Re: [Audyssey] AI - Re: multiple player game

2010-04-04 Thread David Greenwood
In the mid-1990's, IBM developed a chess program call Deep Blue.  It beat 
the world champion chess player Garry Kasparov in a six game match with two 
winds for Deep Blue, one for Garry, and three draws.


There was a bit of a cloud over the incident since Garry accused IBM of 
cheating and challenged Deep Blue to a rematch. IBM quickly refused and 
dismantled Deep Blue.


Some people feel that this was an admittal of IBM of their cheating, but my 
personal feelings are that computers are not nearly as creative and flexible 
as humans, and the chess master would probably have beaten Deep Blue handily 
if they had met again.  IBM had met its goals of creating a chess program 
which beat the best human chess player in the world, and it could only 
tarnish its victory by having a rematch.




Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, April 04, 2010 12:10 AM
Subject: [Audyssey] AI - Re: multiple player game



If I follow what you're saying, a chess program would be a real bear to
write from scratch, wouldn't it, given all of the possibilities that come 
up
when it is the program's turn to move?  On the first move of the game, 
there
are a possible 20 moves that can be made, but it very quickly becomes 
much,

much more.  The code to be written to get a program to play really well
would be enormous, wouldn't it?


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 03, 2010 10:45 AM
Subject: Re: [Audyssey] multiple player game



Hi Jim,
Oh, I guess I didn't really mean easy, but possible might have been a
better word for it.  From a design aspect it would be easy. It is
programming it that is complicated/hard as you have to give all of the
player semi-intelligent AI to know when to block, defend, steell the
ball, whatever. To make realistic decisions based on certain
situations in the game.
As far as AI goes it can be a pretty advanced field of study in and of
itself.  I've read a few books on the subject, and there is still
stuff I don't understand clearly. However, building a simple AI really
just requires thinking about what possible situations the game
character will face during your game, and creating a list of
conditions with specific responses attached.
For example, in STFC I had to build a realistic combat intelligent
fleet of enemy ships. As a result it would constantly check the status
of the ship, the enemy, and take a certain type of action based on
statistical data. If the Federation ship was weak, and nearly beaten
the enemy ship might not retreat in the hope of making a solid kill.
However, if that ship was heavily damaged and the Federation ship was
still in combat ready status run away and live to fight another day.
Of course, it was a bit more complicated than that, but this is a
simple example of taking one particular combat situation, and then
performing some intelligent action based on the current situation. Of
course, if you want to give certain ships or a commander a more unique
AI then things get much trickier.
However, all and all the basic principle applies to a game like
basketball. You can give each computer driven player an AI with a list
of rules how to play the game in what situation it should pass the
ball, dribble it, try and make a shot, etc. I don't think anyone is
very good at programming AI driven game players like this at first,
but it is something you can learn with practice. Sometimes it just
takes a little experimentation.

Cheers!



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Re: [Audyssey] More thoughts on TOC air power.

2010-03-29 Thread David Greenwood

Hi Chris,


I'll answer your second question first, since it leads into the other 
question.  TOC was initially designed as a strategic board game, but it did 
evolve somewhat from its original concept.  One of the reasons that one unit 
is assigned to one cell has little to do with scale, although I have used 
this reasoning before to justify this rule.  The main reason is that TOC was 
designed to be used by the blind gamer along with their sighted friends and 
family.  If you have many pieces on every cell, it is difficult to represent 
this on the screen's display.  You can assume that cities can have more than 
one unit, but there aren't too many of these and you can examine them if 
there is any question.  A Sighted person or someone using a Braille display 
can view the map quickly and know where all active units are without going 
to each cell and pressing Tab.


Now that I have said this, fighters can share cells with units of their own 
side.  Although I argued that fighters are different since they are in the 
air and other units are on the ground and so they can't get in each others 
way, there is a much more pragmatic reason for this. Fighters initially had 
the problem that they were constantly running out of fuel since they were 
blocked by other units. You were losing more to fuel problems than enemy 
action. The solution was to allow them to share cells with other fighters 
and units as long as they did not belong to the enemy.


