Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Hi.
I believe it is a combo of mind, spirit, and ora that gives you magic 
powers. They can be useful, but you have to be at least level 30 or 
better to make magic of any use for your character. As I understand it 
guild members get better chanses to build up magic.


Liam Erven wrote:
> magic powers are based on your aura and your mind I believe.  if they're 
> low, you may not be able to get them.  I never found them overly helpfull. 
> I'm a raw strength kind of person.
>   


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Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Hi.
The ability to have and use magical powers is totally dependant on how 
you rolled your characters stats. In general your ora, and spirit, rolls 
need to be in the teens or higher. Even then a relm of magic is no good 
until you train it up to skillful or higher.
For example, my Sryth character is working in the relm of fordification. 
It somewhat worked once I hit level 20, but before that it was about 
useless. By the time fordification hit 30 or so it was useful as a 
power. Until then you need to be skilled in weapons and take on a more 
warlike character. That is why melee and stamina rolls as well as might 
are important for the game.


MissWings wrote:
> Hi all.
>
> Someone gave a link to this game yesterday and I signed up for it and 
> really like it so far.  I was just wondering, how would go about getting 
> magical powers to use?  I didn't see an option for that when I set up my 
> character.  I was kind of wondering if joining the adventurer's guild is 
> worth the money too ... if anyone's done that and can give what the 
> difference is between that and regular playing I wouldn't mind knowing 
> about it.  If this is off topic anyone can write me off list.  My e-mail 
> address is
>
> [EMAIL PROTECTED]
>
> Thanks all.
>
> MissWings
>
>
>   


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Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Hi, Miss Wings.
Your ora, mind, and spirit rolls are way to low for magic.  You have to 
be above average to be an effective witch, mage, wizard, etc...


MissWings wrote:
> I think my mind and aura are both 10, or average, but my spirit and body 
> are both an 8 I think.  So far I like the game ... it's neat.  It reminds 
> me of when I played DandD with a few friends for a little while although it 
> didn't last very long.  But that's a long story in itself that it's too 
> late to get into at 2:45 in the morning, besides being on list ... smile.
>   


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Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Hi, Liam.
In a way there are areas you can do this. Like in the Goblins of 
Westwold adventure you can kill Goblins to your hearts desire until you 
slay Blalak.
I've used that adventure to gain allot of weapons and slashing points to 
build up my skills. Granted it takes a long time to build up this way, 
but the game will generate as many Goblins as it can until you slay Blalak.


Liam Erven wrote:
> it's definitly a cool game.  I forget the scores that mind and aura have to 
> be.  I'm just stuck at a certain point where I can't seem to raise my skills 
> at all.  they need some grounds you can walk through and gain experience 
> indeffinetly.
>   


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Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Hi, Jeremy.
Actually, only certain enemies/monsters seam to be based on your mr. 
some monsters like a tarnrat or thornworm can be easily defeated if your 
skills and ratings are up without equipping the weapon after the monster 
is created.
If you are facing some of the bosses or major enemies and then equipping 
a weapon after he/she was created and then that works best.

Jeremy Hartley wrote:
> Hello.
>
> I have just finished the third part of the Sryth giants story, and now have 
> finished all the various quests in the game.
>
> My thoughts on Sryth are as follows:
>
> In my opinion, if you want to start with magical powers, especially more 
> than one in the beginning, you should consider joining the Adventurers 
> guild.  When you join the AG you can pick from a list of generated 
> characters with various skills and powers.  Also the adventurers guild adds 
> some incredible content to the game, and the creater keeps adding fresh 
> content.
>
> In terms of magical powers being helpful, for me, they didn't start being 
> very helpful until my level of mastery was about 35 or 40 in a given power.
>
> Another trick I have found is to not equip yourself with your weapon until 
> you get ready to click the "begin combat" button.  The monsters seem to 
> power up based on your melee rating, and since weapons increase the MR I 
> have found it helpful not to equip myself with a weapon until the monster 
> has already been created.
>
> Jeremy
>   


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Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Yeah. Magic is cool once it hits skillful and beyond. I like 
fordification. It really comes in hand in blocking enemy damage.

Kellie and Lady J wrote:
> Wow! Liam, you don't find magic helpful?
>
> I live with the stuff and it gets me through hard spots.
>
> I try to keep my character strong as well b/c that is important too, but 
> magic is very helpful against devistating enemies.
>
> I should say, at first, magic doesn't do much, but after you train it up, it 
> is quite effective.  I am at level 59 in distruction with one of my 
> character's and I can take over 30 damage of an enemy at one time.
> Kellie and my loveable Lady J.
> China has more English speakers than the United States.
> msn, [EMAIL PROTECTED]
> aim sionnain74
> skype, sabrielle
>   


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Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Hi, Miss Wings.
You can only have one character at a time on the free Sryth adventures. 
Guild members can have up to four. From reading your other posts 
deleteing and recreating your character is a good idea.


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[Audyssey] Moderator note: Easy way to reply

2006-07-27 Thread Thomas Ward
Hi, all.
Please, take the discussion off list as it is off topic. Smile.


matt wrote:
> I would have tested that but my jfw 7.1 is so buggy I can't use it. lol.
> - Original Message - 
> From: "Phil Vlasak" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, July 27, 2006 4:42 PM
> Subject: [Audyssey] Easy way to reply
>
>
>   
>> Hi Folks,
>> This is off topic but so great I couldn't resist posting it.
>> If you're using Jjaws 7.1, YOU'LL FIND
>> A NEW FEATURE AVAILABLE TO YOU.  IF you want to reply directly to the 
>> sender
>> of any message, just press insert+shift+r.  This action will cause your
>> reply to be sent directly to the original sender as opposed to the group.
>> JFW says,
>> Replying directly to sender.
>> then it puts the sender's email address into your clipboard and pastes it
>> into the to field.
>> If you did it on this message instead of the to field saying,
>> Gamers Discussion list 
>> it would say,
>> Phil Vlasak [EMAIL PROTECTED]
>>
>> Now back to game discussions.
>> Phil
>> [EMAIL PROTECTED]
>>
>>
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>
>
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Re: [Audyssey] One more thought about Magical powers, Was: Re: Sryth.

2006-07-27 Thread Thomas Ward
Hi, Ryan.
Are you talking about the Murk? For 5 of the statues pick any direction 
and stumble around some. Sometimes you will find a Swomp Troll, Murkman, 
etc and eventually the game will begin randomly generating the statues.
However, on the far side of the North end of the Murk you will find the 
final statue.



Ryan Strunk wrote:
> Some of those are so difficult, though. Can you give any spoilers on how to
> get through the non guild swamp?
>
> Thanks,
> Ryan 
>   


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Re: [Audyssey] sryth question

2006-07-27 Thread Thomas Ward
Hi, Chris.
You will meet up with a guy in the Stone Back Tavern who wants to higher 
you to reclame his Father's magical sword. It happens to be in Gralak's 
tomb.
Note, you will hav to dispose of some thugs though before you meet up 
with the man who wants to higher you, and you have to have completed the 
Blalak adventure which you have finished him if you have the granit key 
that unlocks the tomb.
Beware yung warrior.  Gralak's tomb is a dangerous place, and his undead 
warriors are nasty fighters.


Chris Frahm wrote:
> Hi all!!!
> I rescued the munk and closed the shadow gate then trained with him no 
> problem.  How do I go about finding, "gralack"? (is that his name?) with the 
> granite key?  Where do I go for this?  Just trying to find out where I 
> adventure next.
> Also, when you become an adventurer's guild subscriber this guy asks you 
> questions, and Iam assuming based on your answers you get certain madallions. 
>  I got the roguish one.  How would I get a warrior one or some other?  Is 
> there a site with sryth hints?
> Chris
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>   


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Re: [Audyssey] Sryth.

2006-07-27 Thread Thomas Ward
Hi.
I also like the magic powers that are trained up as it usually gives the 
enemy a nasty surprise.


Kellie and Lady J wrote:
> Yes, I have noticed that with another character of mine. I have 
> fortification trained up, and it helps. smiles I love when in a quest you 
> have to use one of your skills, like fortification, and it works. smiles 
> usually gets you exp for it. smiles Not to mention, usually saves you from 
> sustaining damage. grins
> Kellie and my loveable Lady J.
> Free advice costs nothing until you act upon it.
> msn, [EMAIL PROTECTED]
> aim sionnain74
> skype, sabrielle
>
> ----- Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Thursday, July 27, 2006 8:38 PM
> Subject: Re: [Audyssey] Sryth.
>
>
>   
>> Yeah. Magic is cool once it hits skillful and beyond. I like
>> fordification. It really comes in hand in blocking enemy damage.
>>
>> Kellie and Lady J wrote:
>> 
>>> Wow! Liam, you don't find magic helpful?
>>>
>>> I live with the stuff and it gets me through hard spots.
>>>
>>> I try to keep my character strong as well b/c that is important too, but
>>> magic is very helpful against devistating enemies.
>>>
>>> I should say, at first, magic doesn't do much, but after you train it up, 
>>> it
>>> is quite effective.  I am at level 59 in distruction with one of my
>>> character's and I can take over 30 damage of an enemy at one time.
>>> Kellie and my loveable Lady J.
>>> China has more English speakers than the United States.
>>> msn, [EMAIL PROTECTED]
>>> aim sionnain74
>>> skype, sabrielle
>>>
>>>   
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>> 
>
>
>
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>
>   


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Re: [Audyssey] One more thought about Magical powers, Was: Re: Sryth.

2006-07-28 Thread Thomas Ward
Hi, Ryan.
My character Kira is up in the 40's with melee and stamina, and the Murk 
isn't to bad. So if yu want to complete that adventure having a high 
enough stamina and melee rating is helpful in completing that mission.
The best way to restore health points is head west out of the Murk heal 
up, and come back in fighting some more.


Ryan Strunk wrote:
> K, but how do you stay healthy? I remember having my melee at something like
> 30, and the rolls I needed to hit some of them was up around 16. Is there a
> place to heal up there?
>
> Ryan
>   


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Re: [Audyssey] Space Invaders?

2006-07-28 Thread Thomas Ward
Hi.
Although, none of the SI clones come close to the original in game play. 
In he original there were rows upon rows of enemies to shoot down.
I believe the magic number is 24 per level. they were lined up in 4 rows 
of enemies and when you blasted the bottom row the layer above would 
drop down in the previous rows place.
Also as enemies were eliminated the game would get faster and faster 
until the last invader was blasted.


jack scrimshaw wrote:
> There are several space invaders based games out there troopinum 2 and alien 
> outback to name just 2. However the classic sounds have been modernized a 
> wee bit and each game has its own off the wall sort a theme but the concept 
> is the same.
> jack scrimshaw u k cowboy
>   


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Re: [Audyssey] StarWars browsergame?

