or at least more fun.
As a side note, what about crew? I can put the enterprise right next to 
another galaxy class ship and say they are the same, but the crew of the 
enterprise really rises the  bar. Will crew on ships have ratings or have 
some effect on overall ship performance?
For example,  a good weapons officer could hit targets more accuratly and do 
more damage than a poor one, an engineer of excellent ability could get more 
power for the ship for shields were an average one might not.
Just some thoughts on the subject.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, September 15, 2006 11:34 AM
Subject: [Audyssey] STFC generic vs popular starships.


> Hi all,
> While I am working on the design documentation for the real time Trek
> game I'm wondering about something. While there are several classes of
> starships I can include in the game most of the ships are unfamiliar to
> all but the true Star Trek follower. Here is an example of what I mean.
> There is the Sovereign-class, and the most popular ship of the class is
> Enterprise E. My guess is most people are going to want to be Enterprise
> and ignore any other ships of the class such as Monarchy, Seleya, etc in
> favor of the ship they know. Although, game play using either of the
> ships would be identical. However, it might be a change of pace to play
> out an adventure for a ship we don't know as well.
> On the other hand we have other classes such as the Intrepid. The most
> popular ship of that class is U.S.S. Voyager. However, I have seen other
> ones mentioned or seen briefly on DS9 during the dominion war such as
> the U.S.S. Haden.
> Bottom line is do you guys like the option of choosing less known ships
> or would you rather I just use the most popular ship of each class and
> pick from those. For example, Defiant, Enterprise, Voyager, etc...
> If we use less known ships as well like Seleya it won't preform any
> different from Enterprise, but have a different name. If I added other
> Intrepid class ships like Hayden and Itasca they will perform the same
> as Voyager, but be a different ship.
> Since we are talking about multiple ships and classes do you guys want a
> wide range of classes to pick from. For example, the Excelsior-class is
> a very old class, but they were used clear up in to the DS9 era ships
> like U.S.S. Pendragon. They aren't as well armed as the Sovereign-class,
> are better armed than the Intrepid-class, but are very slow compared to
> modern standards. Most modern designs do warp 9.7 and above with the
> Excelsiors only doing warp 9.4. However, all Excelsior-Class ships in
> the TNG and DS9 era have been upgraded with the Type X phaser array and
> carry a torpedo payload of 120. Double that of the Intrepid-Class,
> probably good enough for a slug fight, but not good if speed is critical
> to the mission.
> Then, you have the Saber-Class frigates. From all I have read on them
> they are pretty much like an Intrepid-Class armourment and speed wise,
> but rather than just photons some of them carry quantums as well.
> So anothr question is how much does difference matter? Are you guys more
> interested in justplaying the popular ships we know and love or are you
> interested more in a true sim style game where you can basicly make up
> your ship with all the features you want based on known classes, and you
> can pick class and name of your ship?
>
>
>
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> visit
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> 



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Re: [Audyssey] STFC generic vs popular starships.

2006-09-15 Thread Allan Thompson
Tom,
I was thinking that you were giving the choice of either just  allowing a 
player to use some predesigned ships that were big names that everyone 
knows, or allow total customization of a players ship that they would use. 
At least, this is what I thought you were saying, so I was thinking that 
customization would be very cool but probably labour intensive, while using 
the big name ships would be fun, but get boring after a while. This is what 
I meant based on what I thought you meant, Know what I mean? grin.
As for my vote, I think using the big names are the way to go, and make room 
for the  other stuff later in an upgrade or patch or something.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, September 15, 2006 4:08 PM
Subject: Re: [Audyssey] STFC generic vs popular starships.


> Hi Allan,
> You mentioned good and bad paths for either way I go. Mind filling me in
> on what you think those are?
>
>
> Allan Thompson wrote:
>> Hi Tom,
>> There is a lot of good and bad points for both paths you suggest.
>> Personally, I like the ability to have variety, and just playing the 
>> popular
>> ships would get old after a while.
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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Re: [Audyssey] More STFC thoghts.

2006-09-16 Thread Allan Thompson
Hi tom,
the dominion war sounds perfect. In addtion, some creative mission plot 
lines can have the player fight klingons and romulans and even borg, not to 
mention the ferengi, orion piratesand even  their own federation ships. 
These whould mostly be one shot missions, but it is possible and should be 
explored, since after all, it is the final conflict.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Saturday, September 16, 2006 7:05 AM
Subject: [Audyssey] More STFC thoghts.


> Hi all,
> I've been reviewing all the possabilities for the storyline for this
> game as well as potential enemies, starships, you name it and based on
> some recommendations it seams logical that this game be based on the
> Dominion War as some have suggested. Sorry, I don't remember who
> suggested it, but as I think about it it seams like the perfect reason
> for the Federation to be as agressive as I'd like the missions to be,
> high action, lots of fighting, and the excuse for enemy races to be
> attacking stations, colonies, you name it. Basicly, the Federation would
> be at war.
> Earlier, yesterday, Phil has suggested he'd like to see non Federation
> ships in the game like a Romulan D'Deridex Cruiser or a Klingon Vor'cha
> Attack Cruiser. It so happens us Trek historians know during the
> Dominion war the races of the Alpha quadrant put aside personal
> differences to alie themselves against the dominion. Therefor if the
> game is based on the Dominion War it seams possible Klingon and Romulan
> starships would be fighting along side Federation ships against the
> Breen, Cardassian, and Jem'hadar forces.
> Down side of this idea is you would be basicly fighting the Dominion and
> its allied races such as the Cardassians and Breen. There is probably
> little room for fringe fights with the Borg, Romulans, and anyone else.
> Since everything is geared against the Dominion.
> However, up side is there is a real focus for the game, lots of room for
> battles, missions, reasons to engage with lethal force, and I wouldn't
> mind tangling with a Jem'hadar Fighter or two.
> What do you all think. Like the idea of putting the game in the Dominion
> War?
> If you guys say yes I say the project gets named Star Trek Dominion War.
> Grin.
>
>
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Re: [Audyssey] Early draft of ships.

2006-09-17 Thread Allan Thompson
Hi Tom and everyone,
I like the star ship breakdown, but I think there needs to be definable 
diffrences that show  some strengths in each ship as well as some 
weaknesses.
In a fight, the enterprise is king, while a cloak and dagger mission, with 
hit and run  tactics is a defiant kind of mission. But what good are the 
other ships? What advantage does a person have in taking an excelsior when 
the enterprise is such a better choice all the way around.
I suggest that each ship has a strength that takes it above the norms of the 
other ships. For example, and this is just to show my point, and is not 
based on any cannon of trek:, perhaps the excelsior requires less need to 
refuel and can stay out longer, getting a better "fuel mileage"  then other 
ships, or some other ship might have really sensetive sensors that are 
required for certain missions, etc and so forth.
At least, this makes sense to me. I compare it too those fighting games like 
final fight from the eighties, where you could pick a number of diffrent 
characters, where you could pick the agile and quick female character who 
can pass out punches but doing lesser damage, or  pick the big brute who is 
lumbering and slow but can do some serious damage.

As a side note, can all starships move  at impulse speeds  at the same rate? 
I know we always hear one quarter impulse speed, but is one quarter impulse 
the same for two diffrent ships? That would affect ships too during  fights 
whith some ships being more manuverable compared to  others more slow and 
pondering. Warp speed doesn't really  affect combat  since combat is done in 
impulse speeds...or am I wrong about that?
Anyway, thats my two cents
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, September 17, 2006 2:52 AM
Subject: [Audyssey] Early draft of ships.


> Hi all,
> Here is an early draft of the ships you may find in the new Star Trek
> game. All technical specifications on the ships have been pulled from
> reliable Star Trek sources, and this should give you an idea of the wide
> range of abilities and weapons of each type of ship.
>
> Starships
>
> U.S.S. Bellerophon.
> Class: Intrepid.
> Cloaking device: No.
> Phaser type: X.
> Photon Torpedoes: 55.
> Quantum Torpedoes: 0.
> Maximum Shields: 2202 megawatts.
> Maximum Warp: 9.975.
>
> U.S.S. Defiant.
> Class: Defiant.
> Cloaking device: Yes.
> Phaser type: Pulse.
> Photon Torpedoes: 32.
> Quantumm Torpedoes: 64.
> Maximum Shields: 2688 megawatts.
> Maximum Warp: 9.985.
>
> U.S.S. Enterprise.
> Class: Soverign.
> Cloaking device: No.
> Phaser type: X.
> Photon Torpedoes: 325.
> Quantum Torpedoes: 175.
> Maximum Shields: 5850 megawatts.
> Maximum Warp: 9.7.
>
> U.S.S. Farragut.
> Class: Excelsior.
> Cloaking Device: No.
> Phaser type: X.
> Photon Torpedoes: 120.
> Quantum Torpedoes: 0.
> Maximum Shields: 1650 megawatts.
> Maximum Warp: 9.4.
>
> U.S.S. Sutherland.
> Class: Nebula.
> Cloaking device: No.
> Phaser type: X.
> Photon Torpedoes:300.
> Quantum Torpedoes: 150.
> Maximum Shields: 2304 Megawatts.
> Maximum Warp: 9.6.
>
> U.S.S. Venture.
> Class: Galaxy.
> Cloaking Device: No.
> Phaser type: X.
> Photon Torpedoes: 275.
> Quantum Torpedoes: 0.
> Maximum Shields: 2688 Megawatts.
> Maximum Warp: 9.6.
>
>
>
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Re: [Audyssey] More STFC thoghts.

2006-09-17 Thread Allan Thompson
Hi Tom,
Well, You can have an ally and still be forced to deal with an element of 
them. For instance, what if a rogue ferengi, for a huge amount of money was 
working with  some romulan military commanders who want to take the dominion 
war oppurtunity to seperate the romulans from the alliance again. You would 
still be able to have a single mission where you could find yourself 
fighting a ferengi and a romulan or two, yet still stay within the cannon. I 
mean, it is a game and games all the time veer off yet stay in sync with the 
general plot arc.
As for the Borg, I could image a single mission where a player would have to 
fight them off as a stall maneuver until some  cool bomb can blow them to 
bits or whatever...
anyway, I wouldn't let  hard nosed strict following of plot get in the way 
of making some fun encounters. Again, two cents.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, September 16, 2006 8:43 PM
Subject: Re: [Audyssey] More STFC thoghts.


> Hi Allan,
> If it is the Dominion war the Ferengi, Romulans, and Klingons are allies
> of the Federation. There is little room or reason to be fighting with
> them under that time period and story line.
> That of course leaves open what about the Borg, and they did attack the
> Federation last just prier to the opening of the Dominion War in 2073.
> I suppose they could attack at any time, but one must think on it before
> including them at the moment.
>
>
> Allan Thompson wrote:
>> Hi tom,
>> the dominion war sounds perfect. In addtion, some creative mission plot
>> lines can have the player fight klingons and romulans and even borg, not 
>> to
>> mention the ferengi, orion piratesand even  their own federation ships.
>> These whould mostly be one shot missions, but it is possible and should 
>> be
>> explored, since after all, it is the final conflict.
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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Re: [Audyssey] Early draft of ships.

2006-09-17 Thread Allan Thompson
Tom,
Ok, that makes more sense,  and from what you described, it is almost like 
choosing a weaker ship is like choosing a difficulty level. Harder game 
play, choose the excelsior, easier game play, choose the enterprise.
Keep up the good work.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, September 17, 2006 11:06 AM
Subject: Re: [Audyssey] Early draft of ships.


> Hi Allan,
> I do see where you are coming from, but for the moment I am basing the
> game on cannon figures I know of or have researched on the ships. That
> is why I am classifying this a flight simulation since I am attempting
> to mottle the real life Star Trek ships we see on the show as closely as
> possible.
> You are absolutely right Enterprise E would be the primary choice in a
> fight with it's superior firepower and obviously superior shielding.
> However, that is the easy way of playing the game. Not all the fun in a
> game is picking the biggest, most baddist, most kickbutt ship and going
> to town against your enemies.
> If you pick say the Farragut, an Excelsior-Class, it is obviously one of
> the under dogs in the Fed fleet and is a century out of date. However,
> someone might have allot of fun trying to face off with a superior force
> with a ship that is majorly out matched in speed, shielding, and 
> firepower.
> Don't forget the Sutherland has a weapons load similar to the
> Enterprise. She would do well in a fight, but her shield rating is
> rather average across the board, and warp speed is also average. No real
> advantages except brute firepower.
> I'm sure by now you are asking so what is the point of all of the ships
> with no real major definable strength or weakness. My thoughts on that
> question is that every ship will give you a slightly different game.
> Some ships have better shielding than others. Some have better speed
> than others. Some ships have superior firepower over others. Depending
> on which ship you get it will alter your playing experience and you will
> end up trying to figure out how to win the game with that particular
> ships unique strengths and weaknesses.
> Let's look at the Bellerophon which is Voyager's sister ship in the
> Intrepid-Class. Since it is a science/explorer type ship it does have
> better sensor equipment, less weapons, and superior speed. So you
> wouldn't want to stop to fight every enemy and hit just your major
> targets, and use your speed advantage to out run those you don't wish to
> engage.
> I'd also like to point out one last point that I didn't include all the
> data I have on these ships in my email. Just the major tactical data.
> Some ships have greater torpedo ranges than others. Some have better
> phaser ranges than others. Some have slightly better sensor equipment
> than others. It so happens the Sovereign-Class and the Prometheus-Class
> which are Starfleet's newist ships have almost the best of everything in
> almost every catagory.
> In the end you may want to try a game where brains verses bron, or you
> might want to play a game bron verses bron.
>
>
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Re: [Audyssey] More STFC thoghts.

2006-09-17 Thread Allan Thompson
Hi Tom,
Exactly. Star trek is so versatile when it comes to story lines that you 
could literally do anything and still come up with something to bring 
everything back to normal to follwo the major story arc. Yesterday's 
enterprise is an excellent example where the player might find themselves 
fighting  ships that would not normally be fought against.
Good example by the way, and a good episode.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, September 17, 2006 3:08 PM
Subject: Re: [Audyssey] More STFC thoghts.


> Hi Allan,
> True. One of the nice things about Trek has always been that it has been
> flexable enough to take in all kinds of odd storylines and somehow they
> sometimes become cannon. For example, the mirror universe and
> alternative histories that come up in books and shows. Heck, I read a
> Voyager book one time based totally on the mirror Voyager in that
> parallel universe and it was interesting seeing how the characters
> personalities were on the darker side of things. They made Janeway out
> to be some kind of slut, and the other characters had unusual behaviors
> you wouldn't see on your average Voyager tv show. Grin.
> Although, now that I think of it maybe if they had thought of it they
> hjust might. The Mirror Kira Nerys from the mirror universe in shows
> like Through the Looking Glass was a very slutty character as well as
> crule, and I liked the shows she was in. It was an interesting change
> from the Kira we know and like.
> Anyway, back to the idea remember the show Yesterday's Enterprise? In
> that xshow the writers of Star Trek found an interesting way to slip in
> a war with the Klingons as well as bring Tosha back on to the show.
>
>
> Allan Thompson wrote:
>> Hi Tom,
>> Well, You can have an ally and still be forced to deal with an element of
>> them. For instance, what if a rogue ferengi, for a huge amount of money 
>> was
>> working with  some romulan military commanders who want to take the 
>> dominion
>> war oppurtunity to seperate the romulans from the alliance again. You 
>> would
>> still be able to have a single mission where you could find yourself
>> fighting a ferengi and a romulan or two, yet still stay within the 
>> cannon. I
>> mean, it is a game and games all the time veer off yet stay in sync with 
>> the
>> general plot arc.
>> As for the Borg, I could image a single mission where a player would have 
>> to
>> fight them off as a stall maneuver until some  cool bomb can blow them to
>> bits or whatever...
>> anyway, I wouldn't let  hard nosed strict following of plot get in the 
>> way
>> of making some fun encounters. Again, two cents.
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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Re: [Audyssey] Updated draft of ships.