To answer Willem's question at the same time here, I feel that fighters are 
one of the most important and strategic unit types, but for other than 
scouting, you need lots of them.  About half way through a campaign I 
probably have half my cities producing fighters.  Why do I like them?  Here 
are a few reasons:
1. They move fast and so you can concentrate defense and offense on a 
distant or vulnerable location very quickly.
2. They can share cells and they travel six cells per time unit and so you 
can coordinate attacks of many fighters on an enemy in just one time unit.
3. They can easily scout large areas of sea for approaching enemy ships and 
submarines, and once found, you can send many fighters to that spot in one 
or two time periods.
4. Cities far back from the enemy lines can produce fighters and bring the 
strength of their production power to the enemy quickly.
I don't have much use for fighters early in a campaign and very seldom in 
complete land battles until the very end of the game, but to reiterate, when 
you build fighters, build lots.  The Battle of Britain map really shows the 
power of fighters.
To address your question about using fighters to bomb cities, the beta team 
discussed this a bit and we didn't really come up with a decision.  We 
didn't know what to do with fighters once they passed over an enemy city. We 
decided that they would deliver one HP of damage as they do outside cities, 
and if they had a successful attack, they could continue past the city, or 
circle back for another attack, but what if they end their six moves while 
over a city, how do we handle this?  We ended up deciding that in the next 
release we would look at having a bomber type.  These would be more limited 
in some respects, but more valuable as a stand-alone unit.  Of course, 
they'll cost more.



You mentioned that performing coordinated attacks are difficult, how so? 
Any one unit has eight exposed sides to be attacked from, and does it really 
matter if your second line of attacks comes a time unit later?  An example 
might help me address the problem.



By the way, your previous two posts were great.  They won't be implemented 
in the first release, but they will all seriously be considered for the next 
one.  I'm tempted to implement some of them immediately, but the version 1.0 
label has to be put on it some time.



David.
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 29, 2010 4:31 AM
Subject: [Audyssey] More thoughts on TOC air power.


Aircraft need to be able to bombard cities.  The current prohibition 
stunts

their power quite a lot.  IF they can attack convoys, why not cities?



Also, the unit stacking rules seem odd.  You can have an infinite number 
of

units in a city, but in a cell the same size you can only have one
non-fighter unit.  There seems to be a confusion of scale, and it makes
coordinated attacks impossible.  What is the thinking here?



   Chris Bartlett



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Re: [Audyssey] how does following work in time of conflict?

2010-03-28 Thread David Greenwood
Units which are following will move towards the leading unit until they are 
about two cells away and then they try to maintain that distance. If you 
daisy chain the convoy, that is d follows c which follows b which follows A, 
makes for a long wagon train of a convoy, but if you convoy them in a 
triangle fashion, that is unit B and C follow unit A, while Unit D and E 
follows B, and G and H follows unit C, the convoy is much tighter and easier 
to defend.  Sometimes it is just as good to have all the ships in a convoy 
just following one lead unit.  They tend to clump up, but its workable.


The lead unit reduces its speed to the slowest unit in the convoy.  The 
exception is when units slow down do to damage, they will most likely be 
left behind.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 2:27 PM
Subject: [Audyssey] how does following work in time of conflict?


Well, suject says it, how does this work? Does that mean the units 
following

will move when the head unit is moving, or that they'll attempt to go
towards the head unit?
What happens if they travel at different speed?
No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, 
one
on one self defense training- call or email to book your appointment 
today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 2:52 AM
Subject: Re: [Audyssey] time of conflict thoughts and questions



Yes, I think it is called luck. lol.