2006-07-28 Thread Thomas Ward
Hi.
For some reason that doesn't seam to work. I opened MS telnet and did a 
o to get the open field. I typed what you said, and it fails to connect.



Niall wrote:
> Hi jamie.
> THere are many starwars muds and it would take a long time to list them all 
> but the highest ranked one is probably legends of the jeti. It's a huge mud 
> with over 15000 rooms and the gameplay is nothing short of amazing. THe only 
> thing is the beginning tutorial isn't the best so it may leave you a little 
> confused if you have never played a mud before. But other then that the mud 
> is a very interesting and fassinating one. I hope you enjoy.
> If you use telnet, this is the address you should type into your addressbar.
> Telnet:lotj.wolfpaw.com:5000
> I'm not sure about any other mud client since I can't figure out how to get 
> any others to work with jaws. Again I hope you enjoy the mud.
>   


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Re: [Audyssey] StarWars browsergame?

2006-07-28 Thread Thomas Ward
Hi, Niall.
I just figured out why your telnet login failed for lotj. the correct one is
lotj.wolfpaw.net:5000
not
lotj.wolfpaw.com:5000
which you had written in the email.
Smile.


Niall wrote:
> Hi jamie.
> THere are many starwars muds and it would take a long time to list them all 
> but the highest ranked one is probably legends of the jeti. It's a huge mud 
> with over 15000 rooms and the gameplay is nothing short of amazing. THe only 
> thing is the beginning tutorial isn't the best so it may leave you a little 
> confused if you have never played a mud before. But other then that the mud 
> is a very interesting and fassinating one. I hope you enjoy.
> If you use telnet, this is the address you should type into your addressbar.
> Telnet:lotj.wolfpaw.com:5000
> I'm not sure about any other mud client since I can't figure out how to get 
> any others to work with jaws. Again I hope you enjoy the mud.
>
> - Original Message - 
> From: "jamie coady" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Wednesday, July 26, 2006 7:16 AM
> Subject: Re: [Audyssey] StarWars browsergame?
>
>
>   
>> what starwars muds do you know of
>> - Original Message - 
>> From: "Niall" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" 
>> Sent: Sunday, July 23, 2006 1:20 AM
>> Subject: Re: [Audyssey] StarWars browsergame?
>>
>>
>> 
>>> hmmm I don't know of any browser based star wars games but I know of many
>>> starwars muds.
>>> - Original Message - 
>>> From: "Robin Kipp" <[EMAIL PROTECTED]>
>>> To: "'Gamers Discussion list'" 
>>> Sent: Saturday, July 22, 2006 7:54 PM
>>> Subject: [Audyssey] StarWars browsergame?
>>>
>>>
>>>   
 Hi gamers!
 I am wondering if anyone here knows a good StarWars-based browsergame?
 If yes, please let me know!
 Best regards,
 Robin.


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Re: [Audyssey] About Sryth

2006-07-29 Thread Thomas Ward
Hi.
Ah, just what I thought. Then it is probably a script or page number.
Now, my chinese food is done, and time to chow.


Casey wrote:
> the number is just for reporting bugs to the game master. You just give him 
> the number, and then he knows where the problem is...
>
> Casey
>   


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Re: [Audyssey] About Sryth

2006-07-29 Thread Thomas Ward
Hi, Ron.
No, the numbers of the pages don't really mean anything to us. I figure 
they are there for the devs to mark or denote what areas to link to, etc...
I've never written an online RPG myself, but I know the basics. They are 
likely numbers of the script or page being accessed.


Ron Schamerhorn wrote:
> Hey all
>
>   Signed myself up and was wondering something.  As you play there is a 
> number with two plus signs that appears in the frame above what's going on. 
> Does this have any meaning or importance?  It doesn't' seem to but I'm 
> curious.
>
> Ron 
>
>
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Re: [Audyssey] Using weapons in Sryth.

2006-07-29 Thread Thomas Ward
Hi, Miss Wings.
When using a weapon you have to click on the link equip  above the 
weapon of choice to be able to use a weapon in combat. Be sure to check 
the stats for the weapon you are carrying as every weapon has a quality 
as well as a Melee rating.
For example, a well crafted sword, warhammer, ax,  would be better than 
your magic dagger in a fight. Also if you have a speciality skill such 
as slashing, bashing, stabbing, etc helps decide what kinds of weapons 
you would be good at carrying  and equipping.
For example, I Have nearly 40 in general weapons skill, but my slashing 
skills, specialising in swords, in the 30's now. Which I am a fearsome 
sword fighter, and I choose to carry and equip swords in combats.
If you were skilled in bashing you would be good at clubs, hammers, and 
other bashing type weapons.
If you don't yet have a specialty you can get sword skills at the Moon 
Shore In, or bashing skills from the Munk in the Monastery in Northern 
Trithik.
You can also get trained from the folks in Talonis, but they want to 
much for there services.



MissWings wrote:
> Hi all.
>
> I hope no one minds me talking about this game some more on list, but since 
> it is a game I figured this would be on topic.
>
> I'm having some trouble using weapons in the game ... I got the magical 
> dagger from the tavern keeper's cousin, so I got rid of my rusty knife and 
> clicked use on the dagger.  The game says I put my dagger to use, but when 
> I go into combat it says I'm unarmed.  Is there something I'm not doing or 
> that I should be doing?  Or something I need to do at a certain point in 
> the game before a combat to use any of my weapons.  So far I've bought the 
> Nodorian war sword and a bow, since I have archery skill.  I also got an ax 
> from one of the five bandits that I managed to kill without weapons ... and 
> I think that's all the weapons I have.  btw I revreated my character now so 
> I can use magic and picked restoration so that I could help myself!  Sorry 
> for the long post, but since several people play the game on here I thought 
> this would be a good place to come for help.  I also subscribed to the 
> adventurer's guild too, and the price isn't bad.  It only cost me $11.95 so 
> the price must have gone down since Brian's review smile.
>
> MissWings
>
>
>   


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Re: [Audyssey] Using weapons in Sryth.

2006-07-29 Thread Thomas Ward
Hi.
Generally, speaking though most weapons daggers, long swords, short 
swords, etc can be equipped with a shield. The only ones I can think of 
right off that can't are quarter staffs and broad swords.


Jen Karns wrote:
> hi,
> you should equip your weapon first. you can have a
> weapon and a shield, unlessyour weapon requires two
> hands.
> If youclick on the specific weapon in your inventory,
> or the question mark link abave a weapon in a shop for
> sale, it'll state that you need two hands if that's
> the case.
>
> Jen K
>   


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Re: [Audyssey] tip for Shades Of Doom 1.2

2006-07-29 Thread Thomas Ward
Hmmm... Sounds like a strange bug to me.


Sky Taylor wrote:
> Hello All. I just founded out a tip for level 10 in Shades Of Doom 1.2. 
> After you start walking automaticly, hit the down arrow key to stop walking 
> and you'll hit a wall and you can go back to level 9. Enjoy this tip. 
>
>
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Re: [Audyssey] mostly gone for next two weeks

2006-07-30 Thread Thomas Ward
Raul.
Mind what mind? I thought you already have lost it. In fact, you have 
proof of losing your mind because you are getting married. Grin.
Seriously, have fun, and I will hold down the fort. Hopefully, we won't 
have any problems with any wild Indians while you are gone. Smile.




Raul A. Gallegos wrote:
> 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.
>
>   


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Re: [Audyssey] mostly gone for next two weeks

2006-07-30 Thread Thomas Ward
Lol! Personally, going to the Star Trek Experience is better than 
getting married.
 Click click... What was that... Oh, it is my wife arming the shot gun 
again. Just kidding.
Raul, just remember you are the man of the house when the wife isn't 
around. Grin.


allan thompson wrote:
> 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
>   


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Re: [Audyssey] StarWars browsergame?

2006-07-31 Thread Thomas Ward
Hi, muds are multiuser dungeons. You login online to a mud game with a 
mud client, and play the games via a text based interface. They have a 
DND type feel to them.


mark bishop wrote:
> What are muds?
>   


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[Audyssey] Muds was StarWars browsergame?

2006-07-31 Thread Thomas Ward
Hi, Mark.
First, you need a mud client, a program used to connect with and play 
mud and mush games. Two of them I can think of is gmud and Monkey Term.
After that just google for muds. There is all kinds of them over the 
net. Star Trek, Star Wars, triditional DND, general sci-fi, etc...
Once you find one you want give it a address, and port number to connect 
to and you are in business.


mark bishop wrote:
> Thank you for the information, where might I find some of these games?
>   


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Re: [Audyssey] weapons in sryth

2006-07-31 Thread Thomas Ward
Hi, Janet.
That is correct. usually you can only equip one weapon at a time unless 
you use a weapon and shield combo.
As for the knight statues they are ranked easiest to hardest Fox, Wolf, 
Stag, Serpant, Bear, Dragon, and Griffen.


Janet Session wrote:
> HiMissWings,
> If I remember correctly, you can only equip one weapon at a time. And make
> sure you have a free hand.  IF YOU Have a shield, you can only equip a  one
> handed weapon.  , I learned that one the hard way. *grin*
>  Question, did they make the statues easier, Statues from easiest to
> hardest, KNIGHTS of the: fox wolf, stag, serpent, bear, dragon, griffin, ...
> Think that's how it went.
> It took me 2 days to finally finish them.
> Will be glad to hear from you.
> Happy gaming.
> Janet Session aka Foxwoman
> [EMAIL PROTECTED]
> Visit my website 
> www.2020.supereasyshopping.com
> Phone,484 461-3537 
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>
>   


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Re: [Audyssey] weapons in sryth

2006-08-01 Thread Thomas Ward
Hi.
Although, not all the items won in combat are useful. The shield of the 
dragon is not bad, the belt of the bear is helpful, the ring is ok, but 
the helm of the stag for example I found wasn't all that useful as 
armour. I could buy better helms in Talanis.
The blade of the fox is a good sword, but nothing compared to the Hale 
Blade.
That said all the armour etc is a good start until the player can either 
buy better or find better.




Kellie and Lady J wrote:
> btw, in case anyone doens't know, though I am sure you all do. smiles
> do you know that you go through the statues more then one round? each time 
> you go through you get a different item. smiles
> Kellie and my loveable Lady J.
> A balanced diet is a cookie in each hand.
> msn, [EMAIL PROTECTED]
> aim sionnain74
> skype, sabrielle
>   


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[Audyssey] Moderator warning off topic posts.