2006-09-18 Thread Allan Thompson
Hi Tom,
I like the list a lot, it really gives a good breakdown of strengths and 
weaknesses. A couple questions however. I know what most of the ships look 
like on the list, but what does a prometheus and nebula class star ship look 
like?
Also, in the game, can a person pick the ship most suited for a particular 
mission? or is a person stuck with the same ship for the whole game?
An example of what I mean would be this: lets say the player needs to 
investigate a rumor about a dominion stronghold in an asteroid belt. This is 
a recon mission, and sensors are imperitive in finding this base. Someone 
would want the defiant or farragut instead of a big slugger with lesser 
sensors since the mission would involve simply finding the base, not 
fighting it or destroying it, which could be a seperate mission, which might 
involve wanting to send in a diffrent ship to handle it. For destroying the 
base I would definatly want something with lots of torps and shields, since 
speed or sensors might not be really all that required for the mission.
I hope I explained myself in that scenario. I like the idea of difficulty 
levels, but it would make sense to me to  use the proper ship for the proper 
job, just like in the real life military where  there is seperate vehicles 
for seperate jobs.
Of course, perhaps an incentive can be offered for completing a mission 
with a more difficult ship, but it is an idea. What do you think?


The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Monday, September 18, 2006 3:48 AM
Subject: [Audyssey] Updated draft of ships.


> Hi all,
> Ok, here is an updated draft of the info on each starship. Y^ou guys
> asked for a classification of average, below average, above average, etc
> as well as a list of specialties which I have now included. Here is the
> current draft as it stands now.
>
> U.S.S. Bellerophon.
> Intrepid-Class Light Explorer.
> Sensor systems: aexcelant.
> Shielding: above average.
> Speed: excelant.
> Weapon systems: average.
> Specialties: exploration, reconnaissance, speed.
>
> U.S.S. Defiant.
> Defiant-Class Escort.
> Sensor systems: average.
> Shielding: above average.
> Speed: excelant.
> Weapon systems: above average.
> specialties: defence, speed, stealth.
>
> U.S.S. Enterprise.
> Sovereign-Class Explorer.
> Sensor systems: above average.
> Shielding: excelant.
> Speed: average.
> Weapon Systems: excelant.
> Specialties: defence.
>
> U.S.S. Farragut.
> Excelsior-Class Explorer.
> Sensor Systems: Excelant.
> Shielding: average.
> Speed: below average.
> Weapon systems: average.
> Specialties: reconnaissance.
>
> U.S.S. Prometheus.
> Prometheus-Class Explorer.
> Sensor systems: above average.
> Shielding: excelant.
> Speed: above average.
> Weapon systems: above average.
> Specialties: defense.
>
> U.S.S. Sutherland.
> Nebula-Class Explorer.
> Sensor systems: above average.
> Shielding: average.
> Speed: average.
> Weapon systems: Excelant.
> Specialties: defence.
>
> U.S.S. Venture.
> Galaxy-Class Explorer.
> Sensors: average.
> Shielding: above average.
> Speed: average.
> Weapon systems: above average.
> Specialties: defence.
>
>
>
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Re: [Audyssey] More STFC thoghts.

2006-09-18 Thread Allan Thompson
Hi tom,
I know that sounds like a lot of work, but it really isn't that hard. With a 
very creative group of people in the community I think your problem will be 
having to turn away some ideas because you have too many to choose from. The 
missions don't have to be incredibly  complicated either, just to give some 
back story about  what the player is expected to do and then throw in a 
twist sometimes to throw them off.
I wrote  in a prior email the basic idea of  looking for a hidden base of 
the enemy and then blowing it up. That could be a couple of missions right 
there depending on if players have more choice during the missions for which 
ship to use. But in the end, it is fighting the war, it is accomplishing a 
mission, and it is something that can rreflect the  outcome of the war in 
general if you get really involved with it. For example. lets say the player 
must destroy the secret base of the dominion, but fails. The next mission 
could be reflecting whether the player failed or won the last mission.
Probably too complicated, but kind of interesting.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 18, 2006 1:22 AM
Subject: Re: [Audyssey] More STFC thoghts.


> Hi Allan,
> The only issue I have with doing the game that way is the possability of
> having to design a mini story for every single mission.
> However, now that I think of it if I take Phil's suggestion and have
> people send in there ideas on say the USA Games mailing list or to me
> privately we could generate perhaps some interesting missions.
>
> Allan Thompson wrote:
>> Hi Tom,
>> Exactly. Star trek is so versatile when it comes to story lines that you
>> could literally do anything and still come up with something to bring
>> everything back to normal to follwo the major story arc. Yesterday's
>> enterprise is an excellent example where the player might find themselves
>> fighting  ships that would not normally be fought against.
>> Good example by the way, and a good episode.
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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> visit
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Re: [Audyssey] More STFC thoghts.

2006-09-18 Thread Allan Thompson
LOL, Ok, I admit that losing a mission will probably end up with  your ship 
being  regulated to an existence as sub atomic particles...
But lets take the first part of that mission, going in with sensors trying 
to find it. Give it a time limit, and you are in a race for time to find it. 
If It isn't found, you might lose the mission, but the war continues with 
the dominion haveing a strong hold in that area effecting the next push from 
the enemy.
I am basing this example on a old playstation game called Colony wars and 
each mission affected the overall progress of the war, which was kind of 
cool. However chances are the player will just get zapped so it isn't that 
important, just a thought.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 18, 2006 10:05 AM
Subject: Re: [Audyssey] More STFC thoghts.


> Hi Allan,
> Well, one way of looking at it if you failed to destroy the secret base
> the logical explanation would be you got the crap kicked out of you and
> you are space dust. Not only would it effect the future of the war you
> won't be in it in the next mission. Smile.
>
>
> Allan Thompson wrote:
>> Hi tom,
>> I know that sounds like a lot of work, but it really isn't that hard. 
>> With a
>> very creative group of people in the community I think your problem will 
>> be
>> having to turn away some ideas because you have too many to choose from. 
>> The
>> missions don't have to be incredibly  complicated either, just to give 
>> some
>> back story about  what the player is expected to do and then throw in a
>> twist sometimes to throw them off.
>> I wrote  in a prior email the basic idea of  looking for a hidden base of
>> the enemy and then blowing it up. That could be a couple of missions 
>> right
>> there depending on if players have more choice during the missions for 
>> which
>> ship to use. But in the end, it is fighting the war, it is accomplishing 
>> a
>> mission, and it is something that can rreflect the  outcome of the war in
>> general if you get really involved with it. For example. lets say the 
>> player
>> must destroy the secret base of the dominion, but fails. The next mission
>> could be reflecting whether the player failed or won the last mission.
>> Probably too complicated, but kind of interesting.
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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Re: [Audyssey] Updated draft of ships.

2006-09-18 Thread Allan Thompson
Tom,
In that mission it makes sense to be stuck with whatever you picked, and 
granted that would be kind of interesting.  I do like the interactive story 
and it makes sense in that regard to keep  a single ship thru an arc 
involving diffrent encounters,  and mostly I guess I was stuck in a more 
strategic mind frame than a tactical one, grin.
Since the game will be more story driven, the strategy element is lessened 
to allow more interesting fights and situations which is perfectly fine to 
me.
I hope the last mission is the big fleet battle though with many dozens of 
ships on both sides in chaotic battle, that would be neat.


The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 18, 2006 9:40 AM
Subject: Re: [Audyssey] Updated draft of ships.


> Hi Allan,
> To answer your question about choosing ships. I am working on an idea of
> a sort of interactive story. You just happen to be the captain of
> starship x. So in that sense once you pick that starship she is yours
> until the end of the game.
> One reason I am not going to allow to change commands mid stream is for
> that very reason someone might choose to switch a command knowing that a
> specific mission is coming up where his or her current ship might not be
> the best choice, but the only vessel in the area to  respond to the
> threat. Here is an example of this.
> In my design notes my proposed mission 3 changelings sneekaboard Earth
> Station Mckinley and steel the U.S.S. Seleya from her repairs in space
> dock. They plan to take it back to Dominion space for research and
> study. However, you are the only starship in the area to intercept and
> stop her.
> Since Seleya belongs to the Sovereign-Class I know most folks would
> probably switch over to the Enterprise to be on a equal footing, but if
> you were commanding Bellerophon that would be sort of a cheat.
> So let's look it this way. Let's say you finished missions 1 and 2
> successfully using U.S.S. Bellerophon and had no way to switch commands.
> Here you have this kick butt heavily gunned starship trying to escape
> Federation space with top secret Starfleet technology.U.S.S.
> Bellerophon, your starship, is the only starship in interception range,
> and you are ordered to intercept.
> Ok, well, right off you know Seleya is better armoured than you, has
> double your shielding, and many times your firepower. You are hopelessly
> out gunned so you will have to look at this and use the one advantage
> you do have. The intrepid-Class can out run, out maneuver, and sustain
> high-warp over a Sovereign-Class any day.
> You could in theory do several hit and run attacks trying to stay just
> beyond her firing range. Hit move out of the way, hit her again, move, 
> etc.
> Other possabilities might be to try and stay on her aft and hammer her
> warp drive, and try and knock her out of warp or damage her primary
> power systems. If you can do that you will have a tactical advantage.
> What I am saying most of the time the ship is less important than
> knowing how to put what it does have to good use in a fight, and learn
> how to size up the other guys weaknesses.
> Take World War II. The Germans built the Bizmark, the biggest, the
> baddest, S.O.B. that was going to sail the atlantic up to that time. In
> her first engagement she made the H.M.S. Hood in to scrap in no time.
> However, there were a few faytal flaws. Poor air defence and once her
> rudder was damaged the ship was a uncontrollable wail. Not to mention
> her designers meant her to take on targets from a long rrange not close
> in fighting.
> Sure when the final show down came Bizmark took a heck of a pounding,
> but actually her flaws became apparent, and ended up being the end of her.
> The Japanese super battleship Yomato had similar flaws. In a one on one
> fight she would slotter the U.S. and British ships. However, in her
> final battle we launched an air attack against her, which she had no
> defence against, and went quickly to the bottom of the Pesific before
> reaching Okinawa.
> Moral of the story is no matter how good the ship, super weapon, there
> aways is a flaw in the design that can be used against it, and it is
> allover for it.
> As for what the ships look like the Prometheus class has a general
> Starfleet designed hull except it has four warp engines rather than the
> two we see on most starships.
>
> Allan Thompson wrote:
>> Hi Tom,
>> I like the list a lot, it really gives a good breakdown of strengths and
>> weaknesses. A couple questions however. I know what most of the ships 
>> look
>> like on the list, but what does a prometheus and n

Re: [Audyssey] Updated draft of ships.

2006-09-18 Thread Allan Thompson
Hi Tom,
While I am not  too familiar with tank commander, I understand the concept 
and think that is brilliant. I can't wait to see that fight!
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 18, 2006 4:45 PM
Subject: Re: [Audyssey] Updated draft of ships.


> Hi Allan,
> Actually, I have been thinking about something like your huge battle
> concept. Actually, I have thought of two missions.
> You know how in GTC when you reach sector 5 if you lead the tank force
> out of sector 5 in sector 6 you are placed in command of the entire tank
> force, and become not only the commander of your tank, but can lead the
> entire force in attacks against the entire enemy force in sector 6?
> Well, I have been thinking along those lines for STFC. As you approach
> the final battle you must be getting pretty good, skilled, and no doubt
> the top brass at Starfleet Command are impressed with your command
> ability. When the final battles come I can imagine being given over all
> command of a mixed fleet of ships to first take back DS9 from the
> Dominion, and after that the forces retreat back to Cardassia Prime. You
> then lead the fleet against the remaining Dominion fleet over Cardassia
> Prime, and if you win the war is over and you are a Federation hero.
> How is that for a Final Conflict?
> The best thing about this idea is everyone gets a bit of what they want.
> Those want some lone attacks will have x number of missions as a lone
> ship. Those who enjoy the big over all fleet command and stratagy will
> be able to plan and exicute the final battle of the war, and lead the
> fleet to victory.
>
> Allan Thompson wrote:
>> Tom,
>> In that mission it makes sense to be stuck with whatever you picked, and
>> granted that would be kind of interesting.  I do like the interactive 
>> story
>> and it makes sense in that regard to keep  a single ship thru an arc
>> involving diffrent encounters,  and mostly I guess I was stuck in a more
>> strategic mind frame than a tactical one, grin.
>> Since the game will be more story driven, the strategy element is 
>> lessened
>> to allow more interesting fights and situations which is perfectly fine 
>> to
>> me.
>> I hope the last mission is the big fleet battle though with many dozens 
>> of
>> ships on both sides in chaotic battle, that would be neat.
>>
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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Re: [Audyssey] More STFC thoghts.

2006-09-18 Thread Allan Thompson
Hi tom,
Yes, pretty much what I was gong for. The next mission after a failed one 
like that could mean that  an enemy might be stronger in the next mission or 
some other thing like that. At least, it might be a possibility.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 18, 2006 4:31 PM
Subject: Re: [Audyssey] More STFC thoghts.


> Hi Allan,
> Hmmm... interesting idea. So some missions might have time limits on
> them. Kind of like GTC sector 3 if you don't hit the train fast enough
> game over. In this case if you don't find ship x, base x, in a specified
> amount of time you might be able to go on to the next mission, but you
> esentually failed the last asignment.
>
>
> Allan Thompson wrote:
>> LOL, Ok, I admit that losing a mission will probably end up with  your 
>> ship
>> being  regulated to an existence as sub atomic particles...
>> But lets take the first part of that mission, going in with sensors 
>> trying
>> to find it. Give it a time limit, and you are in a race for time to find 
>> it.
>> If It isn't found, you might lose the mission, but the war continues with
>> the dominion haveing a strong hold in that area effecting the next push 
>> from
>> the enemy.
>> I am basing this example on a old playstation game called Colony wars and
>> each mission affected the overall progress of the war, which was kind of
>> cool. However chances are the player will just get zapped so it isn't 
>> that
>> important, just a thought.
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>
>
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Re: [Audyssey] Updated draft of ships.

2006-09-19 Thread Allan Thompson
HI Guys,
I always thought that combat in trek was fought using impulse speeds, since 
warp was  really just a way to go from point a to point b quickly, where 
impulse  allowed for fine flying skills.
I would think that impulse would greatly  affect player choice, and that 
each ship had a  diffrent maneuverability.
So the defiant would have a  quick turn radius, and quicker impulse 
maneuvering, while the enterprise would be more sluggish, and turn slower 
than the defiant. While impulse might be the same speed for all ships, 
meaning that half impulse is the same for all ships, perhaps that can be 
manipulated a little to give the smaller and quicker ships impulse 
advantage.
Thus when an impulse engine gets hit, your ship would start to react more 
sluggish, less responsive. You could probably loss warp without losing 
impulse power, and vice versa and so I think impulse would be a neat 
addition to the game.
What does everyone else think?


The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, September 19, 2006 12:06 AM
Subject: Re: [Audyssey] Updated draft of ships.


> Hi,
> At the moment I have not decided to add impulse to your list of drive
> systems.
> However, if I do add impulse it will be much slower than warp naturally.
> As I recall full impulse is like 0.98 or something like that. nearly
> warp 1, but not.
>
>
> Sean Mealin wrote:
>> Hi Tom,
>> A quick question; how are you handling warp and impulse speed? In your 
>> game,
>> what will be the difference?
>> Thanks and a quote just because it is kind of neat:
>> "Faster then light, no left or right!" -- Tom Paris
>>
>
>
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Re: [Audyssey] Updated draft of ships.

2006-09-23 Thread Allan Thompson
Hi Guys,
I don't know if anyone else had played this game, but I had played a space 
sim called descent: freespace.
You played a spacefighter pilot assigned with a carrier, and you had to 
defend against an incoming alien race. Each mission gave a briefing, and you 
then choose ship  to take, which ranged from bombers, fighters, and others, 
and you also choose weapon loadout for each mission had diffrent parameters 
for success. As the player, you had a list of menu options which consisted 
of running one or more squadrons under your command.
the options consisted of things like: attack who you are targeted on, attack 
at will, attack weakest ship, attack ship attacvking you, retreat, and some 
others.
The point I was getting to was the resupply ship. In the middle of a 
mission, you could request for resupply. This was always an interesting 
time. You generally wanted to call it between waves of enemies, during a 
lull, and sometimes you just needed to resupply to get to the next part of 
the same mission. It would take a certain amount of time to get to you, 
depending on how far away from base or the carrier you were, and when it 
showed up, the player had to  come to a full stop and  let the resupply 
attach and  transfer fuel and weapons and even fix some minor damage. 
Sometimes this ship would get destroyed in combat if you got attacked 
unexpectedly and a new resupply ship usually wasn't available after that 
event.
I guess the point I am trying to say is that a resupply ship in the middle 
of a mission wouldn't be to hard to imagine, especially in an example like 
this:
You are defending an important corridor of space, when you detect the 
oncoming advance of an enemy fleet. You call for  back up, and offensive 
ships are coming, but all you got is a starbase and a supply ship to keep 
you supplied until cavalry comes.
To resupply, you might have to come to a full stop and tractor the resupply 
ship, and start transporting goods over. One might have to drop shields as 
well to do this.
Once resupplied, the battle could continue, that is, if the player  managed 
to create a lull and resupply before the next wave of the enemy.
How does this sound?