Regards,
David greenwooddavidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:19 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



I have never been able to attack infantry with fighters. they always,
always
get shot down.
am I missing something possibly?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of dark
Sent: Sunday, March 21, 2010 10:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] time of conflict thoughts and questions

Fighters are pretty good against enemy ships, and if you have many, you
can
use them to disrupt enemy offensive by attacking enemy infantry,   
but

I
agree their not the best offensive unit, and certainly not as good as
they
should be against enemy infantry,  hence my desire for a bomber
plane.;

Btw, I've not found the fuel thing to be a problem, sinse when set to
roaming, fighters will come back automatically, and otherwise you can
just
press H on them to bring them home to refuel.

Generally if I have fighters I just leave them roaming as scouts unless 
I

really need an attack somewhere and have many to spare,  such as an
enemy troop transport in the middle of the sea, or the enemy moving
infantry
towards a city when i've got a beachhead on their land,  though once
again, I'd really like to see a bomber to do this more efficiently, 
though with decreased speed and fuel range as a balance.

Beware the grue!

Dark.
- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:43 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions


The only part of the game I find really annoying thus far is the 
fighter

unit. They take awhile to build, take more managing than the rest, and
they don't really do much cept for getting shot down all the time lol.
Granted they're nice to scout with, but even then, if you don't keep
them
near your cities, they go bye-bye either by out of fuel or by enemy
hands.
My current game got like 20 fighters on my side, and most I do with 
them

is to keep them out of the ways of others.
No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering 
private,
one on one self defense training- call or email to book your 
appointment

today!

johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws

[Audyssey] A question of real-time

2010-03-28 Thread David Greenwood
Wow! I love these types of discussions.  I'll just start by playing the 
devil's advocate and say that there is no such thing as a true real-time 
strategy or real-time any other type of game on the computer.  To me, 
real-time game play is where the time frames are infinitely small and the 
moving playing pieces only have an exact position for that infinitely small 
time frame. Okay, I'm playing with semantics here, but bear with me for a 
bit.


For example, GMA Tank Commander and Shades of Doom are described as 
real-time , but the fact of the matter is that they just make their moves 
every 0 .2 of a second, rather than every minute or so.  It uses a 
continuous position though.  That is, your tank could be located at x 
1.235456 and Y 4.56754 rather than x 1, y 4.
two.  It has been a long time so forgive me if I am wrong here, but if I 
recall Sound-RTS works on a non-continuous grid.  That is the environment is 
like a chess board, rather than a pin point position on a table top. When a 
unit moves from cell D3 to D4, that is quite a leap.  In a true real time 
game there would be a gradual movement from one cell to another with an 
infinite spectrum of positions where the playing piece has been located 
between these locations. Don't get me wrong, there is absolutely nothing 
wrong with this.  Matter of fact, due to the nature of the game, it is 
probably the best way to do it, as I decided with TOC.


Although I wouldn't agree with this point very strongly, it could be argued 
that TOC is real time.  The time frames are just bigger.  The computer 
appears to move and then you move, but what really is happening is that the 
computer can control and move all of its units in a second or two, while you 
may take a minute or more.  I actually tried spacing out the computers moves 
over a wider period of time so you could be attacked at any moment, but 
after trying it, it didn't seem to add anything to the game, and it really 
did mess up entering operators and reviewing situations.


Try this with TOC. You will need someone sighted for this. Create two or 
three units and change your city's production so that it won't produce 
anything for a while. Make sure the visual map is on. Now set an operator on 
the two or three units so they are moving directly into the enemy units. 
You will see the units moving continuously across the map with an occasional 
battle with the enemy.  Sure looks like real-time. *grin*


In any event, I am currently prototyping multi-user game play and in this 
type of game play you won't be waiting for anyone to make his or her turn. 
You will be constantly commanding your units.  When it is released I may 
market it as real-time, but we all know better. *smile*



Just in case someone takes umbrage with any comments I've made here, please 
realize I'm probably only half serious.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com




- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 25, 2010 2:18 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.


Well, like said, 'simple' answer - idea being that while know what you 
mean,

I still think it's more or less a similar game type - either sort of turn
based, or fully real time.

Suppose similar to either playing something like chess with a turn timer
clock, or just having to wait for the other player to make up his mind -
some guys still play chess remotely via emailing each other.