2006-08-01 Thread Thomas Ward

Hi, listers.
Just a friendly warning to remember to not send off topic posts to the 
list. If you absolutely feel it should be sent here always ask one of 
the moderators, Raul or myself, for permission before posting an off 
topic post.
Second, if a post is off topic all replies should be sent to the person 
directly and not to the list unless you specifically hear otherwise from 
Kevin, Raul, or myself.
If you have any questions, suggestions, or wish to ask about a specific 
topics off topic status send mail to
[EMAIL PROTECTED]
and one of us will get back to you.
Since Raul is going away for his wedding you can send questions to
[EMAIL PROTECTED]
until Raul returns to active duty on list.
This is the lists final warning about off topic postings. Future posts 
will result in immediate moderation of the person or persons involved.
Thanks.


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Re: [Audyssey] Muds was StarWars browsergame?

2006-08-01 Thread Thomas Ward
Hi, Mark.
Well, I will try and explain ports without going in to a major 
discussion of computer networking. Here is the short version of it.
Every program that works on a computer network, say the internet, 
broadcasts on and connects via what is called a port. For example, when 
you fire up your web browser and go to
www.somewhere.com
your web browser connects with the servers port 80 which handles http 
stuff via a web hosting software like apache or IIS.
When you use your email say sending email it connects to your mail 
server on a different port, port 25 SMTP, which is where sendmail, 
postfix, exem, and other mail transport server software lives.
Well, other programs residing on your computer may connect on a 
different port. For example, mud clients run on port numbers  usually 
above 5000.
Simplest answer, is it is kind of like a private phone extention for a 
program service trying to be reached.
Look at it this way. You can dial
somewhere.com
port 22: admin secure shell.
port 25: sending mail.
port 26: logged in via telnet.
port 80: viewing web page.
port 5000: playing game.
So depending on what port you are connected to will determine if you can 
access ftp, ssh secure shell, sending mail, viewing web content, playing 
a game, etc


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Re: [Audyssey] weapons in sryth

2006-08-01 Thread Thomas Ward
Yeah, the plate armour is pretty good, but it is  expensive as well. 
What was it like 1800  for the cheap plate armour and 3000 for the 
really good stuff?


Bryan Peterson wrote:
> Agreed. Gralgarak's shield is better than the Shield of the Dragon, 
> and the plate armor purchased in Talinus outstrips much of the Knight 
> armor by a considerable amount if what you're looking for is a stamina 
> boost. I will say the Cape of the Gryphon is well worth keeping since 
> it boosts both stamina and melee rating. Adventurers' Guild members 
> also have one other really good way of acquiring excellent items, 
> which is Tallys' Trading Post outside Trithik. Granted he only accepts 
> Adventurer Tokens and they're a bit difficult to come by at the 
> moment, but opportunities to acquire them are fairly frequent. In fact 
> there's one in Hawklor after you complete Westwold. Just go to the 
> tavern and on your way you'll meet a guy who offers you a reward in 
> exchange for your services... There's also the Proving Grounds, a 
> contest that occurs on a semi-regular basis. The higher you rank the 
> greater your reward. Keaira, my main character, ranked second place 
> last time. She'd have placed first if I hadn't made a minor 
> miscalculation during a fight and gotten myself killed.


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Re: [Audyssey] weapons in sryth

2006-08-02 Thread Thomas Ward
Hi.
Yeah, and unfortunately I can't access Graldok as I am not a guild member.
I don't see that status changing for a while yet. I just had to pay out 
for some items in the real world, and buying games is at the bottom of 
the list at the moment. G


Bryan Peterson wrote:
> Yeah, but that's why you take all your old junk to Graldok and sell it 
> there. You can seriously rake in the dough that way. You just have to be 
> careful of Illiok the Brave on your way out.
>   


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Re: [Audyssey] weapons in sryth

2006-08-02 Thread Thomas Ward
Hmmm... Tarvok sounds to much like Tuvok. Any relationship in the 
selection of the name?


Brandon Cole wrote:
> I simply had to change my character's name. Bucconeer is no name for a 
> character. And so, he became Tarvok. I quite like that name.
>   


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Re: [Audyssey] another mud question

2006-08-02 Thread Thomas Ward
Hi, Nicol.
No, muds do not use menus or links. All commands are entered in to the game.
That is one of the major differences between a mud and an online RPG 
like Sryth.


Nicol Oosthuizen wrote:
> NB: This email and its contents are subject to our email legal notice
> which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf
>
> 
> I'm just curious. I haven't tried out muds yet. I would just like to
> know. Do you get muds where you click on links to perform actions or do
> you have to type in commands in all  muds? I  prefer a menu driven text
> adventure. One where I can click on links to perform an action.
>
> Thanks
>
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>   


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Re: [Audyssey] weapons in sryth

2006-08-02 Thread Thomas Ward
Hi, Miss Wings.
It really depends on what you have done. For example, a real simple 
quick and dirty mission is offer your services to the guards in blade 
square. You will get a few points just for assassinating a criminal boss 
who picks on the murchants.

 MissWings wrote:
> Hi all.
>
> I just completed the quest at the monastery in Trithig ... does anyone have 
> any tips on where I should go next to get some more points?  I tried the 
> next mission from the Silver Crest but I keep getting killed so I think I 
> need to do something a little less dangerous and work my way up.
>
> MissWings
>   


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Re: [Audyssey] Muds was StarWars browsergame?

2006-08-03 Thread Thomas Ward
Hi, Mark.
As stated before in your mud client give it the domain and port number. 
After it connects to the game you will get a welcome screen. If it is 
your first time you will need to create a new character/account.


mark bishop wrote:
> So when I go to one of the mud sites what do I do next?
>   


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Re: [Audyssey] a very basic text adventure

2006-08-03 Thread Thomas Ward
Hi, Nicol.
A big part of many text adventures is keeping track of where you are 
going. If I am very confused what I have done is baught a large pack of 
legos, as well as one of those lego bords, and as I navigate a very 
unfamiliar maze I draw it using lego blocks as I walk.
I also happen to use the same lego kit for custom building my own mazes 
in tactile form for Montezuma's Revenge before putting it in to code.
All it does is make the maze feelable conceptually.


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[Audyssey] Sryth was another mud question

2006-08-03 Thread Thomas Ward
Hi, Nicol.
Yes Sryth is free. However, you do get some benifits to purchasing a 
guild membership.
You can sign up to play sryth at
http://www.sryth.com



Nicol Oosthuizen wrote:
> NB: This email and its contents are subject to our email legal notice
> which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf
>
> 
> Apollogy if this question has been answered on the list before. Where
> can I get sryf and  is it a free game?
> Thanks
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of Thomas Ward
> Sent: 03 August 2006 07:41 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] another mud question
>
> Hi, Nicol.
> No, muds do not use menus or links. All commands are entered in to the
> game.
> That is one of the major differences between a mud and an online RPG 
> like Sryth.
>
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>   


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Re: [Audyssey] battle masters

2006-08-03 Thread Thomas Ward
Hi, Kelby.
Neither game is accessible out of the box. If you want to play them you 
will need to braille up the cards, coins, etc to play them on your own, 
or have a sighted person play with you. Also for example, the Battle 
masters game has a large floor matt you play on and you will need to use 
something to make the squares tactile.
As far as finding them I bought these games many years ago, and haven't 
seen them in the game isles for quite some time. My best guess is check 
ebay or another online reseller/oction to see if you can find them.
Although, hopefully you will  be able to find one complete. Some of the 
games have lots of pieces, coins, cards, etc and losing them is quite 
easy to do.

kelby carlson wrote:
> This message is for Thomas Ward, mainly, but I didn't know his 
> e-mail address, and thought you guys might have some info about 
> the relevant subject.
> Oh, btw my name's Kelby Carlson.  I'm a very recent subscriber to 
> this list.
> Now, to what I was going to ask: Thomas, I read the interview 
> with you in Audyssey, and had this question: are the games Battle 
> Masters and Dark Ws naturally accessible, or must purchase them 
> from a special (blind friendly) store? Also, assuming the first 
> question is ansered yes, where might I be able to purchase these 
> games? Anyone knows anything about this, please reply.
> Best Regards,
> Kelby Carlson
>
>
> --- http://USFamily.Net/dialup.html - $8.25/mo! -- 
> http://www.usfamily.net/dsl.html - $19.99/mo! ---
>
>
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>   


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Re: [Audyssey] silent steel

2006-08-03 Thread Thomas Ward
Hi, Chris.
Silent Steel is a menu driven submarine game. It was out for Windows 95, 
and I have no idea if it will even run on modern systems. It is pretty old.
However, basicly you played the part of a submarine Captain, kind of 
like an interactive movie, and you entered your options and choices via 
the menu system. Was cool for the times, but personally Lonewolf is a 
better game now days.


Chris Frahm wrote:
> Hi all!  Life's ok here.  Was wondering, what is silent steel about?  A plot 
> description?  Is it menu driven?
> Anyone done a review on it?
> Is it an interactive movie?
> What game platform is it on?
> Thanks a ton!
> Chris
>
>
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>   


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[Audyssey] Moderator reminder: Trimming messages.

2006-08-04 Thread Thomas Ward
Hi, listers.
As many of you know Raul and I have put a 8 KB limit on all standard 
posts to this list to cut down message size as well as to limit repeted 
material over and over again. However, I have just seen three messages 
from three different people be rejected on the grounds of message size. 
It is to bad as all three posts would have added to the Sryth discussions.
Anyway, the point is people if you want your message to be seen and read 
by others on this list you need to go to the end of the post you are 
responding to, do a shift control end to select old unwanted content, 
and then press delete.  After that control+home will restore you to the 
top of the message to type your reply. Alternatively you can do inline 
answers to the message you are responding to, and delete the rest of the 
message after you have finished your inline response. Either way you 
decide to choose you need to trim messages often else they will end up 
rejected as they will go over the message limit.
Thank you.



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Re: [Audyssey] Games on the PSP

2006-08-04 Thread Thomas Ward
Hi, Brandon.
So how accessible is WWE? How do you play it accessibly, and do you need 
any help playing. I am almost interested enough to buy, but want more info.