The truth will set you free...
Jesus of Nazareth  33 AD 



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Re: [Audyssey] Updated draft of ships.

2006-09-23 Thread Allan Thompson
Hi Robin,
I am sorry, I neglected to mention that I played this game before I lost my 
sight. Sorry to get your expectations up. However, the principles could 
probably still be used in a space sim for the blind, and actually it could 
be used for a number of games involving small squad tactics, such as 
ordering tanks, or other members of a team around.
Again, I am sorry I didn't explain fully.
al
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Robin Kipp" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" 
Sent: Saturday, September 23, 2006 2:36 PM
Subject: Re: [Audyssey] Updated draft of ships.


> Hi Allan,
> Could you please give me the link to this cool game? Thanks!
> Robin.
>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Allan Thompson
>> Sent: Saturday, September 23, 2006 7:20 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] Updated draft of ships.
>>
>>
>> Hi Guys,
>> I don't know if anyone else had played this game, but I had
>> played a space
>> sim called descent: freespace.
>> You played a spacefighter pilot assigned with a carrier, and
>> you had to
>> defend against an incoming alien race. Each mission gave a
>> briefing, and you
>> then choose ship  to take, which ranged from bombers,
>> fighters, and others,
>> and you also choose weapon loadout for each mission had
>> diffrent parameters
>> for success. As the player, you had a list of menu options
>> which consisted
>> of running one or more squadrons under your command.
>> the options consisted of things like: attack who you are
>> targeted on, attack
>> at will, attack weakest ship, attack ship attacvking you,
>> retreat, and some
>> others.
>> The point I was getting to was the resupply ship. In the middle of a
>> mission, you could request for resupply. This was always an
>> interesting
>> time. You generally wanted to call it between waves of
>> enemies, during a
>> lull, and sometimes you just needed to resupply to get to the
>> next part of
>> the same mission. It would take a certain amount of time to
>> get to you,
>> depending on how far away from base or the carrier you were,
>> and when it
>> showed up, the player had to  come to a full stop and  let
>> the resupply
>> attach and  transfer fuel and weapons and even fix some minor damage.
>> Sometimes this ship would get destroyed in combat if you got attacked
>> unexpectedly and a new resupply ship usually wasn't available
>> after that
>> event.
>> I guess the point I am trying to say is that a resupply ship
>> in the middle
>> of a mission wouldn't be to hard to imagine, especially in an
>> example like
>> this:
>> You are defending an important corridor of space, when you detect the
>> oncoming advance of an enemy fleet. You call for  back up,
>> and offensive
>> ships are coming, but all you got is a starbase and a supply
>> ship to keep
>> you supplied until cavalry comes.
>> To resupply, you might have to come to a full stop and
>> tractor the resupply
>> ship, and start transporting goods over. One might have to
>> drop shields as
>> well to do this.
>> Once resupplied, the battle could continue, that is, if the
>> player  managed
>> to create a lull and resupply before the next wave of the
>> enemy. How does this sound?
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>>
>>
>> ___
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>> To unsubscribe send E-mail to
>> [EMAIL PROTECTED] You can visit
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>> make any subscription changes via the web.
>>
>
>
>
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Re: [Audyssey] Updated draft of ships.

2006-09-23 Thread Allan Thompson
Hi Don,
Sorry about that. I was describing a game I had played before I lost my 
sight. I mentioned it because it had some interesting ideas on how to run a 
space sim using squad control menus, and the main point was that the ship 
could get resupplyed during a mission.
Sorry again. The game itself is at least eight years old, but it was a 
really fun game.


The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Don Voyles" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, September 23, 2006 7:45 PM
Subject: Re: [Audyssey] Updated draft of ships.


> Hi Allan!
>
>Where do you get this game called descent: freespace?
>
> Thank You!
>
>
>
>
> - Original Message - 
> From: "Allan Thompson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Saturday, September 23, 2006 10:19 AM
> Subject: Re: [Audyssey] Updated draft of ships.
>
>
>> Hi Guys,
>> I don't know if anyone else had played this game, but I had played a 
>> space
>> sim called descent: freespace.
>> You played a spacefighter pilot assigned with a carrier, and you had to
>> defend against an incoming alien race. Each mission gave a briefing, and
> you
>> then choose ship  to take, which ranged from bombers, fighters, and
> others,
>> and you also choose weapon loadout for each mission had diffrent
> parameters
>> for success. As the player, you had a list of menu options which 
>> consisted
>> of running one or more squadrons under your command.
>> the options consisted of things like: attack who you are targeted on,
> attack
>> at will, attack weakest ship, attack ship attacvking you, retreat, and
> some
>> others.
>> The point I was getting to was the resupply ship. In the middle of a
>> mission, you could request for resupply. This was always an interesting
>> time. You generally wanted to call it between waves of enemies, during a
>> lull, and sometimes you just needed to resupply to get to the next part 
>> of
>> the same mission. It would take a certain amount of time to get to you,
>> depending on how far away from base or the carrier you were, and when it
>> showed up, the player had to  come to a full stop and  let the resupply
>> attach and  transfer fuel and weapons and even fix some minor damage.
>> Sometimes this ship would get destroyed in combat if you got attacked
>> unexpectedly and a new resupply ship usually wasn't available after that
>> event.
>> I guess the point I am trying to say is that a resupply ship in the 
>> middle
>> of a mission wouldn't be to hard to imagine, especially in an example 
>> like
>> this:
>> You are defending an important corridor of space, when you detect the
>> oncoming advance of an enemy fleet. You call for  back up, and offensive
>> ships are coming, but all you got is a starbase and a supply ship to keep
>> you supplied until cavalry comes.
>> To resupply, you might have to come to a full stop and tractor the
> resupply
>> ship, and start transporting goods over. One might have to drop shields 
>> as
>> well to do this.
>> Once resupplied, the battle could continue, that is, if the player
> managed
>> to create a lull and resupply before the next wave of the enemy.
>> How does this sound?
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>>
>>
>>
>> ___
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>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>
>
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Re: [Audyssey] Updated draft of ships.

2006-09-24 Thread Allan Thompson
Hi Tom, Under no circumstances was the game I mentioned one iota easier 
because it involved more than one ship against impossible odds. The game was 
as challenging as any other game out there. Getting a resupply is not a sign 
of weakness, or lack of challenge, but rather  it is a sign of good supply 
routes and excellent strategy, smile.
 Of course it is your game and you will do what you please, but I just 
remembered that game during the resupply conversation and thought it was an 
interesting idea, not to mention a possible option for larger squadron and 
fleet missions.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, September 24, 2006 4:51 AM
Subject: Re: [Audyssey] Updated draft of ships.


> Hi Allan,
> It is a good concept/idea, but no promises from me. I have kind of
> figured out how I am going to write the game, and I like challenges. One
> way of making a game extremely challenging is by not providing backup.
> In short you are on your own, no backup, no resupplies, and that is all
> you have to complete the mission.
> Perhaps in some of the later missions I will include some backup ships,
> but as of missions 1 through 3 which I am working on now there are none.
> Smile.
>
> Allan Thompson wrote:
>> Hi Guys,
>> I don't know if anyone else had played this game, but I had played a 
>> space
>> sim called descent: freespace.
>> You played a spacefighter pilot assigned with a carrier, and you had to
>> defend against an incoming alien race. Each mission gave a briefing, and 
>> you
>> then choose ship  to take, which ranged from bombers, fighters, and 
>> others,
>> and you also choose weapon loadout for each mission had diffrent 
>> parameters
>> for success. As the player, you had a list of menu options which 
>> consisted
>> of running one or more squadrons under your command.
>> the options consisted of things like: attack who you are targeted on, 
>> attack
>> at will, attack weakest ship, attack ship attacvking you, retreat, and 
>> some
>> others.
>> The point I was getting to was the resupply ship. In the middle of a
>> mission, you could request for resupply. This was always an interesting
>> time. You generally wanted to call it between waves of enemies, during a
>> lull, and sometimes you just needed to resupply to get to the next part 
>> of
>> the same mission. It would take a certain amount of time to get to you,
>> depending on how far away from base or the carrier you were, and when it
>> showed up, the player had to  come to a full stop and  let the resupply
>> attach and  transfer fuel and weapons and even fix some minor damage.
>> Sometimes this ship would get destroyed in combat if you got attacked
>> unexpectedly and a new resupply ship usually wasn't available after that
>> event.
>> I guess the point I am trying to say is that a resupply ship in the 
>> middle
>> of a mission wouldn't be to hard to imagine, especially in an example 
>> like
>> this:
>> You are defending an important corridor of space, when you detect the
>> oncoming advance of an enemy fleet. You call for  back up, and offensive
>> ships are coming, but all you got is a starbase and a supply ship to keep
>> you supplied until cavalry comes.
>> To resupply, you might have to come to a full stop and tractor the 
>> resupply
>> ship, and start transporting goods over. One might have to drop shields 
>> as
>> well to do this.
>> Once resupplied, the battle could continue, that is, if the player 
>> managed
>> to create a lull and resupply before the next wave of the enemy.
>> How does this sound?
>>
>
>
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Re: [Audyssey] Updated draft of ships.

2006-09-24 Thread Allan Thompson
Hi Don,
Maybe. It was a heck of a lot of fun when I played it, and it had a pretty 
good story line on top of it as well.

The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Don Voyles" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, September 23, 2006 10:13 PM
Subject: Re: [Audyssey] Updated draft of ships.


> Hi Allan!
>
>That's okay.  It sounds good.  Maybe Phil or Tom might give it a
> programming try.
>
> Blessings!
>
>
>
>
> - Original Message - 
> From: "Allan Thompson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Saturday, September 23, 2006 5:32 PM
> Subject: Re: [Audyssey] Updated draft of ships.
>
>
>> Hi Don,
>> Sorry about that. I was describing a game I had played before I lost my
>> sight. I mentioned it because it had some interesting ideas on how to run
> a
>> space sim using squad control menus, and the main point was that the ship
>> could get resupplyed during a mission.
>> Sorry again. The game itself is at least eight years old, but it was a
>> really fun game.
>>
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>> - Original Message - 
>> From: "Don Voyles" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Saturday, September 23, 2006 7:45 PM
>> Subject: Re: [Audyssey] Updated draft of ships.
>>
>>
>> > Hi Allan!
>> >
>> >Where do you get this game called descent: freespace?
>> >
>> > Thank You!
>> >
>> >
>> >
>> >
>> > - Original Message - 
>> > From: "Allan Thompson" <[EMAIL PROTECTED]>
>> > To: "Gamers Discussion list" 
>> > Sent: Saturday, September 23, 2006 10:19 AM
>> > Subject: Re: [Audyssey] Updated draft of ships.
>> >
>> >
>> >> Hi Guys,
>> >> I don't know if anyone else had played this game, but I had played a
>> >> space
>> >> sim called descent: freespace.
>> >> You played a spacefighter pilot assigned with a carrier, and you had 
>> >> to
>> >> defend against an incoming alien race. Each mission gave a briefing,
> and
>> > you
>> >> then choose ship  to take, which ranged from bombers, fighters, and
>> > others,
>> >> and you also choose weapon loadout for each mission had diffrent
>> > parameters
>> >> for success. As the player, you had a list of menu options which
>> >> consisted
>> >> of running one or more squadrons under your command.
>> >> the options consisted of things like: attack who you are targeted on,
>> > attack
>> >> at will, attack weakest ship, attack ship attacvking you, retreat, and
>> > some
>> >> others.
>> >> The point I was getting to was the resupply ship. In the middle of a
>> >> mission, you could request for resupply. This was always an 
>> >> interesting
>> >> time. You generally wanted to call it between waves of enemies, during
> a
>> >> lull, and sometimes you just needed to resupply to get to the next 
>> >> part
>> >> of
>> >> the same mission. It would take a certain amount of time to get to 
>> >> you,
>> >> depending on how far away from base or the carrier you were, and when
> it
>> >> showed up, the player had to  come to a full stop and  let the 
>> >> resupply
>> >> attach and  transfer fuel and weapons and even fix some minor damage.
>> >> Sometimes this ship would get destroyed in combat if you got attacked
>> >> unexpectedly and a new resupply ship usually wasn't available after
> that
>> >> event.
>> >> I guess the point I am trying to say is that a resupply ship in the
>> >> middle
>> >> of a mission wouldn't be to hard to imagine, especially in an example
>> >> like
>> >> this:
>> >> You are defending an important corridor of space, when you detect the
>> >> oncoming advance of an enemy fleet. You call for  back up, and
> offensive
>> >> ships are coming, but all you got is a starbase and a supply ship to
> keep
>> >> you supplied until cavalry comes.
>> >> To resupply, you might have to come to a full stop and tractor the
>> > resupply
>> >> ship, and start transporting goods over. One might have

[Audyssey] what is monkey business?

2006-09-25 Thread Allan Thompson
Hiya,
I was hoping someone could tell me about monkey business, is it a side 
scroller? Where can I check out a demo for it?
Thanks for any help 
The truth will set you free...
Jesus of Nazareth  33 AD 
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Re: [Audyssey] what is monkey business?

2006-09-26 Thread Allan Thompson
Thanks to everyone who responded for the help.  I think I have a clue now, 
grin.
I will most definitly check out the trailer.

allan
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Brandon Cole" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 25, 2006 5:21 PM
Subject: Re: [Audyssey] what is monkey business?


> Monkey business is actually a fully 3d game, not a side scroller. You can
> find it at,
> http://www.draconisentertainment.com
> And may I plug the current audio trailer up there? I recorded it, you see.
> Haha. Listen, and enjoy.
> - Original Message - 
> From: "Allan Thompson" <[EMAIL PROTECTED]>
> To: "gamers discussion list" 
> Sent: Monday, September 25, 2006 2:33 PM
> Subject: [Audyssey] what is monkey business?
>
>
>> Hiya,
>> I was hoping someone could tell me about monkey business, is it a side
>> scroller? Where can I check out a demo for it?
>> Thanks for any help
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>
>
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> 



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Re: [Audyssey] what is monkey business?

2006-09-26 Thread Allan Thompson
Hi Brandon,
I did listen to the trailer and  I got interested, but also a little 
confused. But as a trailer goes, I got an idea for the flavor of the game 
and enjoyed it for the most part.
In addition, those who said that there is no demo are correct, the download 
page of draconis lists the availability of a demo for monkey business as NO.
The site was very clear about what the game was about and  the type of game 
it was, so charles was right. Everything I needed to know about the game was 
there, grin.
Thanks


The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Brandon Cole" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, September 25, 2006 5:21 PM
Subject: Re: [Audyssey] what is monkey business?


> Monkey business is actually a fully 3d game, not a side scroller. You can
> find it at,
> http://www.draconisentertainment.com
> And may I plug the current audio trailer up there? I recorded it, you see.
> Haha. Listen, and enjoy.
> - Original Message - 
> From: "Allan Thompson" <[EMAIL PROTECTED]>
> To: "gamers discussion list" 
> Sent: Monday, September 25, 2006 2:33 PM
> Subject: [Audyssey] what is monkey business?
>
>
>> Hiya,
>> I was hoping someone could tell me about monkey business, is it a side
>> scroller? Where can I check out a demo for it?
>> Thanks for any help
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>
>
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> visit
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Re: [Audyssey] what is monkey business?

2006-09-26 Thread Allan Thompson
Monkeys are my business...and business is good, grin
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, September 26, 2006 11:03 AM
Subject: Re: [Audyssey] what is monkey business?