Stay well

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

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, March 25, 2010 5:29 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.



Hi,
Real Time strategy? Not exactly. A Real Time Strategy game does not wait
for
you to make a move. Sound RTS is a real time strategy d=because every
second
of the game is spent. In Time of Conflict, there is an interval before
anything happens. Granted, your infantry can take a city immediately, but
that's about it. You have to wait for time to advance.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Wednesday, March 24, 2010 1:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict from GMA games.

Yes, simple answer is it's also a form of real-time strategy game.

Stay well

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

- Original Message - 
From: nicol 0722001...@vodamail.co.za

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, March 24, 2010 7:34 PM
Subject: Re: [Audyssey] Time of Conflict from GMA games.



HI phil
Is  toc  similar to sound rts?
- Original Message - 
From: Phil Vlasak p

Re: [Audyssey] Time of Conflict from GMA games.

2010-03-25 Thread David Greenwood
Could you let us know how you fixed it just in case someone else has this 
problem? Thanks.


Also, I discovered a strange problem yesterday.  My Alt-M key was not 
working.  It looks as if Skype intercepts it and does not pass it along to 
TOC. Took a while to find, but I didn't like the solutions. You need to 
either shutdown Skype completely or redefine the Alt-M key in TOC.



Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Jorge Gonçalves jopo...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, March 25, 2010 10:01 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.


Now I solved the problems and I played a lot!
It's really a fantastic game!
I will definitely purchase it!
Yesterday I spent several hours playing in a campaign in the sea! It was a
great moment!
Cheers,

Jorge Gonçalves
Email  MSN: jopo...@hotmail.com
Skype Username: joport3
Webpage: www.jorgegoncalves.com
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, March 25, 2010 12:26 AM
Subject: Re: [Audyssey] Time of Conflict from GMA games.



I would have to say that TOC is not similar to SoundRTS, unless Axis and
Allies is similar to Risk.  There is no comparison in the delicious
complexity of TOC.

Chris Bartlett



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Re: [Audyssey] time of conflict and proxy

2010-03-23 Thread David Greenwood
We are looking into that right now.  Sorry that isn't an answer, but its the 
best we can do until we finish the research.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 4:48 AM
Subject: Re: [Audyssey] time of conflict and proxy



David, will there be proxy support in later versions of Time of conflict?
- Original Message - From: David Greenwood
davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 10:02 PM
Subject: Re: [Audyssey] time of conflict and proxy



Check the FAQ on the web page. This should hopefully answer your
questions. But, in short, the game will not always need a connection,
except for registration.  It is connecting to the server since it was
initially designed to be only a multi-user game, but I changed my
mind and provided single-user support. I haven't removed the
requirement of making a connection yet, but by V1 it will be gone.

Regards,
David Greenwood



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Re: [Audyssey] Time of Conflict

2010-03-23 Thread David Greenwood
The maps range from 24 by 24 to 100 by 80.  The smallest land-based map 
takes me about an hour to play, while a full sized sea and land campaign 
takes 30 to 40 hours.  It all depends on what you are in the mood for.  Of 
course, the amount of time it takes depends on how familiar you are with the 
game. The largest game I played lasted weeks and at the height of the game I 
had over 700 units--and who knows what the enemy had.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 21, 2010 2:59 AM
Subject: Re: [Audyssey] Time of Conflict



Hi,

How big are the maps for this game? How long usually does a whole game 
last

from start to last man standing? I've been reading this with a lot of
interest. Whilst I don't test beta's and all that from what I've read this
really does look like a game that I'm going to get.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 21 March 2010 03:48
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict


Hi.

I noticed the update business was fixed,  thanks.

I had a couple of strategical questions, particularly related to how to
protect ships when sailing,  and how best to get infantry off a troop
transport, sinse currently while I can defeat the computer on easy on 
land,

as soon as more than one island is involved things get difficult.