Brandon Cole wrote:
> Well, the games I have are:
> Street Fighter Alfa 3 Max
> WWE Smackdown Vs. Raw 2006
> Lord of the Rings: Tactics
> Marvel: Nemysis
> Grand Theft Auto: San Andreas
> Fight Night Round 3
> Midway Arcade Treasures: Extended Play
> and I'm about to get Tekken.
> The only one of those you could consider unplayable if you felt like it is 
> the GTA game, but I got it for one real reason. The GTA series has always 
> been one of my favorite series to mess around in. It's fun just to steel 
> cars, drive around and hit things, get all the weapons via a cheat, make 
> tanks fall from the sky, ya know. That sort of thing. Haha. Hope this helps.
>   


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Re: [Audyssey] Sryth was another mud question

2006-08-04 Thread Thomas Ward
Hi, Betty.
Oh, no. There is allot more that is for free than just the Goblins of 
Westwold adventure.  I still haven't subscribed, and I have been on 
several more free adventures than just the Westwold one. Only thing is 
you need to do mor exploration of the towns in and around Hawklor, and 
find out which ones you can play.
For example, in Hawklor besides the Goblins you can help the church 
preast out by rescuing his friends, you can higher on to protect a 
merchent traveling North to Trithik, and help deliver a stag horn to 
Trithik.
South of Hawklor in Dernsig you can help a guy clear his barn of 
tarnrats, face off with seven knights turned in to statues, buy a home, 
and a few small things like that.
In the village of storm field you can go on a quest to clear the Murk of 
evil creatures known as the Murkmen.
Far to the North in Trithik you can join the Silver Crest, close the 
shadow gate below the Monastery, and several other free adventures.
There is adventures everywhere in the game, and quite a few are free. 
Sometimes you need to complete one adventure to unlock another one later 
in the game.
My best suggestion is simply explore the game. There are several free 
ones around to play.
Smile.

Mongwen wrote:
> It seems to me that you have to pay to get much out of the game at all. 
> When I signed up, I was only able to complete the goblins in westwold quest. 
> Everything else looked to be adventurers guild only.
> Betty
>   


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Re: [Audyssey] Games on the PSP

2006-08-04 Thread Thomas Ward
Hi, Brandon.
What kinds of grapple types are offered for the super stars, and are 
these stars you create or pick from the real WWE?
How do you perform certain actions like a body slam, suplex, drop kick, 
etc, or is it not that advanced?
How do you pin a challenger. I guess I am just interested in how game 
play is carried out.
Is the PS2 version better or worse than the PSP version?


Brandon Cole wrote:
> Well, allow me to start with the basics. The menus are pretty easy to 
> function, though it can get a little complicated if you're selecting a 
> high-profile match type. Creating your superstar isn't really accessible, 
> though, which is why I'm glad to have a girlfriend. Haha. As far as gameplay 
> goes, you really couldn't ask for a simpler yet more powerful system. The 
> triangle button is your run button, and pressing it without adding a 
> direction on the D-pad will make you run directly at your opponent. 
> Convenient, ain't it? Grapples are even easier. Simply press circle and a 
> directional button to initiate one of four grapple types. There are seven 
> total grapple types in the game, but every superstar has only four out of 
> those seven. Makes them all different, you see. Also, a little sound plays 
> when you get your special! Hurray for unneccessary but convenient noises! 
> Using your special is as simple as knowing the situation your opponent needs 
> to be in, then pressing the L button if you're playing the PSP version, or 
> the L1 button on the PS2.
> As for the season mode, well, it happens to have superstar voiceovers, which 
> means cutscenes we can actually understand. Starting a season is easy, and 
> continuing one is even easier.
> One last thing I should note is that the PSP version has no commentary 
> during matches. However, though commentary is convenient, it isn't essential 
> to play the game. I've done just fine without it. I will actually be doing a 
> game demonstration of the PSP version soon, and I plan to put it on my web 
> site in a new section I'm creating revolving around accessible gaming. Look 
> forward to that.
>   


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Re: [Audyssey] Sryth was another mud question

2006-08-04 Thread Thomas Ward
Oh, lovely.
I would like to see more of the kingdom myself. And more chances for 
adventurer tokens are needed. Those are hard as hen's teeth to get 
sometimes.



Bryan Peterson wrote:
> The best part is that the GM's working on making even more of the kingdom 
> accessible. Me, I'm in the process of creating a new character from scratch 
> so I can explore all the different possibilities of completing the various 
> quests. There's also a new Proving Grounds contest in the making by all 
> accounts, so another chance to earn a really rare currency that's only 
> accepted in one place.
>   


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Re: [Audyssey] more info on my dotnet problem

2006-08-04 Thread Thomas Ward
Hi, all.
A support question came in to my sales department asking about the .NET 
Framework since all of my responces bounced I am posting here in hopes 
that the questions are answered, and gets to the intended person.
Thanks.

USA Games Sales Wrote:
Hi, Stephen.
Yes, that is the problem. The latest .NET Framework is not supported. It
breaks compatibility with Montezuma's Revenge. However, do to many
people installing it accidently via Windows update etc thinking it will
work, and it does not, we will be correcting this in Alpha 2, but of
course to do that older versions of .NET won't be supported any longer.


Sincerely,
USA Games Sales
[EMAIL PROTECTED]

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Re: [Audyssey] dotnet installed, but montesuma's revenge still thinks it isn't

2006-08-04 Thread Thomas Ward
Hi, all.
Just another tech support question forwarded here as Steven's email 
address bounces all of my responces.

USA Games Sales Wrote:
Hello, Stephen.
Which version of the .NET Framework did you install. It is important to
be using the version from our web site
http://www.usagames.us
as that is the only version currently tested and officially supported by
us at the moment.
However, during the Alpha 2 testing cycle we will be attempting to
update to .NET Framework 2.0 and use a completely different installer.
Thanks.

Sincerely,
USA Games Sales
[EMAIL PROTECTED]

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Re: [Audyssey] Gaming Section Live!

2006-08-06 Thread Thomas Ward
Hi.
All links are working on Brandon's site. I am downloading the Lord of 
the Rings demo right now.
Although, I don't know if this makes a difference I amusing Firefox not 
Internet Exploder.
Smile.


will wrote:
> hi
>
> that link not working yet
> is the game demo the lord of the rings one
> regards, will
>   


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Re: [Audyssey] Gaming Section Live!

2006-08-06 Thread Thomas Ward
Hi, Kay.
Not sure exactly what the problem is, but try this. Go to brandon's site.
Do a control+home to reach the top of his page. Arrow down to the link 
which is gaming.
Press enter on that link and then arrow to the Lord of the Rings Tactics 
mp3 demo.
Believe me the demo sounds cool when Brandon isn't goofing off. Grin.
Oh, what the heck his goofing off adds some entertainment to it.


kay scrimshaw wrote:
> Yeah, it has. i'll hopefully find it soon.
>
> Kay
>   


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[Audyssey] USA Games News.

2006-08-06 Thread Thomas Ward

USA Games News

 8/6/2006


What's Ahead for USA Games


Hello everyone,
Allot has been going on this summer with the USA Games list being up and 
down, upgrades to Montezuma's Revenge, getting ready for fall 
development, and more. In this news release I hope to announce our plans 
for the rest of 2006, and where we are going with all our pending projects.

Mailing List


In July USA Games moved it's mailing list from smartgroups.com to 
shaned.net. Over all, the switch from Smartgroups to Shaned.net went 
well for a while. However, in late July Shaned.net moved USA Games to a 
new server/service and the list was up and down for several days as we  
debugged the problem. Thankfully, it seams the server is now running 
well, and the USA Games list should be fully up and running now.
To sign up for USA Games mailing discussion list go to
http://www.usagames.us
go to the mailing list link in the side frame,
and then click on the subscribe link in the right frame.


Dotnet Framework 2.0


Attention all Montezuma's Revenge and Final Conflict players. We at USA 
Games have received numerous problems with those of you already running 
Microsoft's Dotnet 2.0 framework which is the latest version  of the 
framework. As a result we will be migrating all of our games from the 
older 1.1 framework to Dotnet Framework 2 in the next few weeks.
When USA Games began writing games Dotnet Framework 2.0 was just 
beginning development. So we at USA Games decided to use the stable 1.1 
framework as most developers did at that time. However, now that 
Microsoft's Visual Studio 2005 is out and Dotnet Framework 2.0 is 
becoming the Dotnet platform of choice we feel it is in everyones best 
interests to upgrade all our projects to VS 2005, and Dotnet Framework 2.0.
In addition we are dropping support for Microsoft's Setup Installer, 
(MSI,) and have decided to switch to Inno Setup 5. Many reasons went in 
to this decision, but the main one is  flexibility of the installer, 
cost to use and deploy, and it comes well recommended by developers.

Montezuma's Revenge Alpha 2


As most of you know I am working on Montezuma's Revenge Alpha 2. Major 
high lites of Alpha 2 are support for the DotnetFramework 2.0, updated 
support for DirectX 9, a patch for jumping through doors, and temple 2.  
It's hard to say exactly when Alpha 2 will hit the servers, but 
hopefully it won't be to long.


Final Conflict Beta 2


At long last Final conflict is do for a major upgrade. In Beta 2 gamers 
will be able to save and restore saved games, support for Dotnet 
Framework 2.0, updated support for DirectX 9, and other miner updates.

USA Games Web Site

In addition to all our other news USA Games will be completely rewriting 
our web site from the ground up. We will be removing all the frames and 
will instead do allot more php scripting for items such as a navigation 
bar, page counters, technical support forms, and allot more new 
features. We are Aiming for an entirely new look and feel. So stay tuned.


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Re: [Audyssey] good one, Tom - Re: Gaming Section Live!

2006-08-06 Thread Thomas Ward
Hi, Charles.
No there was no typo. I meant to say Internet Exploder. The main reason 
is since I have discovered Mozilla Firefox, and it works well with 
Window Eyes, I can't stand Internet Exploder.
It is important to remember that Firefox had spam guard, site blocking, 
and several other security features long before Exploder did. Only 
problem was until Jaws 7, Window Eyes 5.5, and Firefox 1.5.x came out 
nothing else was remotely accessible. That has changed. Mhahahaha
Anyway, back to gaming.


Charles Rivard wrote:
> before.  If it was a typo, which I doubt because of the location of the r 
> and the d, it came out funny.
>   


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Re: [Audyssey] Mainstream games accessibility

2006-08-07 Thread Thomas Ward
Hi, Aaron.
The only case in point where this has been tried is Audio Quake by Agrip.
What they did is get the open source copy of Quake, modified it to be 
pretty accessible, and then use it to update and modify the regular 
install of quake.
In order to similarly make Quake II, Quake III, Doom, etc accessible one 
would need a copy of the source code to update them and make them 
accessible.


Aaron wrote:
> HI is it possible to make mainstream games such as the quake series and doom 
> series accessible!
> If so, please send me an e-mail at:
> [EMAIL PROTECTED]
>Sincerely,
>Aaron Pina.
>
>
>
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Re: [Audyssey] quake?

2006-08-07 Thread Thomas Ward
Hi, Chris.
Quake is a first person shooter game. Basicly, you go around shooting 
and blowing up people and things.
Grin.


Chris Frahm wrote:
> I have heard of quake but don't know what it is.  Could some one please give 
> me the knowledge?  I for some reason keep thinking it's that strategy game 
> with all those ogres and dwarves a midevil fighting game.  I have a feeling 
> I'm wrong.  Wish I knew what game that was I'm thinking of.  The characters 
> talk and you build armies use catapolts and preform archery.
>
> Take care all!
> Chris
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Re: [Audyssey] Seven knights' adventure in Sryth.