> Now, buy the game, and get into some Monkey Business!  heh heh heh.
> - Original Message - 
> From: "Allan Thompson" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Tuesday, September 26, 2006 7:44 AM
> Subject: Re: [Audyssey] what is monkey business?
>
>
>> Hi Brandon,
>> I did listen to the trailer and  I got interested, but also a little
>> confused. But as a trailer goes, I got an idea for the flavor of the game
>> and enjoyed it for the most part.
>> In addition, those who said that there is no demo are correct, the
>> download
>> page of draconis lists the availability of a demo for monkey business as
>> NO.
>> The site was very clear about what the game was about and  the type of
>> game
>> it was, so charles was right. Everything I needed to know about the game
>> was
>> there, grin.
>> Thanks
>>
>>
>> The truth will set you free...
>> Jesus of Nazareth  33 AD
>> - Original Message - 
>> From: "Brandon Cole" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Monday, September 25, 2006 5:21 PM
>> Subject: Re: [Audyssey] what is monkey business?
>>
>>
>>> Monkey business is actually a fully 3d game, not a side scroller. You 
>>> can
>>> find it at,
>>> http://www.draconisentertainment.com
>>> And may I plug the current audio trailer up there? I recorded it, you
>>> see.
>>> Haha. Listen, and enjoy.
>>> - Original Message - 
>>> From: "Allan Thompson" <[EMAIL PROTECTED]>
>>> To: "gamers discussion list" 
>>> Sent: Monday, September 25, 2006 2:33 PM
>>> Subject: [Audyssey] what is monkey business?
>>>
>>>
>>>> Hiya,
>>>> I was hoping someone could tell me about monkey business, is it a side
>>>> scroller? Where can I check out a demo for it?
>>>> Thanks for any help
>>>> The truth will set you free...
>>>> Jesus of Nazareth  33 AD
>>>> ___
>>>> Gamers mailing list .. Gamers@audyssey.org
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>>>> any subscription changes via the web.
>>>
>>>
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>>> any subscription changes via the web.
>>>
>>
>>
>>
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>
>
>
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Re: [Audyssey] Thoughts about Montezuma's Revenge.

2006-09-29 Thread Allan Thompson
Hi,
First off, I find this situation very ironic. It kind of reminds me of the 
STFC game being transformed into STDW, although there is some diffrent 
circumstances involved with that descision.
As for Monty ver 2.0, I had some thoughts on the matter here.

"First, I have had several emails since I have taken the game over to add
a save and restore feature. Since the game was initially intended as an
arcade game I couldn't do that and keep the game scoring fair. However,
I can do what was done in GMA Tank Commander and have two different
modes. If you play standard game it will allow saving and restoring
games without keeping score. If you selected play arcade mode it would
play the game as an arcade game, keep score, and disable saving and
restoring games. What do you all think?"
answer: I think this is a great feature which should have been implemented 
long ago. Just because a save function is available for a game, it doesn't 
mean that people must then use it, so I don't think this is a real problem. 
I am not sure why the scoring would be diffrent however, plenty of games had 
save functions, even back in Monty original days and the double mode should 
make everyone happy.

"Second, I've had several requests for a first person style game rather
than a traditional side-scroller. Honestly, I tend to agree a 3D first
person style game would be so much more fun and interesting. You would
have six directions of movement, left, right, forward, back, plus up and
down. It would allow for more complex temples and mazes. However, this
is a major deviation from the original game in the end the game would
probably evolve into something else and not really be Monty any more
unless this was Like Montezuma's Revenge II or something like that. In
other words a sequel rather than a direct one to one version. Any thoughts?"
Answer: My personal opinion is that I think it would be great. I have been a 
tomb raider nut since it first came out for the PS long ago. In addition, 
this sounds  similar to what tom has planned for the starwars game so doing 
the preliminary work now would probably make that starwars game come out 
that much sooner.
However, while I like the idea of three D, I must consider the ones who 
bought the game expecting a certain product. They already paid their money, 
and have been waiting very patiently for this Monty dream to become reality. 
For their sakes I vote that it should remain side scrolling and the next one 
can be manipulated as tom sees fit.
As someone else mentioned before, the, alchemy games was planning on making 
the POV able to be changed, but that would not be what Tom is describing 
here, which sounds like a true three dimensional adventure.




The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Friday, September 29, 2006 11:31 AM
Subject: [Audyssey] Thoughts about Montezuma's Revenge.


> Hello list,
> Today I have been doing some major revising of the Monty game engine,
> and I've really had some ideas how I could make the game better, but by
> introducing the changes it may completely alter the original intent of
> the game. Since these changes are so dramatic in nature I would like a
> friendly discussion on the matter and sound out everyones thoughts about
> what I am thinking of doing.
> First, I have had several emails since I have taken the game over to add
> a save and restore feature. Since the game was initially intended as an
> arcade game I couldn't do that and keep the game scoring fair. However,
> I can do what was done in GMA Tank Commander and have two different
> modes. If you play standard game it will allow saving and restoring
> games without keeping score. If you selected play arcade mode it would
> play the game as an arcade game, keep score, and disable saving and
> restoring games. What do you all think?
> Second, I've had several requests for a first person style game rather
> than a traditional side-scroller. Honestly, I tend to agree a 3D first
> person style game would be so much more fun and interesting. You would
> have six directions of movement, left, right, forward, back, plus up and
> down. It would allow for more complex temples and mazes. However, this
> is a major deviation from the original game in the end the game would
> probably evolve into something else and not really be Monty any more
> unless this was Like Montezuma's Revenge II or something like that. In
> other words a sequel rather than a direct one to one version. Any 
> thoughts?
> I am aware of people like Michael's opinion that the game should follow
> the original as close as possible. I could do that, and even technically
> put in the original character if I wanted. Lot's of ideas, and I am
> looking to ad some new options.
>
>
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> visit
> 

Re: [Audyssey] Thoughts about Montezuma's Revenge.

2006-09-29 Thread Allan Thompson
Hi Richard,
Another old time save method is the classic "level code". After each level, 
the character gets a "code" of letters and numbers that can be inputted into 
the game, usually on a password option. With the proper code in, the player 
jumps to the level for that code.
Otherwise, I think the three lives rule works. Then there is no real need to 
change modes, at least, I don't think there would be a need.
The truth will set you free...
Jesus of Nazareth  33 AD
- Original Message - 
From: "Richard Sherman" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, September 29, 2006 6:57 PM
Subject: Re: [Audyssey] Thoughts about Montezuma's Revenge.


> hi Thom,
> Everyone has brought up many good points. Here's my thoughts.
>
> Keep it as a side scroller 2-d version. But at the same token keep in mind
> if a 3-d version in the future is feasible. Only you know how much coding 
> is
> involved to make it so.
>
>  Another option for the save feature is :
>
>  1. You are to complete so much of a particular level and then you will
> come to a save point where you can choose to save or not. If you don't 
> save
> and die then you have to start all over again.
>
>  2. At the end of each level then and only then can you save. Thus adding
> to the difficulty of a level and the game.
>
>  3. Put in a save option as others have requested but have this in mind,
> you only have 3 lives and once all lives are gone then you must start the
> game all over again no matter what saves you have. This way if someone is
> interrupted they can save the game and come back to it where they left 
> off.
>  What does everyone think?
>
>  Rich
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[Audyssey] musical tutor?

2006-10-01 Thread Allan Thompson
Hi Guys,
I was wondering if there was a game / tutorial that taught how to play music, 
like the piano for instance. I have this program called talking typing teacher 
which happened to have some musical mini games and the thought came to me that 
it would be interesting if there was something similar for beginners or 
children to learn the keys of the piano. Perhaps thru musical games a person 
could  manage to play simple songs etc and so forth. Does anyone know about 
anything that might fit the bill that might also be accesible? Actually, I am 
not sure how it would be implemented but it seemed interesting to me.
thanks
al

Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
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Re: [Audyssey] musical tutor?

2006-10-01 Thread Allan Thompson
Hi,
Thanks for the  tip. I will definintly check it out.
Thanks for the help
Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "djc" <[EMAIL PROTECTED]>
To: 
Sent: Sunday, October 01, 2006 2:22 PM
Subject: Re: [Audyssey] musical tutor?


> Alan there is a program called KbPiano which will help a person learn to
> play. For info and to hear samples Please go to:
> http://livejournal.com/users/djc1
> and you can read my journal and download the different offerings their.
>
> *** REPLY SEPARATOR  ***
>
> On 10/1/2006 at 7:55 AM Allan Thompson wrote:
>
>>Hi Guys,
>>I was wondering if there was a game / tutorial that taught how to play
>>music, like the piano for instance. I have this program called talking
>>typing teacher which happened to have some musical mini games and the
>>thought came to me that it would be interesting if there was something
>>similar for beginners or children to learn the keys of the piano. Perhaps
>>thru musical games a person could  manage to play simple songs etc and so
>>forth. Does anyone know about anything that might fit the bill that might
>>also be accesible? Actually, I am not sure how it would be implemented but
>>it seemed interesting to me.
>>thanks
>>al
>>
>>Father, forgive them, For they know not what they do
>>Jesus of Nazareth  33 AD
>>___
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>>visit
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>>any subscription changes via the web.
>
>
>
>  djc's Jukebox: http://paulmerrell.net:9212 Saturday Evenings 9 to
> midnight Eastern.
>
> My Journal http://livejournal.com/users/djc1
>
>  email Or Msn: [EMAIL PROTECTED]
>
> I C Q Number Is: 4781694
>
>
>
>
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Re: [Audyssey] Thoughts about chess

2006-10-02 Thread Allan Thompson
Hi,
I had owned an amiga500 and played battle chess. It was played as regular 
chess, but the neat thing was that the pieces were animated and represented 
thier various names. For instance, the knight was a literal knight, a bishop 
was an actual bishop. The rook was some kind of rock golem which lead to 
some funny things.
Anyway, if a piece takes another, depending on the piece attacking and the 
piece being taken an animation would play. The rook would transform into 
that rock monster and swallow a knight whole and spit out a shield or 
something, while the bishod spear a pawn thru and funny things like that.
After a while, it all got boring after you have seen all of the animated 
sequences for each piece. This is probably where wizard chess came from.
Back in the old atari computer  days there was this game called Archon. This 
was a combonation of chess and combat. The sides were divided into the light 
side and the dark side with appropiate monsters and such for each. The light 
side had a wizard, knights, griffons, pegasus, while the dark side had an 
evil sorceress, and had medusa, orcs, dragons, basilisks etc. In addition, 
your spell casting  pieces could cast certain spells like teleport a piece, 
ressurect a piece, heal, destroy and stuff like that.
the chess board was the same except for the presence of power points, or ley 
lines. If one of the sides had one of their pieces on each power square for 
a full turn, that side won the game, in addition to the usual killing of the 
head piece for victory.
When a player moves a piece onto the space of an opponent, they switched to 
battle mode. This consisted of a fenced in area with objects all about to 
hide behind. Each piece had it's own strength, speed, and power, whilie the 
orcs and knights had no ranged weapon, which made them pawns.
Most of the other pieces could shoot some kind of missile. Once the opponent 
lost all their Hit Points they were dead and the surviving piece holds the 
square. The pieces on those power squares also heal, but those that are not 
on a power square and are damaged cannot heal until they are healed by the 
spellcasting piece.
This game was a blast because it involved strategy and old fashioned video 
game hand eye coordination.


Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 02, 2006 2:24 AM
Subject: Re: [Audyssey] Thoughts about chess


> Well I don't really give a care about standard chess.
> Battle chess is what I am interested in, I heard such a game on amiga
> and well its something from dnd and chess, something betwene, while
> all the dice and things are like dnd you play the game like chess.
> Sounds were quite good.
> I'm not sure about wizzard chess but if its anything like harry
> potter things then it could be simular to battle chess in fact I'm
> sure its an emulation bassed on the same idea.
> At 04:34 p.m. 2/10/2006, you wrote:
>>Actually, chess has been modified to spark interest when interest had been
>>lacking on many occasions, but none have lasted very long, and the game's
>>current rules have stayed pretty stable for many years.  The only 2 major
>>rule changes within the last several hundred years are that the pawn could
>>move 2 squares on its first move as well as now being allowed to capture 
>>en
>>passant, and that the queen can now move as far as possible along a
>>diagonal, vertical or horizontal line, and can capture in the same way.
>>It ain't pretty when the pretty leaves you with no place to go.
>>
>>- Original Message -
>>From: "Phil Vlasak" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Sunday, October 01, 2006 5:14 PM
>>Subject: [Audyssey] Thoughts about chess
>>
>>
>> > Hi Charles,
>> > If there was ever a game that is old and dusty, it is chess!
>> > We could make it modern by changing the way the pieces move!
>> > Have you ever seen a horse that moves straight and then turns 90 
>> > degrees?
>> > How about having him jump two spaces, then jump two more and for the 
>> > hell
>> > of it jump another two in a straight line!
>> > And  how about the castles they should not be able to move at all, 
>> > except
>> > if
>> > they fall over and crush what is next to them thus killing themselves.
>> > And who ever saw a king that was so old and feeble he could only move 
>> > one
>> > square?
>> > How about if the king could jump eight squares in any direction!
>> > Wow that will knock the dust off this old game!
>> > smiles,
>> > Phil
>> >
>> >
>> > - Original Message -
>> > From: "Charles Rivard" <[EMAIL PROTECTED]>
>> > To: "Gamers Discussion list" 
>> > Sent: Sunday, October 01, 2006 6:21 PM
>> > Subject: Re: [Audyssey] Thoughts about Montezuma's Revenge.
>> >
>> >
>> >> You're missing the point entirely, though.  Here are some of your
>> >> thoughts,
>> >> with a response that will, hopefully,

Re: [Audyssey] musical tutor?

2006-10-02 Thread Allan Thompson
Thanks Ken, I will check it out and try to find it.

Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 02, 2006 12:20 AM
Subject: Re: [Audyssey] musical tutor?


> There is a program called Musical Space invaders.  It's designed to teach
> sight reading, but while it shows the notes on the clef it also plays
> them--and you have to play the right one back on a keyboard.  Once you 
> learn
> perfect or nearly perfect pitch you can teach yourself--and there are 
> really
> only twelve notes to learn.  The game is very customizable and you can set
> how many notes you want to learn at a time and how fast the game should 
> go.
> That's the only one I know of and it's been so long since I've played it
> that I can't remember how to find it--but do a search and it should come 
> up.
> Ken Downey
> President
> DreamTechInteractive!
>
> And,
> Coming soon,
> Blind Comfort!
> The pleasant way to get a massage--no staring, just caring.
>
> - Original Message - 
> From: "Allan Thompson" <[EMAIL PROTECTED]>
> To: "gamers discussion list" 
> Sent: Sunday, October 01, 2006 7:55 AM
> Subject: [Audyssey] musical tutor?
>
>
>> Hi Guys,
>> I was wondering if there was a game / tutorial that taught how to play
>> music, like the piano for instance. I have this program called talking
>> typing teacher which happened to have some musical mini games and the
>> thought came to me that it would be interesting if there was something
>> similar for beginners or children to learn the keys of the piano. Perhaps
>> thru musical games a person could  manage to play simple songs etc and so
>> forth. Does anyone know about anything that might fit the bill that might
>> also be accesible? Actually, I am not sure how it would be implemented 
>> but
>> it seemed interesting to me.
>> thanks
>> al
>>
>> Father, forgive them, For they know not what they do
>> Jesus of Nazareth  33 AD
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
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>> any subscription changes via the web.
>>
>>
>> -- 
>> No virus found in this incoming message.
>> Checked by AVG Free Edition.
>> Version: 7.1.407 / Virus Database: 268.12.11/460 - Release Date: 
>> 10/1/2006
>>
>>
>
>
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Re: [Audyssey] Thoughts about chess

2006-10-03 Thread Allan Thompson
Hi Tom,
I do recall the three level chess set on trek. Too bad they didn't use it on 
the later shows like TNG. I think that would be interesting to say the 
least.Would it involve the regular chess pieces or would their more trekkie 
pieces like klingon bird of prey for knights, starbases for rooks etc and so 
forth.
  Your monster chess idea is neat as well, and would be interesting to see 
that  when you  get to it.
I remember in star wars: a new hope where chewbacca, artoo deetoo where 
playing some kind of holographic chess game where the little monsters killed 
each other and such. Could be a nice variety to that monster chess idea.
Archon was an excellent game for it's time and I played that game for many 
hours. The battles I and my friend had over a single power square are 
legend, grin.

Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 02, 2006 3:25 PM
Subject: Re: [Audyssey] Thoughts about chess


> Hi Allan,
> Interesting you braught up Archon. I've been thinking for a while of
> making a chess-like game someday only using monsters and knights similar
> to Archon rather than your normal pieces.
> I still like Chess and I have a couple of sets here at home. One that
> would be really cool to have is the Chess board from Star Trek with the
> three levels.
> They actually have produced a real Chess set for Star Trek collecters
> with a rule book for 3D chess and while very similar to normal chess
> pieces can move up and down on the board.
>
>
>



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Re: [Audyssey] Thoughts about chess

2006-10-04 Thread Allan Thompson
Hey Tom,
Do you mean the  avalon hill feudal game?If so that was classic chess like 
game with interesting pieces and a changeable board, at least to some 
extent.  I hadn't thought about that game in a while and that would be a 
great chess like game to see developed in the future.
Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, October 03, 2006 10:17 PM
Subject: Re: [Audyssey] Thoughts about chess


> Hi Allan,
> On Star Trek the original series the three level chess set used all the
> standard chess pieces, but the game had three levels and slightly
> different rules.
> On Star Trek Next generation I know that Data usually used the standard
> chess set we all know but it seams to me he once played the three level
> set. It's been quite a while since I could see so I am starting to
> forget details such as that now.
> As far as the monster idea it doesn't necessarily have to be chess.
> There are spin off games such as futile that have a cool chess-like
> concept, but allows for different kinds of strategies.