I'll check the second tutorial link though and see if that can give me 
some

thoughts.

It's nice actually to get another complex game which has a learning curve.

Beware the grue!

Dark.
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 20, 2010 7:11 PM
Subject: [Audyssey] Time of Conflict



Hi all,

Someone told me to join this list since there were a few questions
people
were having that I might be able to answer.

First, the second tutorial link has been fixed.

Next. Hopefully, the download for Time of Conflict is fine now.  It
was a
last minute change I made that caused the problem.

There is a FAQ on the Time of Conflict page that may answer some of
the
other questions that were passed on to me from the list. Check these out,
and if they are not answered there, I'll try to answer them here.

Oh yes, I heard that someone tried to make a map and it had an error
when
run. If you could send the map my way, I'll take a look at it and fix the
map or the program ASAP.

Here is a status on the multi-user version.  Development is going well
and
we are hoping that in a couple months or so we will go into beta testing.
As a single-user game, we are pretty happy with it right now.

Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com





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Re: [Audyssey] Time of Conflict

2010-03-23 Thread David Greenwood
A point of clarification.  Version 1.0 of TOC will be out shortly, and other 
than the few bugs which have been reported, and getting ready on our end, 
there isn't much to do. Version 1.0 will be single-player.  Version 1.1 or 
what ever it will be called will be multi-player.  Anyone purchasing version 
1.0 will automatically receive any upgrades, multi-user capabilities, or 
what ever is going for version 1.1.   Unfortunately, I can't give a date for 
1.1 other than to tell you we are working on it now and I have two computers 
playing each other with lots of bugs being logged. So, let's guess between 
one month and six months.  *grin*


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com





- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 10:47 AM
Subject: Re: [Audyssey] Time of Conflict


maps can range from about 24 x 24 to 72 x 90,  and large maps mean 
long

battles.

I must say it's well worth playing. The game isn't beta in the sense of
having bugs or anything, it's beta in the sense that many features which
david intends for the full game aren't implemented yet, such as 
multiplayer

support, but sinse you can have most interesting and successful games
against the computer in single player, Davids' allowed us to essentially
have an advanced look at the game,  which isn't a bad thing at all.

I'd certainlly recommend giving it a try.

Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 21, 2010 6:59 AM
Subject: Re: [Audyssey] Time of Conflict



Hi,

How big are the maps for this game? How long usually does a whole game
last
from start to last man standing? I've been reading this with a lot of
interest. Whilst I don't test beta's and all that from what I've read 
this

really does look like a game that I'm going to get.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 21 March 2010 03:48
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict


Hi.

I noticed the update business was fixed,  thanks.

I had a couple of strategical questions, particularly related to how to
protect ships when sailing,  and how best to get infantry off a troop
transport, sinse currently while I can defeat the computer on easy on
land,
as soon as more than one island is involved things get difficult.

I'll check the second tutorial link though and see if that can give me
some
thoughts.

It's nice actually to get another complex game which has a learning 
curve.


Beware the grue!

Dark.
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 20, 2010 7:11 PM
Subject: [Audyssey] Time of Conflict



Hi all,

Someone told me to join this list since there were a few questions
people
were having that I might be able to answer.

First, the second tutorial link has been fixed.

Next. Hopefully, the download for Time of Conflict is fine now.  It
was a
last minute change I made that caused the problem.

There is a FAQ on the Time of Conflict page that may answer some of
the
other questions that were passed on to me from the list. Check these 
out,

and if they are not answered there, I'll try to answer them here.

Oh yes, I heard that someone tried to make a map and it had an error
when
run. If you could send the map my way, I'll take a look at it and fix 
the

map or the program ASAP.

Here is a status on the multi-user version.  Development is going well
and
we are hoping that in a couple months or so we will go into beta 
testing.

As a single-user game, we are pretty happy with it right now.

Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com





---
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] Time of Conflict

2010-03-23 Thread David Greenwood

This is from the FAQ on the TOC web page:

Q. I've done everything I want, but the game just sits there for five 
minutes or more before the next turn begins. What is happening?