2006-08-07 Thread Thomas Ward
Hi, Miss Wings.
Yes, you must defeat all seven knights seven times in a row to complete 
that adventure. That would be a total of 49 battles you must complete. 
You will gain such magic weapons as the Blade of the Fox, Gontlets of 
the Wolf, Helm of the Stag, Ring of the Snake, Belt of the Bear, Shield 
of the Dragon, and Cape of the Griffen.
As to the background story that is not revealed to you until you have 
completed all 49 consecutive battles. However, since you asked why here 
is the short summary.
Esentually, someone had placed a curse on all seven knights and had 
turned them in to statues. The only way their spirits would be released 
to their gods is if a champion would face each of them seven times in 
battle and win. If so the curse will be broken and the knights can then 
be freed from the relm of Sryth to their gods.




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[Audyssey] Quake was thanks

2006-08-07 Thread Thomas Ward
Hi, Chris.
No you don't need to buy Quake if you don't want to. There is a free 
shareware version you can try to see if you like it first.
You can get all information on accessible quake at:
http://www.agrip.org.uk


Chris Frahm wrote:
> Thanks for the info on quake.  Yeah I was thinking of warcraft.  Always 
> wanted to play that game.  That isn't accessable yet, huh?  Is anything out 
> there like it?  Loved the sound files.
> Also, where would I get audio quake?  Is it a hard learning curve?  Would i 
> need regularquake and would that cost?
> Thanks a ton!
> Chris
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>   


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Re: [Audyssey] Seven knights' adventure in Sryth.

2006-08-08 Thread Thomas Ward
Hi, Miss Wings.
No, at first the knights battle cries and attack frazes don't make 
sense, but that to is explained when you complete the quests. I believe 
it is our friend Knight of the Griffen or Knight of the Bear who tells 
you in life all they thought about was hate and battle but in death they 
wanted peace and good will or some such like that. Anyway, the story 
will get told at the end. Smile.


MissWings wrote:
> Oh okay ... I thought I'd missed something somewhere because when the 
> knights talk to you they say things that don't make too much sense.  I 
> thought I'd missed some background info somewhere but I'm glad I 
> didn't.  I'll keep at it.  I'm on my second round with them now and still 
> have twelve runes of life ... I think it's twelve anyway.
>
> MissWings
>   


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[Audyssey] Monty news and updates.

2006-08-09 Thread Thomas Ward
Hello gamers,
Early this week, Monday, I began the process of updating Montezuma's 
Revenge to the 2.0 .NET Framework. In the process I have decided to also 
make a drastic alteration in the way game audio is handled.
In Alpha 1 I used a standard stereo pan control, via DirectX, to pan the 
sound effects. While that is generally ok allot of testers felt that the 
handling of sound effects just isn't quite right, and the roll off 
factor for sounds sounds fake and unnatural. I plan to correct this by 
rewriting the audio class for the game and will be using full virtual 3D 
buffers which will correct this issue. It should sound much more natural 
when the job is complete.
Another major change I have planned is using DirectX DirectInput to 
handle game movement and keyboard control. In Alpha 1 allot of folks 
were discontent with the way keyboard input was handled. True I was just 
using a standard Windows form event to handle input. Again while 
functional the major problem with that was it couldn't support multiple 
keyboard controls such as control+right arrow to speed run or space 
arrow key to jump. As a result this will be changed to be more flexable 
with keyboard commands.
So what can you expect in the updated release? In the upcoming release I 
plan to really overhall the core engine. This is going to take a quite a 
long time to do. Not sure when Alpha 2 will be out, but it won't be soon 
with this stuff in the works.



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Re: [Audyssey] Monty news and updates.

2006-08-09 Thread Thomas Ward
Hi, Mich.
The new framework is not up there yet as I will be posting it when I 
actually have a product which needs it. In fact, it is a good idea I 
don't put it up to soon as someone might decide to upgrade to it and 
break compatibility with STFC and Monty current which still use 1.1.


Mich Verrier wrote:
> hi tom and all. I am wondering is the new Microsoft dot net frame work up on 
> your web sight?or will this be included in the download package for Alfa 2 
> of monty?
> from Mich Verrier from New Liskeard Ontario Canada
> - Original Message ----- 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: 
> Sent: Wednesday, August 09, 2006 5:52 AM
> Subject: [Audyssey] Monty news and updates.
>
>
>   
>> Hello gamers,
>> Early this week, Monday, I began the process of updating Montezuma's
>> Revenge to the 2.0 .NET Framework. In the process I have decided to also
>> make a drastic alteration in the way game audio is handled.
>> In Alpha 1 I used a standard stereo pan control, via DirectX, to pan the
>> sound effects. While that is generally ok allot of testers felt that the
>> handling of sound effects just isn't quite right, and the roll off
>> factor for sounds sounds fake and unnatural. I plan to correct this by
>> rewriting the audio class for the game and will be using full virtual 3D
>> buffers which will correct this issue. It should sound much more natural
>> when the job is complete.
>> Another major change I have planned is using DirectX DirectInput to
>> handle game movement and keyboard control. In Alpha 1 allot of folks
>> were discontent with the way keyboard input was handled. True I was just
>> using a standard Windows form event to handle input. Again while
>> functional the major problem with that was it couldn't support multiple
>> keyboard controls such as control+right arrow to speed run or space
>> arrow key to jump. As a result this will be changed to be more flexable
>> with keyboard commands.
>> So what can you expect in the updated release? In the upcoming release I
>> plan to really overhall the core engine. This is going to take a quite a
>> long time to do. Not sure when Alpha 2 will be out, but it won't be soon
>> with this stuff in the works.
>>
>>
>>
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>> any subscription changes via the web.
>>
>>
>> 
>
>
>
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Re: [Audyssey] Monty news and updates.

2006-08-09 Thread Thomas Ward
Hi, Bryan.
I'm not sure at this point. After all I need to really update the core 
engine massively to introduce the new audio, input, and effects 
management for Alpha 2.
I'm also going to redraw temple 1 to the original 50 by 50 temple it was 
in the Alchemy version as per request and that could take a while to do 
all of those changes.



Bryan Peterson wrote:
> Will we see any of temple two in this new release?


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Re: [Audyssey] Monty news and updates.

2006-08-09 Thread Thomas Ward
Hi Brandon,
Like you said it will take quite a while, perhaps a month, to upgrade 
the core engine to 0.2 stable, but I feel it will all be worth it. In 
the end you will get a completely new installation, support for .NET 
Framework 2.0, hopefully better audio, better input, and several fixes 
along the way.

Brandon Cole wrote:
> I think I speak for quite a few folks when I say that, although all this 
> will take some time, your effort is very much appreciated. Keep it up, 
> brotha! Haha.
>   


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Re: [Audyssey] Gaming Section Live!

2006-08-09 Thread Thomas Ward
Hi all,
What I am seeing from the posts is two sides of the same coin. Many feel 
that we as the blind comunity should contact companies directly while 
others feel we should involve RNIB, NFB, AFB, etc. Actually, both sides 
of the issue are correct, and it should be our goal to reach out to both 
to get things to happen.
 If we are truly serious about this the first goal is to get organised. 
Elect a chairman of the movement, elect someone as a contact person, 
someone to draft patitions, etc... In other words form an organisation 
where everyone has a certain job, and raise money to actually carry out 
the goals.
Second, contact other groups for the visually impaired such as NFB to 
aid in this cause. They have the lawyers, funding, support, etc we don't 
have and extra help wouldn't hurt the cause.
Third, find contacts in the game companies such as Microsoft Game 
Studios, Nintendo, Activision, etc... Get the ball rolling and hope to 
get them talking about accessibility in a more than an academic sense.
Fourth, get some media coverage on the movement. Sad to say but our 
freedom of the press can be used to heavy advantage here. Get the public 
at large interested in discussing it, and companies will want to save 
face by doing something to add some accessibility.
 

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Re: [Audyssey] Monty news and updates.

2006-08-09 Thread Thomas Ward
Hi, Shaun.
That is fine, but the game wouldn't have installed without 1.1. Which is 
the main reason I am not putting up 2.0 yet.

shaun everiss wrote:
> well I have both frameworks loaded tom.
>   


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Re: [Audyssey] Monty news and updates.

2006-08-09 Thread Thomas Ward
Right... That is because you have 1.1 installed. Smile.


shaun everiss wrote:
> and nothing is a miss yet.
>   


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[Audyssey] Problems with GTC scoring.

2006-08-10 Thread Thomas Ward
Hello all, before I send this one off to David Greenwood as a bug report 
I was wondering if anyone else has seen this weird behavior in GTC. 
Tonight I was playing GTC in arcade mode and I was in sector 2. At one 
point I checked my score, 11760, which wasn't great but not bad either. 
Well, I came to an intersection faught three enemy tanks. I figured I 
had gained some valuable points. I was wrong my score was now 11720. How 
can that be? I had lost points and not gained them.
I'm very frustrated about this and would like to know why I am now 
beginning to lose points and not gain them no matter how many tanks I 
kill. Anyone see this one?


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Re: [Audyssey] Gaming Section Live!

2006-08-10 Thread Thomas Ward
Hello Liam,
when companies or people from companies begin stating that it is 
financially unreasonable to add accessibility to a given product often 
it shows a lack of awareness on their part how cheap some solutions to 
the problem really are.  In terms of cost they pay more for marketing 
the product then they would to add some 3D environmental effects, some 
spoken feedback here and there, or a simple targeting beep, etc It 
is even cheaper if they make it a core part of their game engines which 
can be reused in multiple products.
Often I associate the real problem is most sighted people don't have a 
clue what a blind gamer needs. They have a misconception that a solution 
must cost millions of dollars, many hours of research, and countless 
hours of development. When some quick accessibility solutions would cost 
a fraction of that. Yet they see blind gamer, and they exadurate the 
cost and time it would take to carry it out.
Another way of looking at this is the general sighted stereo type of 
people with visual handicaps. They often overlook the obvious solutions 
to a problem, and make blindness to be so hard to deal with, and the 
solution must be something complicated to them.
Here is an example of this. While attending college at WSU I often would 
get stopped by fellow college students when I attempted to cross the 
street heading to my dorm. They would grab me or yell at me I was about 
to step in to the street, and some would come over offering to lead me 
across the street. Of course I knew where I was and what I was doing, 
but they didn't think I did for some reason.
I would have to spend a minute or two explaining I knew what I was 
doing, and often they still had doubts I was able to handle myself 
around a street. In other cases I would be standing on a corner and 
someone would tell me don't walk the light is red. I would reply I knew 
that already, and they would ask how I would know the light was red if I 
couldn't see it. I would then mention that I listen to traffic, and walk 
when the parallel traffic is moving. If the car is parked at the light I 
wait until it starts moving. They would then make some comment on the 
par of "I didn't think about that," or, "I didn't know you could do that."
In short those blind students had made some false and erroneous 
assumptions that since I was blind I didn't know my way around the 
college grounds. They had further assumed I couldn't tell if a light was 
red or green, and never thought about the fact a person can here the 
traffic moving, and deduct if it is safe to cross or not. In fact, they 
often ignored the fact I got from my starting point to the place where I 
met up with them with no problem, and didn't ask themselves how I got to 
be in that location in the first place. Lots of simple answers were 
overlooked do to false and erroneous assumptions.
In the same way I can see some game companies looking at this 
accessibility thing in the same way. Lots of false and erroneous 
assumptions are made what it would cost, take to make it accessible, how 
much research do they need, etc If the common sighted person assumes 
a person with a visual handicap can't cross the street safely on his 
own, can't use judgement to figure out  if a light is red or green, how 
can we expect those same sighted people to know or understand what is 
required to make a game accessible to us?
Answer is in education. We need to promote accessibility education, and 
show them techniques and some code on how to make games accessible. Only 
then will we dispell erroneous assumptions and get down to real facts 
about how much research, time, money, etc is needed.