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Re: [Audyssey] Thoughts about chess

2006-10-05 Thread Allan Thompson
Hi tom,
I am pretty sure we are talking about the same game concerning feudal. What 
was neat about that game also was that the board was actually four square 
boards that could be arranged in various combinations to make diffrent 
terrain for each game. I loved that game.
I never heard of battlemasters however, although it sounds similiar to 
another game I had once owned which also utilized cards for movement and 
attacking.
It was a game that involved the attack of the clones movie, and it featured 
characters such as yoda, darth vader, luke obi wan etc and so forth. In 
addition, it had other characters like  chewbacca, han solo, and all of the 
key players in the phantom menance, and attack of the clones movies.
What would happen is that each person would grab a magor character, and also 
the tag along minor characters that came with that magor character, like 
darth vader had those red guardians, and mace windu had clone troopers.
Then the players would take the corresponding cards that matched thier 
character selections. Each person would start with several cards and would 
use them to move, attack, and use various force powers. Everything had a hit 
point chart and played surprisingly smoothly. I think each person could play 
two cards per turn and then grab more after they were done, something like 
that. In any case, either game could work as a audio game.
I find my greatest problem with board games like checkers and chess is 
spatial orientation. I can't get the hang of looking at a graph audibly and 
getting a feel for where the pieces are and what my potential moves should 
be.



Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, October 04, 2006 4:26 PM
Subject: Re: [Audyssey] Thoughts about chess


> Hi Allan,
> I'm not sure of the maker or brand but I know in this Futile you had a
> King, archers, pikemen, knights, etc and you could have up to six
> players with his or own army. Each army got a castle, a King, etc...
> The object of the game was of course to capture everyone elses kings
> thus concoring the entire relm. You had a castle, and you could put the
> King in the castle, and post guards around it or use natural obsticals
> such as mountains or water to protect the castle from enemy soldiers.
> There were other cool rules like you could move just one piece or all of
> them during your turn against the enemy forces. However, each piece had
> specific rules governing the kinds of moves it could do during a turn.
> Another game that is cool is Battle Masters. Each player gets an army
> one sit is an army of knights, kings, etc, and the other army is
> goblins, orks, ogres, and so on.
> In that game you have rules on movement and rolls for damage, but
> everything was basicly based on what card you drew. Like it might say
> wolf-riders move forward two spaces.
>
>
> Allan Thompson wrote:
>> Hey Tom,
>> Do you mean the  avalon hill feudal game?If so that was classic chess 
>> like
>> game with interesting pieces and a changeable board, at least to some
>> extent.  I hadn't thought about that game in a while and that would be a
>> great chess like game to see developed in the future.
>> Father, forgive them, For they know not what they do
>> Jesus of Nazareth  33 AD
>>
>
>
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[Audyssey] boggle

2006-10-15 Thread Allan Thompson
Hi,
Did everyone else recieve that boggle game being released by spoonbill 
software? It usually doesn't take this long and I am wondering  if something 
happened? Or am I just being impatient? Thanks for any input.
al 
Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
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[Audyssey] boggle game rules

2006-10-28 Thread Allan Thompson
Hi,
I was hoping perhaps someone could resend those boggle rules that were sent a 
few weeks ago on the list? 
Thanks,
al 
Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
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Re: [Audyssey] Somethin bout discussion forums

2006-11-06 Thread Allan Thompson
Hi Brandon.
Could you send the web address for your site? I thought I had it but 
apparently I lost it somewhere. sigh
 Thanks

Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Brandon Cole" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, November 06, 2006 5:36 PM
Subject: [Audyssey] Somethin bout discussion forums


> Hi there,
> I know my site was the talk of the list for a short time, and because of 
> that I would like to bring up the fact that I have added nearly a zillion 
> new forums to my boards very recently. My boards have basically been dead 
> for a long time, so I ask, no, beg you all to head on over there and post 
> if you've got something cool to say. There's a forum to discuss commercial 
> console and PC gaming, there's a forum for writing weird random stuff, and 
> there's a newly added forum called Never-ending stories for those authors 
> among you. So I beg of you, post. Please? Please please?
> Sincerely,
> Brandon
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Re: [Audyssey] chillingham walkthrough

2006-11-09 Thread Allan Thompson
Hi,
I wouldn't mind that walk thru either. I also had to end up uninstalling the 
game although I kind of liked what I could  get from it.
thanks,
al
Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "x-sight interactive" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, November 08, 2006 4:53 PM
Subject: Re: [Audyssey] chillingham walkthrough


> if you would like, i'll do one.
>
> regards,
>
> damien
>
>
>
>
> - Original Message -
> From: "Richard Bennett" <[EMAIL PROTECTED]>
> To: "blind gamers" 
> Sent: Wednesday, November 08, 2006 6:23 PM
> Subject: [Audyssey] chillingham walkthrough
>
>
>> Hey everyone. I was wondering if anyone had time to do a walkthrough of
> Chillingham, a complete walkthrough of the entire game. Taht would be
> wonderful, you don't have to give away secrets, but it would be nice to
> listen to. I like to hear other gamers do walkthroughs. I am still unable 
> to
> get Chillingham to work properly on my PC, so I have uninstalled it since
> Bavisoft wouldn't help me with the problem, they never responded to my
> e-mails and I would like to hear the game played completely through. I 
> have
> heard Kelly's mini-walkthrough, but would like to hear the complete game 
> if
> that is possible.
>> BEAN
>> Richard Bennett *BEAN*
>> Georgia State Phi Beta Lambda(PBL) Secretary
>> personal e-mail:
>> [EMAIL PROTECTED]
>> Windows Messenger(or MSN messenger):
>> [EMAIL PROTECTED]
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>>
>
>
>
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Re: [Audyssey] is issue 50 out yet?

2006-11-12 Thread Allan Thompson
Hi Charles,
Welcome back. I hope your move was a pleasant one, grin.
No the issue is not out yet.
>From what little I have been keeping track of, USA Games has had some 
announcements concerning time frames for some game releases, and a new 
project concerning an open source asteroids game which involves some game 
programing training kit. I also think there was some talk of a flight 
program usable for the blind which involves  a spread sheet program.
I don't recall any games being released, but there was the usual talk 
concerning muds, and on line games. I hope that helps a little. I  Also seem 
to remember Draconis releasing some  information such as they are having a 
sale for the holidays, and I think they put up an RSS feed.
That is all I can remember, I hope that helps a little.

al
Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Charles Rivard" <[EMAIL PROTECTED]>
To: "audyssey gamers list" 
Sent: Saturday, November 11, 2006 5:32 PM
Subject: [Audyssey] is issue 50 out yet?


> I've been offline since the ninth of October.  Has the fiftieth edition of 
> Audyssey come out yet?  If so, could someone send it to me?  Thanks in 
> advance.  Also, what's been going on since then?  Dang, it's good to be 
> back online!
> --
> Shepherds are the best beasts!
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Re: [Audyssey] New Judgment Day Audio Demo

2006-11-25 Thread Allan Thompson
Hi Liam,
Nice audio demo. I am actually  kind of interested in checking out a demo 
now, if one is made abailable in the future.
I really like the sounds but I did have a few basic questions.
The enemies that come at you, are they  crossing the screen or are they 
coming at you? I had a hard time telling if it was kind of like space 
invaderish, or  something more, for lack of a better term,  Three D , were 
the bad guys are coming straight at you ala shades of doom kind of thing.
Nice movie...only I would have named the supreme leader of all that is evil 
in the entire universe...Bob.
Bob just sounds like an evil name to me, grin.
Thanks,
al



Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Liam Erven" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>; "talk about anything" <[EMAIL PROTECTED]>; "gamers 
discussion list" 
Sent: Saturday, November 25, 2006 5:35 AM
Subject: [Audyssey] New Judgment Day Audio Demo


> Howdy:
>
> You can listen to a demo of my latest game Judgemtn day at
> www.l-works.net/judgmentday.php
>
> There is more info about the game, as well as a link to preorder if you 
> choose to do so.
>
> thanks:
> Liam
>
> www.l-works.net
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Re: [Audyssey] Heart Of Christmas.

2006-12-02 Thread Allan Thompson
Hi Tom,
Thank you for the music, do you do requests? grin Play it again sam...
but seriously, thank you so much for the christmas music, and it is pretty 
good.
al
Father, forgive them, For they know not what they do
Jesus of Nazareth  33 AD
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: 
Sent: Friday, December 01, 2006 11:58 PM
Subject: [Audyssey] Heart Of Christmas.


> Holiday News
>
> Dec. 1, 2006
>
> Greetings USA Gamers, We at USA Games have came up with something
> special to give
> to our customers and friends during this special holiday season. Check
> out our first
> original music production
> Heart Of Christmas
> which contains 14 instrumental classic Christmas songs composed and
> performed by
> our own Thomas ward, (Presidant and C.E.O. of USA Games Entertainment.)
> If you want
> some holiday cheer, Christmas music to pack away on your mp3 player for
> the road,
> download and burn a free Christmas mix, here is where to do it. Download
> and try
> Heart Of Christmas
> and enjoy the season. Happy holidays to all of you from USA Games
> Entertainment.
> You can download Heart Of Christmas by visiting our new web site
> http://www.usagames.us
> or directly by visiting
> http://www.usagames.us/music.html
>
>
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[Audyssey] Tactical Battles update announcement

2012-12-18 Thread Allan Thompson
Below is Ian Reed's announcement he posted int he audiogames forum...


Hi all!

It's been a while since my last release.  I've been quite distracted with my 
day job and with Aprone's swamp and Dentin's Alter Aeon but now I'm refocused
on Tactical Battle.

I've been working hard on new features for map creators and even spent an 
entire week of vacation plus the surrounding weekends just working on updates
to the game.

There's been an email chain going on between a few map creators and myself.

There are some exciting maps in the works using themes from Star wars, Star 
Trek, Modern military, zombie horror and RedWall Abbey.

There's been a complete rewrite of the point system and I've added new damage 
types, structures, regions, stackable units and a new movement system to name
a few.

I've also created a mailing list for those who really want to be in the know.
Some of the benefits of joining the mailling list are:
1 Access to developer versions of the game so you can try out map creation 
features without waiting for the next full version.
2 Find out about the latest features so your maps can take advantage of them.
3 Let me know which features you'd like to see implemented and help me decide 
how to prioritize them.
4 Access to the latest maps and the ability to give feedback to the map 
creators to help shape the final outcome.

To subscribe to the mailing list you can use the form in the "Joining the 
community" section of the BlindAudioGames.com website or simply send an email
to:
ian-reeds-games-requ...@freelists.org
with the word subscribe in the subject line.

All in all this is a huge release for map creators.

If you have some existing maps and need help converting them please join the 
mailing list or email me at supp...@blindaudiogames.com.
I don't want all the new changes to stop anyone's maps from getting converted 
to the new system.

As always you can download the latest version of the game at 
http://BlindAudioGames.com

It includes:
1 Updated versions of my Getting Started maps.
2 A brand new Conquering Redwall Abbey map series by KeyWasFull.
3 Austen's Kingdom at war maps converted to the new system.

If you find issues in Austen's maps let us know, but be forgiving.  He had to 
do some major conversions to get them into the new system.
KeyWasFull plans on adding more sounds for his maps but is suffering from a 
recent hard drive crash and a loss of most of his sounds.

Here's the complete list of changes for Tactical Battle version 1.10:
1 names of units to be defeated in the victory conditions can now include 
underscores.
2 Removing the defend_enabled flag from default map flags now removes the 
defend skill and also no longer crashes when the AI runs. (obsolete now)
3 Added a no_self_cast flag for skills.  This can be used on skills that have 
the friendly flag but are not meant for the caster to use on themselves.
4 Added a "fly" flag for effects so you can add an effect to a unit to allow 
them to fly while the effect lasts.
5 Added a remove_effects= flag on skills that works just like the effects= flag 
except that it removes effects rather than adding them.
6 Effects that deal end of turn damage and are applied to units rather than 
tiles will now cause the damage as expected. (obsolete in the old system though
the new system works correctly as well)
7 Added new flags to skills that allow you to hint to the AI at how the skill 
should be used.  The flags are ai_heal, ai_buff, ai_curse, ai_tile_curse,
ai_attack, ai_defend and ai_move.
8 Fixed a bug that would crash the game if the AI used a skill that resulted in 
it's own death.
9 Fixed a bug where the game ignored the no_movement flag when it is on an 
effect applied to a passive skill.
10 Made a huge re-write to the point system.  Level creators can now create 
their own custom points rather than being restricted to the old hard coded
HP, MP, and AP.
11 In the new point system there are no hard coded skills such as move, attack 
and defend.  These are now more customizable by the player so that you can
have units who can not attack or move for instance.
12 Implemented a death flag on effects which is used in the new point system.
13 Implemented a hide_old_points flag in the map defaults file to remove all 
the hard coded points and abilities from a new map. (now obsolete)
14 Added the ability to set flags for a skill while in the unit file, this is 
primarily used to alter how much damage attack does or it's range on a per
unit basis as the attack skill is now treated as a normal skill in the new 
point system.
15 Added a map flag called music that let's you set the music for that map.  
Music files can be placed in the "Music" folder of your map pack.
16 Added a skill flag called move_self which is used to support the non-hard 
coded move skill but can also be used to support teleportation skills.
17 Added a Default unit flags.txt file.
18 Added a new key= flag for skills that allows you to set a hot key for using 
that s

[Audyssey] potential customizable RPG game?

2012-12-19 Thread Allan Thompson
Hi all,
I just wanted to say that I think this Tactical battles game is not just 
focused on , well, tactical battles.  Don't let the name fool you. The ultimate 
goal is to make this game a full fledged RPG game engine. One where people, 
yes, even dumb as rocks people like myself, can finally express their 
creativeness onto an audible gaming format.

I would recommend anyone who wanted to be creative in a new way, or who just 
wants to see what it is like to edit and customize a game for educational 
purposes, this may be a good time to check it out.

I have been testing it thru it's update and I can help anyone if they desire to 
experiment. Heck, I would even build a map for you if you wanted, just to help.
Well, that's it. Check it out if you got the time and the inclination. Have a 
great day guys,
al 

"The truth will make you free"
Jesus Christ of nazreth 33AD
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Re: [Audyssey] potential customizable RPG game?

2012-12-19 Thread Allan Thompson
Very cool, I would love to see what you come up with!

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Clement Chou 
  To: Gamers Discussion list 
  Sent: Wednesday, December 19, 2012 6:02 PM
  Subject: Re: [Audyssey] potential customizable RPG game?


  Feel free that'd be appreciated! I emailed it to Ian myself but it'd be good 
  to have someone else suggest it. And potential, this thing definitely has. I 
  can't wait to see what comes out of it. Might try my hand at a couple of 
  maps too.
  - Original Message - 
  From: "Allan Thompson" 
  To: "Gamers Discussion list" 
  Sent: Wednesday, December 19, 2012 3:17 PM
  Subject: Re: [Audyssey] potential customizable RPG game?


  >I agree that it is lacking some of the classical rpg elements.
  > The way it was explained to me was this: The tactical battles game is  at 
  > once a stand alone game and game engine for people to design scenarios. 
  > However, ultimately he wants to develop it as part of the overall rpg 
  > engine he has a desire to make. In the meantime, as people create maps,and 
  > offer suggestions, he is getting a feel for what people would like in a 
  > game like the one he is going to make. So your suggestion is a good one, 
  > and if it is ok with you, I would like to offer that to the TB list.
  >
  > So I guess the key word was potential, grin.
  >
  > al
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.
  > ---
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  > please send E-mail to gamers-ow...@audyssey.org. 


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[Audyssey] Tactical Battles 1.12 release update

2013-02-10 Thread Allan Thompson
Here is a post Ian Reed put on the audissey forum for his tactical battles game:
Greetings all!