A. The computer won't make its move until either of the following is true:
1. You have run out of time for this turn, which is why it takes five 
minutes or more for the computer to move.
2. One or more of your units have moves left. You can finish your turn more 
quickly by moving or assigning an operator to every one of your units. If 
you do not want to move a unit this turn, press space on the unit. The turn 
will immediately end once every one of your units have been given its 
orders.




Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, March 23, 2010 5:58 PM
Subject: Re: [Audyssey] Time of Conflict



Hi David,
I'd love to have a keystroke to continue forward in Time. It's worth
choosing it's a good day to die! just to keep things rolling...once, I
almost didn't think that my units were able to move, until I remembered 
that

I had to wait until time ran out for that current time unit.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of David Greenwood
Sent: Tuesday, March 23, 2010 11:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict

A point of clarification.  Version 1.0 of TOC will be out shortly, and 
other


than the few bugs which have been reported, and getting ready on our end,
there isn't much to do. Version 1.0 will be single-player.  Version 1.1 or
what ever it will be called will be multi-player.  Anyone purchasing 
version


1.0 will automatically receive any upgrades, multi-user capabilities, or
what ever is going for version 1.1.   Unfortunately, I can't give a date 
for


1.1 other than to tell you we are working on it now and I have two 
computers


playing each other with lots of bugs being logged. So, let's guess between
one month and six months.  *grin*

Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com





- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 23, 2010 10:47 AM
Subject: Re: [Audyssey] Time of Conflict



maps can range from about 24 x 24 to 72 x 90,  and large maps mean
long
battles.

I must say it's well worth playing. The game isn't beta in the sense of
having bugs or anything, it's beta in the sense that many features which
david intends for the full game aren't implemented yet, such as
multiplayer
support, but sinse you can have most interesting and successful games
against the computer in single player, Davids' allowed us to essentially
have an advanced look at the game,  which isn't a bad thing at all.

I'd certainlly recommend giving it a try.

Beware the grue!

Dark.
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 21, 2010 6:59 AM
Subject: Re: [Audyssey] Time of Conflict



Hi,

How big are the maps for this game? How long usually does a whole game
last
from start to last man standing? I've been reading this with a lot of
interest. Whilst I don't test beta's and all that from what I've read
this
really does look like a game that I'm going to get.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of dark
Sent: 21 March 2010 03:48
To: Gamers Discussion list
Subject: Re: [Audyssey] Time of Conflict


Hi.

I noticed the update business was fixed,  thanks.

I had a couple of strategical questions, particularly related to how to
protect ships when sailing,  and how best to get infantry off a 
troop

transport, sinse currently while I can defeat the computer on easy on
land,
as soon as more than one island is involved things get difficult.

I'll check the second tutorial link though and see if that can give me
some
thoughts.

It's nice actually to get another complex game which has a learning
curve.

Beware the grue!

Dark.
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 20, 2010 7:11 PM
Subject: [Audyssey] Time of Conflict



Hi all,

Someone told me to join this list since there were a few questions
people
were having that I might be able to answer.

First, the second tutorial link has been fixed.

Next. Hopefully, the download for Time of Conflict is fine now.  It
was a
last minute change I made that caused the problem.

There is a FAQ on the Time of Conflict page that may answer some of
the
other questions that were passed on to me from the list. Check these
out,
and if they are not answered there, I'll try to answer them here.

Oh yes, I

Re: [Audyssey] time of conflict thoughts and questions

2010-03-22 Thread David Greenwood

Yes, I think it is called luck. lol.

Regards,
David greenwooddavidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:19 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions


I have never been able to attack infantry with fighters. they always, 
always

get shot down.
am I missing something possibly?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, March 21, 2010 10:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] time of conflict thoughts and questions

Fighters are pretty good against enemy ships, and if you have many, you 
can
use them to disrupt enemy offensive by attacking enemy infantry,  but 
I

agree their not the best offensive unit, and certainly not as good as they
should be against enemy infantry,  hence my desire for a bomber 
plane.;


Btw, I've not found the fuel thing to be a problem, sinse when set to
roaming, fighters will come back automatically, and otherwise you can just
press H on them to bring them home to refuel.