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Re: [Audyssey] Blind Game Accessibility Community

2006-08-10 Thread Thomas Ward
Hello Ari,
I'm not sure if NFB, AFB, etc will support non-US citizens, but you can 
always go to their web sites, and get contact information, and make your 
feelings known to them.
 As for the card and board games I couldn't agree more that they haven't 
gotten anything really new in years. Then again, how many of us blind 
users of those products asked them for an accessible Mad Gab, Lord of 
the Rings Adventure board game, etc... Answer is probably very few, and 
making our feelings known that we would like more games gets the ball 
rolling in that direction.
As I was saying to Liam the main place to start is education. We need to 
begin educating people in key places of what our needs are, what we 
want, and how we feel it can be done. That is where we start. We also 
need to organize as a group. There is always strength in numbers.



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Re: [Audyssey] Gaming Section Live!

2006-08-10 Thread Thomas Ward
Hi Richard,
It looks like you and I are on the same page so to speak. I don't buy 
the not enough resources argument either.
 As a developer I know resources is an issue for any kind of project, 
and it ends up being an issue of deciding weather to scrap this cool 
killer graphic to add a targeting beep, or whatever Allot of times 
the developer, company, etc may be stating a fact, but in the end it is 
really a decision to add or not add it.
 We all know that the 3D and graphics animation is what eats the 
resources like mad, and why games need more and more CPU power etc... 
Companies/developers have decided to pack as much animation in to their 
games as possible, ignoring accessibility concerns, and since all the 
resources have been used clame they don't have them for accessibility.
Also I agree with you our biggist problem is erroneous assumptions on 
part of those involved. They lack the experience and knolege to adapt 
games to our needs and they inflate and exadurate time, cost, research, 
development to an unrealistic estimation, and use it as an excuse not to 
do so.
Sadly, this problem is not held by just game developers. It is a total 
misperception on behalf of a large majority of sighted people around the 
world. Some hold a visually handicapped person as something near 
helpless needing to be taken care of, and the other majority see some of 
us as supermen when we do something we are skilled at. It is our job to 
begin to bring sighted comunity at large around to a realistic view of 
us as people.
I do think MGS and other game companies are interested in accessibility 
but fears of how it may effect there budget, how to actually do it, 
abound and is holding them back from attempting it.

AudioGames.net wrote:
> Hi Liam,
>
> Please name names and companies? Did you talk to *developers* or 
> "publishers*?
>
> Because I have talked to Microsoft, Sony and Nintendo (publishers) as well 
> as various game developers at E3, GDC, direct email and more and the 
> majority of them were all interested in expanding their audience through 
> accessibility
> Yes, of course I also received responses referring to "lack of resources" 
> (whether money or memory or knowledge or ...)
> But I also received many positive replies talking to "a few different 
> people" may not represent the game industry, you know...
>
> The thing is, when I get an answer like "lack of resources", I don't simply 
> buy it. Resources are *ALWAYS* an issue (please read an earlier post in 
> which I describe an issue concerning a 3kb sound in an interface which was a 
> serious issue in PS2's KillZone) and thus always an easy answer for game 
> developers. When it comes to resources, it basically comes to priorities. 
> Did you tell the "different people" you talked to that they can actually 
> *get* money for adding accessibility to their games 
> (http://www.gamasutra.com/features/20060428/buscaglia_01.shtml )?
>
> The thing is, many people ASSUME a lot: "it can't be done", "it's too 
> costly", "etc etc". That's because they don't have experience with it. You 
> have to break through that...
>
> Richard
>   


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Re: [Audyssey] Problems with GTC scoring.

2006-08-11 Thread Thomas Ward
Hi, Phil.
Well, actually I had disabled he trucks to get the ammo, but while 
getting the ammo I ran in to them and blew them to kingdom come. Of 
course, I was under fire at the time and it was  a hit and run attack 
and I needed to take out the enemy who was firing on me.


Phil Vlasak wrote:
> Hi Tom,
> One other way you can lose points on sector two is by blowing up one of the
> ammo trucks by mistake.
> But the enemy tanks can also blow up one of their trucks if it is in their
> way and their doing this can affect your points.
> Did you find and disarm the three ammo trucks without blowing them up?
>  Phil
>
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: 
> Sent: Thursday, August 10, 2006 10:36 PM
> Subject: [Audyssey] Problems with GTC scoring.
>
>
>   
>> Hello all, before I send this one off to David Greenwood as a bug report
>> I was wondering if anyone else has seen this weird behavior in GTC.
>> Tonight I was playing GTC in arcade mode and I was in sector 2. At one
>> point I checked my score, 11760, which wasn't great but not bad either.
>> Well, I came to an intersection faught three enemy tanks. I figured I
>> had gained some valuable points. I was wrong my score was now 11720. How
>> can that be? I had lost points and not gained them.
>> I'm very frustrated about this and would like to know why I am now
>> beginning to lose points and not gain them no matter how many tanks I
>> kill. Anyone see this one?
>>
>>
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>   


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Re: [Audyssey] Problems with GTC scoring.

2006-08-11 Thread Thomas Ward
It is possible, but that is kind of dumb to take away points because you 
got damaged. I guess it is next to impossible to get on to a score board 
if you lose points. Those on the score boards must be fricking masters 
never taking a scratch. I can't can't even come close to some of those 
scores yet.

Charles Rivard wrote:
> I know that you lose points if your tank is damaged.  Could this be the 
> reason?
>   


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Re: [Audyssey] headphones on play station portable

2006-08-13 Thread Thomas Ward
I hear you there. I also am a fan of big headphones with pads, kick butt 
sound, and hate earbuds.
I have a set of Cos headphones I got for $20 which do quite nicely for 
day to day gaming. Sounds cool with SOD and GTC. I imagine they would do 
well on the PSP as well.

shaun everiss wrote:
> I don't like earbuds either.
> I like big and clunky headphones with speakers, pads and the like.
>   


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Re: [Audyssey] Problems with GTC scoring.

2006-08-13 Thread Thomas Ward
Hi,
I also search for enemies, but sometimes they are hidden, and come out 
of hiding just as you are trying to get your gear off the trucks. For 
example, in last nights game I was coming around the corner of Elma and 
5th. Well, here was a ammo truck turning on to David and 5th. I speed 
down there, checked to see the coast was clear, and gunned his butt. 
Just then a KJ tank turned off of 4th on to David  fired at the truck 
blew it to heck, and then attempted to get me. I ended upsmoking the guy 
with a armour pearsing shell, but I lost the truck and ammo do to his 
hiding and then snipering attack.


shaun everiss wrote:
> What I do in that situation is wait.
> If the truck is close enough I will get it but if I know an enemy is 
> around then I chace the truck later.
> Ofcause if the enemy is directly in the way, no truck.
> What I usualy do is if I know an enemy is comming or may show I fire 
> at the truck go smoke and just move at slow till I get its loot.
> I then just machinegun the tank.
>   


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Re: [Audyssey] Problems with GTC scoring.

2006-08-13 Thread Thomas Ward
Yeah. I usually do long range attacks as well. Especially, when I see it 
is a kv tank, the guys with missiles, and I want to take him out before 
he starts cooking those things off.
The things that are real pains in the backside are those helicopters in 
area 4. when you have two of them and two or three tanks advancing on 
your position you have to shoot and retreat fast.
shaun everiss wrote:
> choosing when to move fast and when not to helps.
> And choosing if a target is worth it helps to.
> And if you have the weather on your side, long shots from 1000 meters 
> help you a load.
> Unless the enemy moves in your range and starts blasting in which 
> case he will come at you really quickly and if you are good enough 
> you can usually take him out at 700 meters.
>   


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Re: [Audyssey] Gaming Section Live!

2006-08-13 Thread Thomas Ward
I couldn't agree more. EA needs to see us in action buying and playing 
their games. Show them where they could improve them. Start small and 
work for better accessibility.

jack scrimshaw wrote:
> I reckon e a would be interested brandon cause i tell u ya know what your on 
> about. I got smackdown 2006 purley on your word classic! That ai'nt me 
> kissin up to nobody its just the truth too many people run there mouth's 
> when they don't know what side of the track to run on so to speak.
>
> jack scrimshaw u k cowboy
>   


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Re: [Audyssey] headphones on play station portable

2006-08-13 Thread Thomas Ward
You got it. Block out, zone out, and have fun, fun, fun until Daddy 
takes your Play Station away. Grin.
 

Brandon Cole wrote:
> Yeah! Block out everything else, and enjoy the game. Hahaha.
>   


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Re: [Audyssey] Problems with GTC scoring.

2006-08-13 Thread Thomas Ward
Hi Shaun,
Generally speaking I don't mind the rain in the games. I like having it 
as it is good cover for attack runs. Enemies must be closer to fire upon 
you in the rain which means better long range strikes.


shaun everiss wrote:
> The rain does stuff your game in gtc though.
>   


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Re: [Audyssey] Problems with GTC scoring.