I'm releasing Tactical Battle 1.12.
It comes with KeyWasFull's new Tomb Robber series, an updated version of his 
Conquering RedWall Abbey series, and an updated version of Allan Thompson's
One shot wonders / Zombie House.
And of course my old getting started maps and an example map demonstrating the 
new items and equipment feature.

Some of the highlights of 1.12 have been: 
random damage and chance to hit, 
scripting, 
random sounds, 
more customizable teams, 
the new rounds and turns system, 
effects that cause initial damage or healing just as skills do, effect 
modifiers that apply to a specific skill rather than all skills, items and 
equipment, 
and quite a few smaller but worthwhile features. 

Hope you all enjoy!
Remember the game is free and the mailing list is the place to be if you want 
to create your own maps or interact with the map creators.
As always, the game can be downloaded from:
http://BlindAudioGames.com

***end post***
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] Tactical Battles 1.12 release update

2013-02-11 Thread Allan Thompson
Hi Christopher,
Here is the link for sending future game errors.

supp...@blindaudiogames.com
 
The game creator is Ian Reed.
I will forward this to him however so  he will be sure to get it.
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Christopher Proß 
  To: Gamers Discussion list 
  Sent: Monday, February 11, 2013 10:06 AM
  Subject: Re: [Audyssey] Tactical Battles 1.12 release update


  hi!
  a error has ocored by starting the game.
  here is the error, sorry a part of the error is in german.
  ---

  ---
  An error has occurred.  Please notify the game creator of this error.  You 
can 
  copy the entire error to your clipboard by pressing control + C.  Then you 
can 
  paste it into an email by pressing control + V and send the email to 
  supp...@blindaudiogames.com.
  System.IO.FileLoadException: Die Datei oder Assembly "Noesis.Javascript, 
  Version=0.0.0.0, Culture=neutral, PublicKeyToken=ae36d046c7f89f85" oder eine 
  Abhängigkeit davon wurde nicht gefunden. Diese Anwendung konnte nicht 
gestartet 
  werden, weil die Anwenungskonfiguration nicht korrekt ist. Zur 
Problembehebung 
  sollten Sie die Anwendung neu installieren. (Ausnahme von HRESULT: 0x800736B1)

  Dateiname: "Noesis.Javascript, Version=0.0.0.0, Culture=neutral, 
  PublicKeyToken=ae36d046c7f89f85" ---> 
  System.Runtime.InteropServices.COMException (0x800736B1): Diese Anwendung 
konnte 
  nicht gestartet werden, weil die Anwenungskonfiguration nicht korrekt ist. 
Zur 
  Problembehebung sollten Sie die Anwendung neu installieren. (Ausnahme von 
  HRESULT: 0x800736B1)

 bei Game.JS.Initialize(Dictionary`2 scriptStorage)

 bei Game.World.Initialize() in 
  C:\Data\Recent\TacticalRPG\TacticalRPG\World.cs:Zeile 77.

 bei Game.Form1.Form1_Load(Object sender, EventArgs e) in 
  C:\Data\Recent\TacticalRPG\TacticalRPG\Form1.cs:Zeile 82.

 bei System.Windows.Forms.Form.OnLoad(EventArgs e)

 bei System.Windows.Forms.Form.OnCreateControl()

 bei System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)

 bei System.Windows.Forms.Control.CreateControl()

 bei System.Windows.Forms.Control.WmShowWindow(Message& m)

 bei System.Windows.Forms.Control.WndProc(Message& m)

 bei System.Windows.Forms.ScrollableControl.WndProc(Message& m)

 bei System.Windows.Forms.ContainerControl.WndProc(Message& m)

 bei System.Windows.Forms.Form.WmShowWindow(Message& m)

 bei System.Windows.Forms.Form.WndProc(Message& m)

 bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

 bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

 bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, 
IntPtr 
  wparam, IntPtr lparam)




  ---
  OK
  ---

  best regarts christopher.
  PS: sorry for my english.






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Re: [Audyssey] Tactical Battles 1.12 release update

2013-02-11 Thread Allan Thompson
Hi Paul,
I am glad you  like the game. I just build maps here and there myself but 
whether playing or creating a map it is a blast.

Unfortunately, you have to download the whole game over again. With the maps 
included it can be a bit big.
Perhaps I could pull my map packs out of the one I downloaded and I can post 
the link to the new release from send space, it would be a smaller download I 
imagine. Let me know if you want me to do that.

The  email list Ian set up is also a good place to start for map creation. 
Everyone is pretty helpful, and Ian does a lot of developing in between 
releases that gets playtested and the like.

al



"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Paul Lemm 
  To: 'Gamers Discussion list' 
  Sent: Monday, February 11, 2013 4:54 PM
  Subject: Re: [Audyssey] Tactical Battles 1.12 release update
---
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Re: [Audyssey] Tactical Battles 1.12 release update

2013-02-11 Thread Allan Thompson
No worries!
al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Christopher Proß 
  To: Gamers Discussion list 
  Sent: Monday, February 11, 2013 4:32 PM
  Subject: Re: [Audyssey] Tactical Battles 1.12 release update


  hi
  oh sorry.
  but thanx for you ansver.



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Re: [Audyssey] Tactical Battles 1.12 release update

2013-02-12 Thread Allan Thompson
Hi Paul,
Correct, I got one in there. It is called One shot wonders/zombie house. One 
shot wonders is is a joke since it only uses the one zombie house map. Most 
campaigns feature more then one.

I based the map very loosely on the old black and white romero classic, the 
night of the living dead.
The plot is simple. Some satellite falls to earth and starts emitting wacky 
zombie creating radiation. Hence forth, the world is plagued by brain eating 
undead. 

You play the survivors, four pros with guns, and about eight or nine generic 
survivors  who have to search around for items to help them fight off the 
zombie horde. Also there is a house in the middile of the map which  can be 
used to hold off the horde...for a little while anyway.
I hope you enjoy it. 
Also be sure to check out the others maps as well, on the web site are map 
packs that are works in progress, but feature everything from fantasy,  
spaceships to christmas themes. 
Also if you have any suggestions or thoughts or complaints about any maps I 
make let me know. I am always willing to make the maps I make  better.

al   

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Paul Lemm 
  To: 'Gamers Discussion list' 
  Sent: Tuesday, February 12, 2013 2:24 PM
  Subject: Re: [Audyssey] Tactical Battles 1.12 release update
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Re: [Audyssey] Tactical Battles 1.12 release update

2013-02-12 Thread Allan Thompson
Ouch! lol

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: shaun everiss 
  To: Gamers Discussion list 
  Sent: Tuesday, February 12, 2013 10:58 PM
  Subject: Re: [Audyssey] Tactical Battles 1.12 release update
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Re: [Audyssey] Help Naming a Wrestling Game

2013-03-02 Thread Allan Thompson
The game sounds interesting, and I like the name Power Slam. 
I am looking forward to this title. I remember watching Hulk Hogan and Rowdy 
Roddy Piper on Saturday afternoons when I was knee high to a halfling. I think 
I stopped watching after the stone cold steve austin and the Rock feud.

al "The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Saturday, March 02, 2013 6:33 AM
  Subject: [Audyssey] Help Naming a Wrestling Game


  Hello everyone,

  As many of you know I have been working on a wrestling game for quite
  some time based on the WWE brand of superstars etc. The project
  started out as an attempt to simply rewrite the Dos Piledriver game,
  convert it to a 32-bit Windows application, and update the database of
  superstars with wrestlers like Edge, CM Punk, Sheamus, and so on.
  Basically, originally it was just going to be an updated version of
  Piledriver.

  However, as time went on the game evolved, became much better, and is
  moving in a direction entirely different from the original intent
  which is apt to happen with us crazy programmers. That's not such a
  bad thing. the current version is more like one of Jim Kitchen's
  sports games with Sapi for play by play action, pull down context
  menus, contains entrance music, crowd ambiance, start and ending
  bells, and so forth. In short, the game is no longer Piledriver per
  say, and is completely something new which I think needs its own
  title.

  Here is the problem. There are a number of WWE games on the market for
  the XBox, Play Station, PSP etc and I definitely don't want to get
  into entanglements over copyrights if I use a game title like WWE Raw
  Verses Smackdown, WWE All Stars, WWE Legends, and so forth. Generic
  names like Wrestling League Manager and so on just don't appeal to me.
  Piledriver, as mentioned above, is for all intents and purpose a
  different game which I don't want confused with my creation. So any
  thoughts or ideas on a cool title for the wrestling game I'm working
  on?

  Cheers!

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Re: [Audyssey] TTS issues

2013-03-02 Thread Allan Thompson
Hi Charles,
A while back I had lost sappi due to an inconvenient power outage. I ended up 
useing something called eSpeak. Maybe that will help you? It had come with 
voices, but they were pretty bad, still it is better then nothing. 
I am sorry I haven't used it since then a few years ago, but I am sure an 
internet will find it. Specifically I know it did well with entombed, but I am 
not sure about the rest. 

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Charles Rivard 
  To: audyssey gamers list 
  Sent: Saturday, March 02, 2013 8:25 AM
  Subject: [Audyssey] TTS issues


  I have no SAPI speech on my desktop PC.  Even Microsoft Sam, which I detest, 
does not operate.  I am using Windows Home edition of XP with service pack 3 
installed.  In order to run Jim Kitchen's games, among others, SAPI is 
necessary.  The program on Jim's site, which I know I will misspell, de loser 
lex, made no change.  There is another file I could get from his site, although 
it says that it is for Windows 98, 2000, and M E, so I haven't tried it yet.  
I've thought of doing a repair of Windows, but cannot find my Windows CD if 
needed.  Is there a TTS engine that I can download and install that might fix 
this annoyance?  Thanks in advance.

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Re: [Audyssey] Help Naming a Wrestling Game

2013-03-04 Thread Allan Thompson
No holds barred, lol. 
How will the wrestling actually work? Will it be a fighting game like mortal 
combat? What about the diffrent combos. I mean you got the sling shot off the 
ropes, you got top rope  drops, figure four leg locks, all sorts of signnature 
moves! 
thanks,
al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, March 04, 2013 4:44 AM
  Subject: Re: [Audyssey] Help Naming a Wrestling Game


  Hi Dark,

  While I see the point of unlockable content in many types of games
  this definitely isn't one of them.  As mentioned before this game is a
  wrestling game written by a wrestling fan for wrestling fans and
  restricting certain performers would be counter productive in its
  intent.

  For example, I grew up in the 1980's and have many fond memories of
  Hulk Hogan, Randy Savage, Ricky Steamboat, Brett Hart, etc from the
  early days of their wrestling careers. Now, assuming this is a game
  for wrestling fans it stands to reason I should be able to pull up a
  list of performers I want to wrestle and have the opportunity to be
  able to select two classic performers like Hulk Hogan and Randy Savage
  and reconstruct a match from the 1980's without restrictions. It would
  make little to no sense at all to me to pick a performer off of the
  current roster like John Cena, have him wrestle x number of matches,
  just to unlock certain performers that I might happen to want to play.

  This is in my opinion exactly the kind of differences that come up
  between a true fan of the sport and just a gamer. Gamers are looking
  for something extra, some un lockable content, something extra that
  makes the game just another fighting game. A fan, such as myself,
  needs no unlockable content to make the game enjoyable and in fact
  might find certain restrictions get in the way of his or her
  enjoyment.

  Cheers!

  On 3/4/13, dark  wrote:
  > Hi Dan.
  >
  > Much as I've said I don't particularly care for wrestling, I do enjoy such
  > unlockables in games, especially competing games with different conditions,
  >
  > since they really give a sense of accomplishment when you finish them.
  >
  > Beware the Grue!
  >
  > Dark.

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Re: [Audyssey] Help Naming a Wrestling Game

2013-03-04 Thread Allan Thompson
Hi Tom,
That is perfectly fine with me. I just wasn't sure how it would be played since 
I have never played pile driver, nor heard about it till now.
Sounds fun!
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Monday, March 04, 2013 2:42 PM
  Subject: Re: [Audyssey] Help Naming a Wrestling Game


  Hi Al,

  The game is essentially a turn based menu driven game much like
  Piledriver for Dos is. In case you don't know what I mean by that here
  is a basic idea of how it works.

  You have a menu of various types of moves such as Aerial, Brawling,
  Dirty, Grappling, Submission, Throws, and Finishers. Let's say for
  example you select Brawling. A new menu of options will appear such as
  Big Boot, Missile Dropkick, European Uppercut, Knee Lift, and so on.
  You select European Uppercut and your wrestler attempts to hit the
  computer opponent with an uppercut. If the move is successful the
  opponent will be stunned or knocked down to the mat. If it fails the
  computer opponent will be allowed to attempt to attack you with a move
  of its own. This will continue back and forth until a wrestler is
  pinned or submits.

  Now, there are two reasons why I didn't create a real time fighting
  game like Mortal Kombat as you suggest. First, is I don't have the
  money to purchase a library of sound effects for every potential
  wrestler, for every single move, and so on. Second, is there are so
  many different wrestling moves that it would be impossible to program
  keyboard commands for every single possibility. Even if I did so it
  would be difficult to remember each and every possible command. So I
  chose to keep the same game play as Piledriver, but added some sounds
  and music to it as well as Sapi support.

  HTH



  On 3/4/13, Allan Thompson  wrote:
  > No holds barred, lol.
  > How will the wrestling actually work? Will it be a fighting game like mortal
  > combat? What about the diffrent combos. I mean you got the sling shot off
  > the ropes, you got top rope  drops, figure four leg locks, all sorts of
  > signnature moves!
  > thanks,
  > al
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.

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Re: [Audyssey] Help Naming a Wrestling Game

2013-03-05 Thread Allan Thompson
Wow, Tom, that sounds awesome!
This isn't so much a suggestion as a question.
Are you going to bother with tag teams? They still have tage teams, right? 

This is perhaps a suggestion, see what you think...
What makes wrestling what it is is not just the matches themselves but the 
drama in between matches.
So maybe, as an optional setting, one could select "drama" where between 
matches interesting events could happen that might or might not affect stats 
for a wrestler.

I see it as a things like:
"player's wrestler" gets attacked from behind in the back rooms! He thinks it 
was "next wrestler to fight". As a result he is a little less coordinated.

or 

"During an interview, "player wrestler" got squirted in the eyes with burning 
hot coffee by "next challenger", He is ok, but his rage has increased to new 
levels of extreme danger 

and of course...

"Players wrestler" girlfriend/lucky trunks/manager/favorite truck got stolen, 
and now he is distracted throwing off his focus for the upcoming belt!

It wouldn't be anything too major, just adding or subtracting or even just 
doing nothing but entertaining so that the feel of the wrestling shows I used 
to watch would be there . 

al 




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Re: [Audyssey] Help Naming a Wrestling Game

2013-03-05 Thread Allan Thompson
Not to mentiont he british bulldogs! 
al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: dan cook 
  To: Gamers Discussion list 
  Sent: Tuesday, March 05, 2013 1:16 PM
  Subject: Re: [Audyssey] Help Naming a Wrestling Game


  You know, I really like that idea.
  and yes they still have tag teams, wel nothing on par with the road
  warriors, demolition, dudley boys etc though.

  On 3/5/13, Allan Thompson  wrote:
  > Wow, Tom, that sounds awesome!
  > This isn't so much a suggestion as a question.
  > Are you going to bother with tag teams? They still have tage teams, right?
  >
  > This is perhaps a suggestion, see what you think...
  > What makes wrestling what it is is not just the matches themselves but the
  > drama in between matches.
  > So maybe, as an optional setting, one could select "drama" where between
  > matches interesting events could happen that might or might not affect stats
  > for a wrestler.
  >
  > I see it as a things like:
  > "player's wrestler" gets attacked from behind in the back rooms! He thinks
  > it was "next wrestler to fight". As a result he is a little less
  > coordinated.
  >
  > or
  >
  > "During an interview, "player wrestler" got squirted in the eyes with
  > burning hot coffee by "next challenger", He is ok, but his rage has
  > increased to new levels of extreme danger
  >
  > and of course...
  >
  > "Players wrestler" girlfriend/lucky trunks/manager/favorite truck got
  > stolen, and now he is distracted throwing off his focus for the upcoming
  > belt!
  >
  > It wouldn't be anything too major, just adding or subtracting or even just
  > doing nothing but entertaining so that the feel of the wrestling shows I
  > used to watch would be there .
  >
  > al
  >
  >
  >
  >
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] TTS issues

2013-03-06 Thread Allan Thompson
Hey Tom,
I don't know what to tell you. None of my sappi was working, I plugged that in, 
and it did. If I knew the  how things worked, I would be a trillionaire by now, 
lol.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Saturday, March 02, 2013 1:40 PM
  Subject: Re: [Audyssey] TTS issues


  Hi Allan,

  Interesting. Espeak uses the Sapi 5 API for voice output on Windows so
  I don't know why it would work when other Sapi compliant voices
  wouldn't with games.