2006-08-13 Thread Thomas Ward
Hi Shaun,
Well, the invisibility cheat is no good for scoring in area 5 if you are 
playing for arcade  points. So I tend not to use it when playing.
\However, there is a cool way to knock off several tanks without firing 
a shot. When area 5 starts cross the bridges head North quite a ways and 
drop several mines and get out of there like the blue blazes.
While you are clearing out the woods and defending the bridges said 
enemy tank force will come south down the road to your position and what 
you know one two or more tanks will hit those mines and go up like a torch.
As to crossing the ford in area three I have no problem with that. It is 
quite easy. After you come out of the tunnel you have to hit the ford on 
an angle. Of course, knock out any enemies first.
Again the train isn't bad either. I tend to arm a cruise missile for him 
and launch it from a great distance, and after I launch I can attend to 
clearing the area of enemies.
Although, if you do as I do save all missiles until area 3 the enemies 
don't stand much of a chanse. I cruise missile two or more of the 
bunkers. Switch to missiles and take out helos and missile tanks, and if 
I am really in a missile mood knock off a couple more, switch to guns, 
and pound the other guys.
Key to that mission is shoot fast and ask questions later. Of course, 
some attitude of kick butt and chew bubble gum doesn't hurt either. Just 
make sure you are all out of bubble gum, and full of the other. Grin.



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[Audyssey] STFC Announcements.

2006-08-14 Thread Thomas Ward

Hello gamers,
I know several of you have emailed our sales department with questions 
regarding STFC and a possible release date. Well, we have allot of 
announcements to give you, but can't give any release dates at this time 
as STFC is undergoing a massive upgrade that has seriously pushed back 
the release date again. However, I personally do feel the updates I have 
scheduled to put in to STFC  beta 2 will be all worth it in the end. So 
let's cut to the scheduled upgrades planned for Beta 2.
First, many of you have asked us repeatedly to restore the navigational 
deflector dish to the game. We have honored your requests and will be 
reintroducing the navigational deflector dish in STFC Beta 2.
Second, we have also introduced some new Federation and enemy weapons. 
Now, when approaching the Klingon and Romulan systems you may encounter 
cloaked mine fields which will damage or destroy your ships. The 
Cardassians also possess mine fields guarding their space, but those are 
not cloaked. In addition the Defiant-class ships now will carry mines as 
apart of their tactical inventory. You'll be able to drop a mine, cloak, 
and escape.
Third, some of you have requested a second Defiant-class ship. As per 
request we have began adding a second Defiant-class ship, U.S.S. Sal 
Paulo, to your list of vessels to command. Like U.S.S. Defiant Sal Paulo 
will carry mines, high powered phasers, quantum torpedoes, standard 
photon torpedoes, main deflector dish, and cloaking device. How is that 
for fire power?
Forth, I have also made another slight ship change. I have decided to 
retire the U.S.S. Seleya and commission the U.S.S. Ark Royal for active 
duty. There is no real purpose for the change other than I like the idea 
of getting to play some of the other Sovereign-class ships besides the 
ones we are use to commanding in STFC.
Sixth, in addition to building up and making changes to the Federation 
fleet the Borg, Klingons, Cardassians, and Romulans are also getting 
bigger and cooler fleet upgrades. The Klingon fleet has added the I.K.S. 
Neigh'var to its ranks of Vor'cha Attack Cruisers. The Romulans have 
added the IR.W. Kazinak to it's ranks of warbirds. The cardassian Union 
has added the C.U. Aldara to it's ranks of cruisers. Last and not least, 
the Borg will also get a range of support ships such as spheres, scout 
ships, and of course the queens personal ship the Borg cube. Oh, and do 
have fun trying to beat the Borg now. It is a suicide mission, but as 
fun as heck trying.

Seventh, all of the enemy bases have undergone name changes. The 
Cardassian bases are Bryma Station and Cardassia Station. The Romulan 
bases are Romulus Station and Remus Station. The Klingon bases are 
Qo'nos Station, (pronounced  Kronos,)  and Kairnos Station.
Eighth, STFC code is being upgraded to work with the Microsoft .NET 
Framework 2.0. The setup and installation will be handled by Inno Setup, 
and audio will be handled by DirectX 9 2006.
Finally, I have also been reworking all the classes etc to allow for 
saving and restoring games. In Beta 2 you will be able to save and 
restore up to 10 games at a time. This will allow for extremely long 
games, and you can now back it up, and resume at a point that is 
suitable for you.



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Re: [Audyssey] STFC Announcements.

2006-08-15 Thread Thomas Ward
Don't hold your breath. Grin.
It is going to be a major update cycle with the end way off in the 
distant future.


Bryan Peterson wrote:
> Wow! Can't wait to play it!


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-15 Thread Thomas Ward
Hi Shaun,
It is a little early to really be going down this road yet. They offer a 
Windows version for free which allows users to try out xna studios for 
free and no apparent licensing issues attached to it.
That will allow for evaluation and to experiment weather or not certain 
games are possible with it.
There is a $99 per year fee attached to the Xbox version, but it may be 
our key to getting on to a platform and sell console games. I would love 
being able to say play something like Aliens in the Outback on an Xbox. 
That would be cool.


shaun everiss wrote:
> read my msg I posted to the list today.
> I don't like the fact ms is taking or going to take a cut of the 
> proffits and control sales  because well I've never seen an 
> accessible ms game yet and I have never seen an ms software that 
> hasn't needed to be full of graphics, have no security holes or activation.
> Its not worth it if we blindies would have to spend more cash on 
> getting graphics, and systems to stop others hacking into our systems 
> because of microsoft in what will essentually be ms owned and controled games.
> In short it makes me feel very uncomfortable.
> And would it even make an improvement, and how much is the ms cut?
> Probably 99% of all sales, we will get nothing because we are blind 
> and so will all the other poor sods who try this.
> Sorry to be so pesimistic but every os and other app from ms seems to 
> be full of activation and security updates.
> Do we even want to go down this road.
> This really doesn't sit well.
> Anyway would the tools even be accessible.
> There are a load of game creation toolkits around, one of which is 
> the audiogame engine by enspired code.
> Which I havn't seen much of.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-15 Thread Thomas Ward
Hi Shaun,
Honestly, the $100 per year is extremely reasonable when you look at the 
fact mainstream developers have to pay in the thousands per title to 
license the rights to put a game on the Xbox.
The truth about console gaming Play Station, Xbox, etc is Microsoft, 
Sony, etc have abilities to controle what goes on their platforms and 
they will license the technology for a percentage of sales. That is just 
how it works. Are we any different in that regard than mainstream 
developers?
 From what I read this is a very low cost solution for the average Joe 
Smo interested in writing a game or two for the Xbox.

shaun everiss wrote:
> Hi kelly.
> Sounds interesting, however.
> Who would honestly be able to afford the 100 dollar price tag per year.
> Even if we could afford it, who in their right mind would want 
> microsoft to have ownership of part of our games, and take cash from it.
> And who would want microsoft to control sales of games we make?
> Just think guys, everything will be graphics rich with activation.
> And security holes, and problems because microsoft will own stuff.
> I wouldn't recomend blind people go with this.
>   


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Re: [Audyssey] STFC Announcements.

2006-08-15 Thread Thomas Ward
Hi Shaun,
As far as stations replicating weapons I am still officially undecided 
on the matter, but it may be likely I'll be returning it to the game. 
After all it is still in the game code, and just commented out. So 
returning it is not a big deal.
Just remember though Starbases have a massive weapons update. They carry 
3000 photons and 15000 quantums each to begin with.
There is allot of factors that make STFC more advanced than the version 
you have now. For example, I am putting back in the hull damage stuff. 
That way even if shields go down you have to physically destroy the 
ship. When hull damage reaches 100 or their warp core blows it is 
history for that ship.
So let's look at this in the matter of mines. Mines in STFC are not 
handled like the ones in Trek 2k. These mines are not all destructive 
devices. If you hit one your shields may drop some and a system may be 
temperarily damaged. Not good, but nothing faytal for the most part.
 However, if your shields are down at the time of mine impact and that 
is another matter. You may very well blow up, or have a nice hull breech 
or systems so damaged so bad you have to be drug from the sight with a 
tractor beam. Grin.
As for finding a cloaked mine I haven't come up with a good strategy for 
it although a tachion scan would help a starship in locating cloaked 
objects such as ships and mines.



shaun everiss wrote:
> tom could you please add back the ability for stations to replicate torpedos?
> It aint fair while we are busting the borg that we run out of power.
> Granted I know stations have a load of stuff already, but could it be 
> like that if a station drops to its last 100 torps of either class 
> that it will make more?
> The borg are going to be really hard now man.
> On the other hand you have sertainly beefed everything else up to 
> handle this stuff.
> My only other question, is how we will be able to avoid or destroy the mines.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-16 Thread Thomas Ward
Hi Liam,
So true. I would bet not many blind gamers have a $500 Xbox laying 
around, and the initial up front costs alone would be harmful to any 
accessible games  dev market that could be carved out for it.
For that price one could go out and buy a cheap Compaq or HP computer  
from Wal-mart for playing games which defeats the cost of a Xbox which 
is only for games.


Liam Erven wrote:
> the x box is expensive though.  especially the 360.  Me and one of my 
> sighted gamer friends were discussing this last night, and neither of us 
> could understand why someone would plop down 500 bucks for the XBox to take 
> a gamble like that.  I could understand if the xBox offers more that we 
> could do besides play some games, but I'd much rather save my money and play 
> windows based stuff.  Though, who knows.  maybe down the road something will 
> open up that will let us use Xbox live or get auditory feedback about other 
> things.  I just would never spend the serious cash on that.  I'd be 
> interested to see how many blind folks own a 360?
>   


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Re: [Audyssey] Dos games

2006-08-16 Thread Thomas Ward
Hi, agreed. I don't see what the difference is between Jaws 4 and 7. 
They both support the command prompt and apps ok.


Charles Rivard wrote:
> So?  What's different?  I use JAWS 7.1 with no problem during DOS games on 
> my XP machine.
> - Original Message - 
> From: "Sky Taylor" <[EMAIL PROTECTED]>
> To: "gamers discussion list" 
> Sent: Monday, August 14, 2006 9:16 PM
> Subject: [Audyssey] Dos games
>
>
>   
>> Hello Phil. I tried your cops game on my xp computer and snipe hunt game
>> back in 2004, and I could run them fine on my xp computer. the downside to
>> that was that I was running jfw 4 and I am now up to 7
>>
>>
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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-16 Thread Thomas Ward
Hi Bryan,
Oh, boy here we go down this road again. Grin.
It has been debated to death, blind people dream, but it's unrealistic 
that many accessible games developers are going to add graphics to 
games. I for one am simply uninterested in do ing so as the games are 
written by me for me and others like me. Not to mention the price of 
finding someone to draw the graphics, and some one to help telll you 
that the skaling, the graphics are in sink, etc... We can't see the 
vidio so someone with site basicly has to tell you if it is working or 
not. That sucks!



Bryan Peterson wrote:
> Also, having graphics in the games would encourage sighted gamers to 
> try them more. As things stand now, sighted people tend to lose 
> interest in audio games because there are no graphics or, even if 
> there are some, they're not what you call eye candy. This system, if a 
> way can be found to make it accessible, could make it possible to 
> create games that sighted and blind players can play together without 
> one necessarily having any advantage over the other.