  As far as ESpeak voice quality goes that is a matter of preference.
  Yes, I'll agree it is very robotic, but I use it every day with NVDA
  on Windos and with Orca on Linux and I find it more responsive and
  better than Eloquence in many cases.

  On 3/2/13, Allan Thompson  wrote:
  > Hi Charles,
  > A while back I had lost sappi due to an inconvenient power outage. I ended
  > up useing something called eSpeak. Maybe that will help you? It had come
  > with voices, but they were pretty bad, still it is better then nothing.
  > I am sorry I haven't used it since then a few years ago, but I am sure an
  > internet will find it. Specifically I know it did well with entombed, but I
  > am not sure about the rest.
  >
  > al
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.
  >   - Original Message -
  >   From: Charles Rivard
  >   To: audyssey gamers list
  >   Sent: Saturday, March 02, 2013 8:25 AM
  >   Subject: [Audyssey] TTS issues
  >
  >
  >   I have no SAPI speech on my desktop PC.  Even Microsoft Sam, which I
  > detest, does not operate.  I am using Windows Home edition of XP with
  > service pack 3 installed.  In order to run Jim Kitchen's games, among
  > others, SAPI is necessary.  The program on Jim's site, which I know I will
  > misspell, de loser lex, made no change.  There is another file I could get
  > from his site, although it says that it is for Windows 98, 2000, and M E, so
  > I haven't tried it yet.  I've thought of doing a repair of Windows, but
  > cannot find my Windows CD if needed.  Is there a TTS engine that I can
  > download and install that might fix this annoyance?  Thanks in advance.
  >
  >   ---
  >   Shepherds are the best beasts, but Labs are a close second.
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Re: [Audyssey] Help Naming a Wrestling Game

2013-03-06 Thread Allan Thompson
I wouldn't be interested in the new guys, and I guess gals now. I remember when 
it was generation X and Sean Michaels had China. She was bigger then some of 
the men! 

I would love to add alot of the old timers too. Jimmy super fly snuka for one, 
andre the giant, ricky the dragon steamboat, hacksaw jim dugan, the iron shiek 
...wow, I am really freakin old, lol

al
al 

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Saturday, March 02, 2013 1:53 PM
  Subject: Re: [Audyssey] Help Naming a Wrestling Game


  Hi Allan,

  Wow! I guess you really are out of the loop. WWE has changed a lot
  since the Attitude Era when Steve Austin and The Rock were the two
  most popular performers on the roster.

  These days there is a whole new generation of superstars such as
  Sheamus, John Cena, CM Punk, Ryback, etc who all emerged over the last
  10 years or so as well as some classics like Chris Jericho and The
  Rock who got there start back in the Attitude Era. That's only the
  mail roster.

  The Divas division has grown and expanded a lot over the last decade,
  and there have been several female superstars who have come and gone
  such as Mickie James, Trish Stratus, Candice Michelle, Michelle
  McCool, Layla El, Maryse, Melina Parez, Beth Phoenix, Kelly Kelly, and
  the list goes on.

  On 3/2/13, Allan Thompson  wrote:
  > The game sounds interesting, and I like the name Power Slam.
  > I am looking forward to this title. I remember watching Hulk Hogan and Rowdy
  > Roddy Piper on Saturday afternoons when I was knee high to a halfling. I
  > think I stopped watching after the stone cold steve austin and the Rock
  > feud.
  >
  > al "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.
  >   - Original Message -
  >   From: Thomas Ward
  >   To: Gamers Discussion list
  >   Sent: Saturday, March 02, 2013 6:33 AM
  >   Subject: [Audyssey] Help Naming a Wrestling Game
  >
  >
  >   Hello everyone,
  >
  >   As many of you know I have been working on a wrestling game for quite
  >   some time based on the WWE brand of superstars etc. The project
  >   started out as an attempt to simply rewrite the Dos Piledriver game,
  >   convert it to a 32-bit Windows application, and update the database of
  >   superstars with wrestlers like Edge, CM Punk, Sheamus, and so on.
  >   Basically, originally it was just going to be an updated version of
  >   Piledriver.
  >
  >   However, as time went on the game evolved, became much better, and is
  >   moving in a direction entirely different from the original intent
  >   which is apt to happen with us crazy programmers. That's not such a
  >   bad thing. the current version is more like one of Jim Kitchen's
  >   sports games with Sapi for play by play action, pull down context
  >   menus, contains entrance music, crowd ambiance, start and ending
  >   bells, and so forth. In short, the game is no longer Piledriver per
  >   say, and is completely something new which I think needs its own
  >   title.
  >
  >   Here is the problem. There are a number of WWE games on the market for
  >   the XBox, Play Station, PSP etc and I definitely don't want to get
  >   into entanglements over copyrights if I use a game title like WWE Raw
  >   Verses Smackdown, WWE All Stars, WWE Legends, and so forth. Generic
  >   names like Wrestling League Manager and so on just don't appeal to me.
  >   Piledriver, as mentioned above, is for all intents and purpose a
  >   different game which I don't want confused with my creation. So any
  >   thoughts or ideas on a cool title for the wrestling game I'm working
  >   on?
  >
  >   Cheers!
  >
  >   ---
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  >   If you want to leave the list, send E-mail to
  > gamers-unsubscr...@audyssey.org.
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  > list,
  >   please send E-mail to gamers-ow...@audyssey.org.
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  > gamers-unsubscr...@audyssey.org.
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  > http://www.mail-archive.com/gamers@audyssey.org.
  > If you have any questions or concerns rega

Re: [Audyssey] TTS issues

2013-03-06 Thread Allan Thompson
Hi Charles,
Could you list what you did to fix it? I wouldn't mind haveing that info for 
myself in case it happens again.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Charles Rivard 
  To: Gamers Discussion list 
  Sent: Saturday, March 02, 2013 3:55 PM
  Subject: Re: [Audyssey] TTS issues


  No, but I remembered a solution that worked for someone else some time ago. 
  I tried it, and it worked.  I reinstalled Jim Kitchen's Winkit file and now 
  have SAPI speech again.  Thanks for all the help, people.

  ---
  Shepherds are the best beasts, but Labs are a close second.
  - Original Message - 
  From: "Lisa Hayes" 
  To: "Gamers Discussion list" 
  Sent: Saturday, March 02, 2013 2:49 PM
  Subject: Re: [Audyssey] TTS issues


  >I wonder if Charles has accidently muted speech somehow what apain.
  > Lisa Hayes
  >
  >
  >
  >
  > www.nutrimetics.com.au/lisahayes
  >
  > - Original Message - 
  > From: "Thomas Ward" 
  > To: "Gamers Discussion list" 
  > Sent: Sunday, March 03, 2013 5:40 AM
  > Subject: Re: [Audyssey] TTS issues
  >
  >
  >> Hi Allan,
  >>
  >> Interesting. Espeak uses the Sapi 5 API for voice output on Windows so
  >> I don't know why it would work when other Sapi compliant voices
  >> wouldn't with games.
  >>
  >> As far as ESpeak voice quality goes that is a matter of preference.
  >> Yes, I'll agree it is very robotic, but I use it every day with NVDA
  >> on Windos and with Orca on Linux and I find it more responsive and
  >> better than Eloquence in many cases.
  >>
  >> On 3/2/13, Allan Thompson  wrote:
  >>> Hi Charles,
  >>> A while back I had lost sappi due to an inconvenient power outage. I 
  >>> ended
  >>> up useing something called eSpeak. Maybe that will help you? It had come
  >>> with voices, but they were pretty bad, still it is better then nothing.
  >>> I am sorry I haven't used it since then a few years ago, but I am sure 
  >>> an
  >>> internet will find it. Specifically I know it did well with entombed, 
  >>> but I
  >>> am not sure about the rest.
  >>>
  >>> al
  >>> "The truth will set you free"
  >>> Jesus Christ of Nazareth 33A.D.
  >>>   - Original Message -
  >>>   From: Charles Rivard
  >>>   To: audyssey gamers list
  >>>   Sent: Saturday, March 02, 2013 8:25 AM
  >>>   Subject: [Audyssey] TTS issues
  >>>
  >>>
  >>>   I have no SAPI speech on my desktop PC.  Even Microsoft Sam, which I
  >>> detest, does not operate.  I am using Windows Home edition of XP with
  >>> service pack 3 installed.  In order to run Jim Kitchen's games, among
  >>> others, SAPI is necessary.  The program on Jim's site, which I know I 
  >>> will
  >>> misspell, de loser lex, made no change.  There is another file I could 
  >>> get
  >>> from his site, although it says that it is for Windows 98, 2000, and M 
  >>> E, so
  >>> I haven't tried it yet.  I've thought of doing a repair of Windows, but
  >>> cannot find my Windows CD if needed.  Is there a TTS engine that I can
  >>> download and install that might fix this annoyance?  Thanks in advance.
  >>>
  >>>   ---
  >>>   Shepherds are the best beasts, but Labs are a close second.
  >>>   ---
  >>>   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://mail.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 regarding the management of the
  >>> list,
  >>>   please send E-mail to gamers-ow...@audyssey.org.
  >>> ---
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  >>> 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 regarding the management of the 
  

[Audyssey] Adventure Game Engine release with Shadowgate adventure

2013-03-10 Thread Allan Thompson
Below is a trimmed version of Ian Reed's post to the audio forums about a new 
release of the Adventure Game Engine which features a great new adventure.
 Post is below.
***begin message***

Hi everyone,
It's been ages since I've released a new version of the adventure game 
engine.

For quite some time Nina0116 has been working on the ShadowGate 
adventure which is a port from ShadowGate for the original Nintendo.

I'm happy to announce that Nina0116 has completed the adventure and now 
you can try it for yourselves.
I want to give a big thanks to Nina0016 as the engine has been a bit of 
a pain to work with and Nina's feedback and willingness to trudge 
forward despite the engine's problems have really served to improve the 
engine.

The game can be downloaded from 
http://BlindAudioGames.com


I hope you all enjoy Nina's hard work.

You can contact Nina0116 on the AudioGames.net forum on this thread:
http://forum.audiogames.net/viewtopic.php?pid=127170#p127170


Ian Reed
***end message***

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
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[Audyssey] Brief Description of Shadow Gate

2013-03-10 Thread Allan Thompson
Hi Guys,
For all those who might be interested, I want to give a brief description of 
the game, how it works, and a little about the awesome new adventure called 
Shadow Gate.
AGE, or Adventure Game Engine, allows those with a desire, to make their own 
menu driven adventure games. It is free, with a simple registration process. 
The new update has made the game engine more user friendly for game creation. 
The game menu itself consists of the  normal menu items like: Go, take, use, 
select, inspect, inventory, talk and things of that nature.
  
Shadow Gate  is about taking the role of an adventurer who is tasked to go 
forth and defeat an evil warlock who is attempting to summon forth a dread 
beast to conquer the world. It is filled with puzzles, wierd magical rooms, 
learning magic spells and plenty of exploration, not to mention a little humor.
One of the interesting things about the adventure is that you need to keep an 
eye out for unlit torches. If your current burning torch starts to   run out, 
you need to light up a fresh one, so there is an added element of danger. There 
is also save and load saved games so you can keep your progress thru the 
adventure and overall it is a real blast. All the music is from the original 
NES version, which is surprisingly  catchy and fitting.

If these type of games are something you enjoy, then give it a try. 
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] Adventure Game Engine release with Shadowgateadventure

2013-03-10 Thread Allan Thompson
Hi Ron,
I am not sure what the huge cave adventure game is. I am not really much of an 
IF fan,  but I really enjoyed playing Shadow Gate. 
I know it is supposed to be a game engine so potentially someone can build the 
adventure and use it on the AGE game engine.
al 


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Ron Kolesar 
  To: Gamers Discussion list 
  Sent: Sunday, March 10, 2013 4:37 PM
  Subject: Re: [Audyssey] Adventure Game Engine release with Shadowgateadventure


  Any way of making the old huge cave adventure game windows and blind 
  friendly?
  Thanks.
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Re: [Audyssey] Adventure Game Engine release with Shadowgateadventure

2013-03-10 Thread Allan Thompson
Hey Will,
That is actually an interesting idea. Maybe Ian can make the game mac 
compatible? I will bring it up on his list.

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Will 
  To: Gamers Discussion list 
  Sent: Sunday, March 10, 2013 5:05 PM
  Subject: Re: [Audyssey] Adventure Game Engine release with Shadowgateadventure


  wish mac compatible
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Re: [Audyssey] Brief Description of Shadow Gate

2013-03-10 Thread Allan Thompson
Hi Christina,
Yes, it is a computer game for windows machines.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Christina 
  To: 'Gamers Discussion list' 
  Sent: Sunday, March 10, 2013 5:22 PM
  Subject: Re: [Audyssey] Brief Description of Shadow Gate


  Hi.  Is this a computer game?

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Re: [Audyssey] Adventure Game Engine release withShadowgateadventure

2013-03-10 Thread Allan Thompson
Hi Charles,
I think maybe I used IF when really I am talking about text adventures. Since I 
am not a big fan of either, I used the term to kind of cover it all, so sorry 
to all for the confusion.

So, if that is the case with the cavern game, then I think a text adventure can 
be recreated on the game engine.
Actually, I think I would love to see alot of the more popular text adventure 
games recreated. Especially Zork. That is one of two text adventure I remember 
playing. The other was on a friends computer, I think it was quest or dragon 
quest or maybe kings quest. Not totally sure on that.

al

  "The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Charles Rivard 
  To: Gamers Discussion list 
  Sent: Sunday, March 10, 2013 8:14 PM
  Subject: Re: [Audyssey] Adventure Game Engine release withShadowgateadventure


  If I remember correctly, it is an expanded version of the "colossal cave" 
  adventure game that was also known as "adventures in C".  Basically you have 
  to find the opening to a cavern, enter and explore it, finding treasures as 
  you do so.  You also must, in order to continue at times, solve puzzles. 
  You give directions like "walk north", "pick up keys", and such to tell the 
  game what you want to do.

  ---
  Shepherds are the best beasts, but Labs are a close second.
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Re: [Audyssey] Brief Description of Shadow Gate

2013-03-11 Thread Allan Thompson
Hi Shawn,
You might have wanted to put up a spoil alert or something for those who play 
the game, and didn't want to be given hints. 

That is the spoil alert for everyone reading this now in fact. If you are 
playing the shadow gate game and don't want hints, do not read further...

Shawn, those things you mentioned were not bugs in the usual sense. There is 
several degrees of seperation between an atari port of a visually played nes 
game, and the audio version of the same game on a diffrent platform in an 
accessible format.
There will be diffrences, and this isn't all that unusual. In the sighted 
world, especially with side scroller games or action games diffrent content 
will be snuck in for diffrent systems to keep the game fresh and to give 
incentive to buy the game for those diffrent consoles.  
For this game, I don't know. Nina might have  omitted things out of 
forgetfulness, or it might have existed in the same way as on the atari port. 
Either way, those things you mentioned are not bugs.
Secondly, the rope does do as you say, but you have to be a little more clever 
then the atari walkthru to figure it out. Use that sharp mind of yours and 
check out everything around you, and in your inventory, and you should be able 
to solve the puzzle.

As for the use and select menu choices...ironically I mentioned the same exact 
thing to Ian  a while back. 
I guess, for the time being, the best way to remember which does what is to 
think of "use" as useing it on yourself, or useing something like an unlocked 
door, or a bridge or even a staircase.
"Select" is usually done when you want to use an item on some element in a 
room, like a pool, or a monster, or you want to use an item on another item, 
like a burning torch on an unlit torch.

Lastly, yeah, the music is retro. I think it is quaint and takes me back to the 
nineties, lol. There is actually some shadow gate music called overclocked 
where people take old video game music and rock out with it, or turn it into 
disco, lol.

http://ocremix.org/

 

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: shaun everiss 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 1:40 AM
  Subject: Re: [Audyssey] Brief Description of Shadow Gate
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Re: [Audyssey] Brief Description of Shadow Gate

2013-03-11 Thread Allan Thompson
Hi Shawn,
I talked to Nina, and she said that she was only familiar with the NES version 
of the game. So it is entirely possible that the atari could have had diffrent 
content, either for keeping the game fresh, or just memory problems. Back then 
game consoles were no where near the memory capacity of an atari computer, so 
it could be that some things got cut from the NES, which would make sense. I 
never played the game before this adaptation, which I regret cause it seemed 
like it would be alot of fun.

Shawn, if you could give me a link to the walkthru, or the walkthru itself, 
Nina said she wanted to take a look at it, and I am thinking she might want to 
put the content in the game you mentioned, but that is just my guess, she 
didn't say one way or the other. 
She did mention she is going to work on a zork port at some point which I think 
is going to be really interesting.

SPOILER ALERT:
Don't read further if you don't want to ruin the game.

Shawn, You don't have to drop anything to use the bridge. I playtested the 
entire map and the bridge can't be used until you are ready to use it. Consider 
the inventory and objects you find, and notice anything that might seem to have 
a strange quality when inspected, especially when it might pertain to crossing 
a chasm with a rickety and dangerous bridge. 
Honestly, the walkthru is not doing you any favors. Play the game without it, 
and just work within the boundaries of the game itself, you will have alot  
more fun.
Good luck,

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: shaun everiss 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 12:30 PM
  Subject: Re: [Audyssey] Brief Description of Shadow Gate
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Re: [Audyssey] Problems running adventure game engine

2013-03-11 Thread Allan Thompson
Hi,
I will forward your email to Ian.
 I noticed his website has some general help for fixing problems so below is 
the links for both Ian and his website.
Homepage:
http://www.blindaudiogames.com/

Ian's email:
supp...@blindaudiogames.com 

I don't think Ian is subscribed to the gamers list so that is why I am doing 
this. 
him that way. I know he reads everything that gets sent.
On the homepage there is links and a place to sign up for the email list, and 
also he uses the audio games.net forums alot for both his gam engines.
 
Somewhere I hope that can resolve your problem, lol.
al



"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Ibrahim Gucukoglu 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 9:02 AM
  Subject: [Audyssey] Problems running adventure game engine
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Re: [Audyssey] Brief Description of Shadow Gate

2013-03-11 Thread Allan Thompson
LOL, Good luck on that. I had 24/7 pokemon when my kids were into it, and I 
thought I would bash my head into a wall till I passed out just to stop the 
song from going round and round in my head. Gotta catch em all!

Hope you enjoy  adventure. The lady who ported it, Nina, worked really hard on 
it.
al 

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: dan cook 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 5:17 AM
  Subject: Re: [Audyssey] Brief Description of Shadow Gate
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Re: [Audyssey] Brief Description of Shadow Gate

2013-03-11 Thread Allan Thompson
Hi Mitch,
The homepage for his website is:

http://www.blindaudiogames.com/

You might want to read thru the homepage at the general fixes in case you have 
trouble running the game. I have an xp machine sp3 and it seems to work fine on 
mine.

al
al


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Mich 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 2:45 PM
  Subject: Re: [Audyssey] Brief Description of Shadow Gate
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Re: [Audyssey] Help with RPG Roller

2013-03-11 Thread Allan Thompson
Hey!
This is a great app. Thanks for mentioning it.
Is there other role  playing aids apps on the iPhone that is accessible?

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Zachary Kline 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 4:33 PM
  Subject: Re: [Audyssey] Help with RPG Roller


  Hi Christina,
  If you go to the roll history tab, you can find a breakdown of the individual 
numbers for all the rolls you've made recently. I hope this helps somewhat.
  All the best,
  Zack.
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Re: [Audyssey] Brief Description of Shadow Gate

2013-03-11 Thread Allan Thompson
Hi Kimberly,
That happens to me sometimes. What I usually do is I will try clicking the link 
again. It should give you the warnings, and all that stuff.
Then you tab or use the arrow key down the list of buttons till you reach 
something that says "Save to where:" or something similar. 
In the edit box next to it will be the folder the actual download ended up at.

I hope that helps you out. 
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Kimberly Qualls 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 6:26 PM
  Subject: Re: [Audyssey] Brief Description of Shadow Gate


  Hey folks...I know this is a stupid question, but I downloaded the AGE
  and it didn't go to the downloads...I'm used to downloads just going
  there, so where would it go, otherwise?...Or, even better, how do I
  find it, incase I have to find something else?...Thanks for all of
  everyone's help and patience...(smile)

  On 3/11/13, Allan Thompson  wrote:
  > Hi Mitch,
  > The homepage for his website is:
  >
  > http://www.blindaudiogames.com/
  >
  > You might want to read thru the homepage at the general fixes in case you
  > have trouble running the game. I have an xp machine sp3 and it seems to work
  > fine on mine.
  >
  > al
  > al
  >
  >
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.
  >   - Original Message -
  >   From: Mich
  >   To: Gamers Discussion list
  >   Sent: Monday, March 11, 2013 2:45 PM
  >   Subject: Re: [Audyssey] Brief Description of Shadow Gate
  > ---
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  >

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Re: [Audyssey] Help with RPG Roller

2013-03-11 Thread Allan Thompson
That would be great! Thanks.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Zachary Kline 
  To: Gamers Discussion list 
  Sent: Monday, March 11, 2013 6:17 PM
  Subject: Re: [Audyssey] Help with RPG Roller


  Not many, as far as I know. I've been searching for others for a while. If I 
find good ones I'll pass them along.
  On Mar 11, 2013, at 3:19 PM, "Allan Thompson"  wrote:

  > Hey!
  > This is a great app. Thanks for mentioning it.
  > Is there other role  playing aids apps on the iPhone that is accessible?
  > 
  > al
  > 
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.
  >  - Original Message - 
  >  From: Zachary Kline 
  >  To: Gamers Discussion list 
  >  Sent: Monday, March 11, 2013 4:33 PM
  >  Subject: Re: [Audyssey] Help with RPG Roller
  > 
  > 
  >  Hi Christina,
  >  If you go to the roll history tab, you can find a breakdown of the 
individual numbers for all the rolls you've made recently. I hope this helps 
somewhat.
  >  All the best,
  >  Zack.
  > ---
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gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] shadowgate

2013-03-13 Thread Allan Thompson
s
p
o
i
l
e
r

Hi Shawn,
As far as I know, it doesn't. I recall wondering about that but forgot all 
about it till you said something, so thanks for reminding me. 
I will let her know.
Thanks,
al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: shaun everiss 
  To: gamers@audyssey.org 
  Sent: Wednesday, March 13, 2013 2:11 AM
  Subject: [Audyssey] shadowgate


  Hi.
  s
  p
  o
  i
  l
  e
  r
  s
  p
  a
  c
  e

  what is the switch in the well room for?
  I couldn't use though my hint file said I needed to flip it.
  it was not needed to win the game and looked to be scenary.
  the game was quite good in any case.


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Re: [Audyssey] shadowgate

2013-03-13 Thread Allan Thompson
Yeah, I hear you on that.
The age is actually more like a text adventure, and they aren't really geared 
for action, but more for puzzles. There might be weapons involved but usually 
it doesn't realy have rolling or anything of that nature. 
I liked the music too, it was very nostalgic! 

al  
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: shaun everiss 
  To: Gamers Discussion list 
  Sent: Wednesday, March 13, 2013 5:51 PM
  Subject: Re: [Audyssey] shadowgate
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Re: [Audyssey] shadowgate

2013-03-14 Thread Allan Thompson
No problem! I am glad you like it. I will forward it to her.
al 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Kimberly Qualls 
  To: Gamers Discussion list 
  Sent: Thursday, March 14, 2013 3:57 PM
  Subject: Re: [Audyssey] shadowgate


  I am in the middle of it, now, but I totally agree with y'all...If you
  can, will you tell Nina that is an exceptional game, and the fact that
  even I can figure out to play is quite a compliment to her...I never
  could play the old games, so I really like the music also...I can't
  tell you how many times I have jumpted out a window or into something
  like a well and died...I didnt' do it on purpose but it funny
  anyway...Thanks for turning me onto it...(smile)

  On 3/13/13, Allan Thompson  wrote:
  > Yeah, I hear you on that.
  > The age is actually more like a text adventure, and they aren't really
  > geared for action, but more for puzzles. There might be weapons involved but
  > usually it doesn't realy have rolling or anything of that nature.
  > I liked the music too, it was very nostalgic!
  >
  > al
  > "The truth will set you free"
  > Jesus Christ of Nazareth 33A.D.
  >   - Original Message -
  >   From: shaun everiss
  >   To: Gamers Discussion list
  >   Sent: Wednesday, March 13, 2013 5:51 PM
  >   Subject: Re: [Audyssey] shadowgate
  > ---
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  >

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Re: [Audyssey] Moderator Important Message for the List

2013-03-19 Thread Allan Thompson
I am glad to hear that. I find the forum kind of confusing and hard to deal 
with. Emails just seem easier over all.
As for the trim message thing, I know I have a hard time remembering, because 
this is the only list I know of that I am on that practices it, so sorry for 
those. I need like a little leprechaun to slap me upside the head everytime I 
forget to trim the message, grin.

al 

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Tuesday, March 19, 2013 1:47 AM
  Subject: Re: [Audyssey] Moderator Important Message for the List
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Re: [Audyssey] Looking For Something New to Play

2013-03-20 Thread Allan Thompson
Hi Tom,
God forbid that the audio dependant has to be shuffled into the iPhone as a 
game platform. Honestly, while I love the iPhone for what it does, I really 
haven't enjoyed anything in the game department that I thought I had to really 
have when it came to the IOS apps. Give me a PC any day of the week. Does this 
mean your wrestling game is hanging on this particular decision?

As for new games, there is Tactical Battles and that shadowgate adventure and 
they are free...I got to check out what Dark mentioned too.

Let me rephrase what I said earlier. I know IOS is probably the latest fad, but 
I am hoping a developer could do both, and not drop the one for the other.

Well, that's my two copper coins.
al  

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Wednesday, March 20, 2013 11:36 PM
  Subject: Re: [Audyssey] Looking For Something New to Play
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Re: [Audyssey] Aprones games was Re: Looking For Something New toPlay

2013-03-22 Thread Allan Thompson
I have a question, although it will make me sound stupid.
Why were hackers trying to hack into the server or game? I guess I don't 
understand what the purpose of that would be. Was it to take control or just to 
destroy everything?
I mean, the game is free, so what else could there be for someone to gain? 
al




"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Jeremy Kaldobsky 
  To: Gamers Discussion list 
  Sent: Friday, March 22, 2013 12:40 PM
  Subject: Re: [Audyssey] Aprones games was Re: Looking For Something New toPlay
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[Audyssey] For Shaun everiss...

2013-03-22 Thread Allan Thompson
Shaun,
I am sorry to bother you, and I also apologize to the list.I don't have Shaun's 
email address to take this off list and it is my last chance to get a hold of 
him.

Shaun, could you resend me the link to that shadowgate atari walkthru? I 
thought Nina got it, but she lost it or something.

I did ask her about the switch in the well room. In the nintendo version it 
didn't do anything, and that is the only version she is familiar with.

Thanks for your help,
al


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Jesus Christ of Nazareth 33A.D.
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Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay

2013-03-22 Thread Allan Thompson
Hi,
I am sorry to hear that. I always assumed they wanted money, or to steal 
information , but I guess they get a buzz off of breaking other peoples things. 
That is unfortunate that they waste all that talent on hurting others, instead 
of helping. sigh.

Thanks for the info. I just didn't know.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Jeremy Kaldobsky 
  To: Gamers Discussion list 
  Sent: Friday, March 22, 2013 3:57 PM
  Subject: Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay


  Some of the people are just cheaters looking to give themselves an unfair 
advantage over the other players, but a good percentage are doing it for 
malicious purposes.  We get hackers that try to crash the server so that no one 
can play.  We get hackers that try to disrupt other players' clients so that 
they can't play, and we have even had hackers that attack my home computers so 
that the Swamp server will shut down.  They are just people looking to cause 
trouble.

  - Aprone
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Re: [Audyssey] For Shaun everiss...

2013-03-22 Thread Allan Thompson
Ok, thank you. I will do that from now on.
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Friday, March 22, 2013 7:49 PM
  Subject: Re: [Audyssey] For Shaun everiss...


  Hi Al and all,

  Just for your information the standard operating procedure for
  something like this would be to mail your message to the moderators
  rather than the list, and we can forward it onto the proper recipient.
  That would keep messages like this off list and would save the list
  from seeing personal posts back and forth to each other.
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Re: [Audyssey] For Shaun everiss...

2013-03-22 Thread Allan Thompson
Hi Shaun,
Thanks buddy, I appreciate it.
I think Nina is interested because she might want to add in those extra 
puzzles. She was only familiar with the nintendo version so maybe this will 
increase the game a bit? I hope so. It's good, but this might make it better.
Thanks again,
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: shaun everiss 
  To: Gamers Discussion list 
  Sent: Friday, March 22, 2013 11:06 PM
  Subject: Re: [Audyssey] For Shaun everiss...


  Hi chella.
  sm.ever...@gmail.com is my address.
  I could upload the links again however I may as well just give you 
  the walkthrough I did in the audiogames folder brendan did.
  I can't ofcause upload stuff by rule but I forgot and lauren 
  kindly  put it up on her space
  the link is
  
https://dl.dropbox.com/u/38422040/shadowgate%20playthrough%20with%20solution%20files.zip
  its got the nintendo and atary walkthroughs.
  I don't mind about the switch not doing anything, but the atary 
  walkthrough made the game harder, dropping sertain things as an 
  alternitive to what is there right now, sertainly a lot more puzzles 
  in the atary walkthroughs the switch was an extra item.
  My plan tonight is to now I know what the game is supposed to do  is 
  follow the atary walkthrough.
  I like the idea of using the spellbook on things though to be honest 
  I'd like the spellbook to disapear from the inventory and appear in 
  its own menu like spells.
  for example.
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Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay

2013-03-22 Thread Allan Thompson
It is truly a shame...
All this reminds me of Matthew Broderick in Wargames, ever see it? Some 
computer had gone thru some kind of logical loop where it intended to actually 
start a thermonuclear war. I even played the game based on the movie on my 
friends atari computer, lol. The thing that got me was the image of all these 
digital lines representing missiles flying out and being tracked, landing on 
the enemy territory, almost like a sideways missile command.
al 

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Friday, March 22, 2013 11:13 PM
  Subject: Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay


  Hi Al,

  The internet is a mean and nasty place out there. You'd be surprised
  how many talented people out there use their computer technical skills
  just for spite or to break something just because they can. Its
  amazing how many hackers are asked why they did it and the best answer
  they can give is it sounded like something fun to do or some equally
  lame excuse. Regardless of why they do what they do they make it rough
  on the developer and of course the honest gamer.
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Re: [Audyssey] wargames was Aprones games

2013-03-23 Thread Allan Thompson
Wow, I never knew there was a second wargames movie. It sounds awful, lol. 
I wonder how a audio game could simulate that wargames kind of thing? I recall 
a card game called nuclear war, where everyone would be dealt cards which 
featured all sorts of doomsday weapons. Then they would launch attacks on each 
other, killing off population. The one with surviving population won, grin.
That might be a fun computer game to make.

al  


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: shaun everiss 
  To: Gamers Discussion list 
  Sent: Saturday, March 23, 2013 4:54 PM
  Subject: Re: [Audyssey] Aprones games was Re: Looking For Something NewtoPlay


  I have wargames 1 and 2.
  2 was even worse.
  a computer that was looking for terrorists managed to get in a loop 
  after various events, and tried to get rid of someone through a lot 
  of data in its files.
  Having been defeated it tried to nuke its cpu.
  the system in wargames1 managed to get it into a real nuke war and it 
  was able to be pulled from its loop just like the first one was.
  The only reason people may have not heard of it was it never did that well.
  a friend was able to aquire from some questionable site the avis and 
  I was able to then convert them though I'd still like the disks evetually.
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Re: [Audyssey] wargames was Aprones games

2013-03-24 Thread Allan Thompson
Hi Dark,
As a  matter of fact, if I remember reading  about the card game, it's 
directions statethat there is no winners, lol. I think that would make a fun 
audio game. It's days like this I wish I could program, grin.
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  - Original Message - 
  From: dark 
  To: Gamers Discussion list 
  Sent: Sunday, March 24, 2013 1:00 PM
  Subject: Re: [Audyssey] wargames was Aprones games


  A fun game Al, though really if it simulated a nuclear war, the one with 
  surviving population should then draw the card "radioactive death!" and lose 
  all their population :D.

  Beware the Grue!

  Dark. 
---
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