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Re: [Audyssey] STFC Announcements.

2006-08-16 Thread Thomas Ward
Hmmm... I don't know. Might have some nice tactical uses.


david wrote:
> Will your ships possess tractor beams?
>   


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Re: [Audyssey] STFC Announcements.

2006-08-16 Thread Thomas Ward
Hi Bryan,
that's because the manual was never completed. I was to busy working on 
the game to do the manual justice. Really STFC needs a good manual heavy 
with not only how to play the game, but strategy and tactical hints.


Bryan Peterson wrote:
> I did notice that the game manual seems incomplete. The table of contents is 
> complete but the manual stops after talking about the Autodestruct feature.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-16 Thread Thomas Ward
Hi Shaun,
If Microsoft could do as you seam to think that wouldn't be fair, but 
legally they can't do that. They can not control another companies sales 
in that way, and force a home user to add graphics to the game etc... 
Remember XNA studios is suppose to be licensed for home users. It is not 
suppose to be for marketing, sales, and major production use.
As to how much rights said company has is done through agreement between 
company and Microsoft. Naturally, if it leaves company on the short end 
of the stick they will tell Microsoft where to put there Xbox and hope 
they have a big enough hole to make it fit. Grin.
Anyway, anything we are saying now is purely speculation. I am no fan of 
Microsoft to be sure, but I also know they can't outright control your 
company and or games by proxy, but they can stipulate standards for the 
Xbox which need to be met before you can target the console.


shaun everiss wrote:
> true tom.
> That would really rock.
> However once we started developing for x box how much of the rights 
> of the games would we control?
> If ms controled sales, and got an unknown persentage of our sales 
> then well ms would control the game.
> And then ms would decide what the game would do and where it would go.
> And then making games for the x box would not matter because ms would 
> throw graphics  in it and other things so it could be played.
> I donn't call that fair.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-16 Thread Thomas Ward
Hi Shaun,
That might be true, but generally speaking if a blind developer is doing 
the work even if there are graphics that developer is going to put in 
just enough to satisfy the mimimum require and well test it for 
accessibility. We don't even know yet that XNA studios will do what we 
want as far as Access right now, and until we know that everything else 
is mute at this point.


shaun everiss wrote:
> Hmm.
> true on that count to tom.
> Except that mainstream devs have graphics and we do not.
> And probably won't unless we pay cash to get graphics just so we can 
> play on xbox games.
> Ms stuff on the pc seems to have bugs, more graphics and more 
> paperwork and guff to configure.
> I worry that the same could happen with our stuff to.
>   


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Re: [Audyssey] STFC Announcements.

2006-08-17 Thread Thomas Ward
Hi Shaun,
Lol! by the way I meant to say 1500 quantums and not 15000 quantums. Grin.
One thing for sure both sides are getting massive updates in firepower 
and it will be interesting battling the new version.

shaun everiss wrote:
> that sounds good.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-17 Thread Thomas Ward
Hi Shaun,
Well, if a blind developer wished to add graphics to a game he or she 
would have to add a graphics department to their company for just that 
purpose.
In that way a blind dev isn't much different from a mainstream company 
which has different departments such as marketing, development, 
artwork/graphics design, etc Each department does it's one thing to 
the game. However, it does bring cost of production up.
Adding graphics to an accessible game is not impossible just difficult 
and more involved. Basicly, if you can get someone to offer their 
services to draw the graphics the rest is handled on the programming 
side. If you are good at calculus most of the graphics rendering should 
be ok, b ut of course would need testing from sighted players to make 
sure that images are refreshed properly, that the skaling for everything 
is ok, flicker is at a minimum, etc...
As to your comment about no resources for audio that isn't true. It 
comes down to priorities. If a dev wants more audio rather than graphics 
then he will make way to make it happen. If he/she wants more graphics 
and less sound he/she will make that happen. Depends on focus, design, 
and what the developer wants to do.

shaun everiss wrote:
> but how would we be able to do graphics, surely this would cost us 
> more unless someone did graphics before the games were put on the market.
> ANd then, hello, no resources for audio at all, just graphics.
> I've not seen many hybrid games on pc working nicely though.
>   


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Re: [Audyssey] STFC Announcements.

2006-08-17 Thread Thomas Ward
Hi David,
Yeah, you might be able to hold an enemy with a tractor beam, but it 
would use up valuable power that could be put in to phasers, shields, 
and other offensive and defensive systems.


david wrote:
> I was thinking you might be able to hold them with the tractor, but it would 
> have to be challenging of course.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-17 Thread Thomas Ward
Hi Bryan,
The graphics production of the game would be expensive for a home 
developer such as myself, but on the other hand the sales potential for 
that title has just leaped up quite a bit.
Add graphics and not focus soully on an agdev market and target a wider 
mainstream audience and sales may indeed increase. However, to get those 
sales it can't be some of the games we see in the agdev markets simple 
point and shoot games. It's my opinion that the mainstream market looks 
for highly involved FPS and Online games which take lots of production 
time in of themselves.


Bryan Peterson wrote:
> Of course we'd need sighted help with that part, but I have a valid 
> point, at least my own experience would suggest so. Sighted gamers 
> tend to lose interest in audio games because of the fact that they 
> tend to have few if any graphics. I know it would be impossible to do 
> the graphical part ourselves and it would be time-consuming to get 
> sighted help (and probably expensive as well), but everything's 
> graphics these days. This XNA studio thing does have some potential. 
> We just don't know how much yet.


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Re: [Audyssey] I'm back from wedding and honeymoon

2006-08-17 Thread Thomas Ward
Hey, welcome back. Glad to see you here once again. Fortunately, we 
didn't have anything major go on while you were away so all is in order. 
Smile.


Raul A. Gallegos wrote:
> Hi gang. I'm back and will be able to post more and continue my duties 
> as co-moderator.
>
> The audio link for my wedding is:
>
> http://asmodean.net/files/Raul_Shannon_Wedding.mp3
>
> If you have any comments or questions regarding my wedding or my honey 
> moon in Vegas where I experienced the Star Trek Experience please write 
> me off list.
>
> Thanks and it does feel good to be back.
>
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-17 Thread Thomas Ward
Hi Richard,
Well, that sounds a lot more reasonable than the price tag Liam quoted 
for us which was what I was going by. However, $300 isn't exactly what 
I'd like to pay for a game console that isn't fully accessible.

AudioGames.net wrote:
> New XBox 360 retails at around 299 dollars, not 500 dollars... sure, still 
> not cheap...
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-17 Thread Thomas Ward
Hi,
Perhaps not, but still the basic unit itself isn't as high as you 
pointed out to begin with. No matter, it is still to expensive for my 
budget.

Liam Erven wrote:
> of course that's not counting x box live, or the other accessorys.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-17 Thread Thomas Ward
Hi Shaun,
Not being yet familiar with XNA I can't comment on weather or not 
graphics is a requirement but it would be resonable to assume XNA would 
be looking for graphics. After all, it is written by a mainstream 
developer for mainstream use.
We can't how well a graphics and sound accessible game would be based on 
the past. I think it can be done with proper management, design, and 
planning.

shaun everiss wrote:
> What I mean is if graphics were one of the requirements for this new 
> xna system and you didn't as a rule put graphics in, would you then 
> have to put graphics etc.
> Apart from the experimental games, the only hybrids I know of are 
> silent steel, where audio indexes and video index run different 
> sections of a video, last crusade, and mudsplat.
> There is terrorformas but It started out having issues and things.
> Its not as good as the other hybrids, then there is the blind eye 
> which is ok I guess.
> Its just that the first couple hybrids did not go so well and I 
> wander if we are ready for this kind of upgrade.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-17 Thread Thomas Ward
Hi Shaun,
In answer to your question a developer should use neither approach. 
Instead, it is best for a developer to draft a design document long 
before he/she writes the first line of code. He/she will already have 
sounds, graphics, and speech ready to go and begin joining them with the 
code.
In other wordsfully plan out what sounds go with what graphics, and 
answerhow much memory is needed, what is esentual and not esentual, make 
accessibility and graphics both a priority, and during the design  faze 
blend them together as best as possible.

 shaun everiss wrote:
> It then brings up an interesting question.
> Do we either
> 1.  make the games accessible for the blind then add graphics, or get 
> 2 the graphical parts done and try and match graphics with music, sfx 
> and speech.
> The second probably is harder but better, ofcause you would have fun 
> matching everything up.
> Probably you could have user contests on matching up said graphics 
> with sounds, and all could do that.
> A text file with descriptions for those that have no sight and 
> graphics for those that do have sight.
> Would be interesting on what the sighted and non sighted people would 
> think of what sounds for different events were.
>   


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Re: [Audyssey] STFC Announcements.

2006-08-17 Thread Thomas Ward
Hi Shaun,
There will be a private version long before a public one.
In fact, there may be several private versions as I debug the new game 
core etc and add stuff.


shaun everiss wrote:
> tom since this is a big update, will there be a private beta period 
> or will it just go public.
>   


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Re: [Audyssey] Article about New Program for Creating XBox 360 Games

2006-08-17 Thread Thomas Ward
Ish!!! That's really sucky with the exchange rates. Basicly nearly 
double normal cost. That bites.


shaun everiss wrote:
> well in nz even 300 us is too expensive for me its 600 nz instead of the 1000.
> At last look, the stuff here was 750
> so around 350-400 in the us.
>
> I havn't got any console.
> I have listened to games but hmm I really havn't grabbed one.
> Another thing I was thinking about on the games thing was shells.
> Instead of say making say doom accessible a person would buy doom or 
> whatever and download a shell.
> Ofcause these would probably be free, however the dev does not get 
> cash for that.
> I wouldn't buy a game and then a game shell though unless they came 
> as one though.
>   


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Re: [Audyssey] stfc question

2006-08-17 Thread Thomas Ward
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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Re: [Audyssey] STFC Announcements.

2006-08-18 Thread Thomas Ward
Hi Shaun,
True. When STFC was first being tested there were issues, and that is 
the main reason it will have a extended private testing cycle.
It is looking more likely some things like restocking needs to be 
rewritten do to that funky bug where you can keep restocking torpedoes 
for example.


shaun everiss wrote:
> Cool.
> Was just wondering, in podicular when the first load of stuff was 
> being tested, there were loads of issues.
>   


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Re: [Audyssey] stfc question

2006-08-18 Thread Thomas Ward
Hi Allan,
Yeah, this next version will blow away anything that has come before in 
accessible Trek games. At least as long as it goes to plan.
Not only those updates, but I am creating the grid to contain such 
things as stars and nebulas. So there is allot changing in the next release.


Allan Thompson wrote:
> 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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>   


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