Generally if I have fighters I just leave them roaming as scouts unless I
really need an attack somewhere and have many to spare,  such as an
enemy troop transport in the middle of the sea, or the enemy moving 
infantry

towards a city when i've got a beachhead on their land,  though once
again, I'd really like to see a bomber to do this more efficiently, 
though with decreased speed and fuel range as a balance.

Beware the grue!

Dark.
- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:43 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



The only part of the game I find really annoying thus far is the fighter
unit. They take awhile to build, take more managing than the rest, and
they don't really do much cept for getting shot down all the time lol.
Granted they're nice to scout with, but even then, if you don't keep them
near your cities, they go bye-bye either by out of fuel or by enemy 
hands.

My current game got like 20 fighters on my side, and most I do with them
is to keep them out of the ways of others.
No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private,
one on one self defense training- call or email to book your appointment
today!

johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Sunday, March 21, 2010 1:46 PM
Subject: [Audyssey] time of conflict thoughts and questions



Hi.

well, I've now played quite a bit of Toc, and got a lot more used to
commands and operations. The game does have a learning curve,   
though



imho this wasn't a bad thing (indeed quite the opposite), but I've now
been able to defeat the computer on the 2nd skillevel on a battle sized
map, -- which is actually an improvement from my slaughterings 
yesterday!


I must say, I'm deeply impressed with the game,  particularly with
the interface and flexibility of overview and controls.

As I've said before, my spacial perception is pretty pathetic, I'm
distinctly not the best person at overviewing and managing many objects
positions in a large area from audio information alone. i even find
sudoku and solitare difficult to play.

However, as with audio 3D I find the interface in Toc gives so many ways
of finding information, it's entirely playable and perceiveable,  I
particularly love the context sensative lists! it doesn't matter if I
forget where my infantry are, or have them roaming around somewhere,
sinse I can just go to where I want them, hit alt I, and get a menue
listing distance.

This is great, --- -and indeed an idea I'd never had before. i've always
found sound rts rather hard to play, principley because I can't keep 
lots



of spacial information in my head, --- but the contextual lists are
fantastic,  especially for overviews.

in fact, I'm now wondering if there are any plans to add more units to
the game.

Thus far, naval warfare is great,  but the land and air opperations
imho could bennifit from a few more strategical units to play with.

As to what, --- well I was wondering about perhaps defensive artiliary
(say alt u), which could move at only one square per turn, would need to
be set down for a turn before attacking,  but could bombard things
most successfully (especially enemy fighters 

Re: [Audyssey] time of conflict thoughts and questions

2010-03-22 Thread David Greenwood
More details please.  How many turns to you get into the battle?, Is there 
an error message?  Anything happen just before your problem.

Thanks,
Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: tim kilgore tim8...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:08 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



David, I'm trying to run the battle of Britin and the game stops shortly
after I load the map.  Do you know what the problem might be?

Thanks

Tim
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 8:39 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



Hello Johnny,

Have you looked at fighters recently? They now can be set to moving
randomly or roaming.  These modes allow them to fuel automatically and
continue their flight with no intervention or chance of running out of
fuel.  They are very important against enemy ships, especially subs and
battleships.  Try the battle of Britain map and I am sure you will change
your mind.  I admit that they are only marginally useful in land-only
battles, but if you want to quickly focus defense or offense on distant
locations, fighters are the only way to fly.  Also, by setting flight
paths from city to city or carrier, you don't need to baby sit them at
all.  In your current mission with 25 fighters, the next time you land a
major attack against an enemy stronghold, bring in all of your fighters.
You will have probably cleaned out the enemy's defenses with that kind of
power.

Come to think of it, I have more fun with fighters than any other unit.


 Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 7:43 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



The only part of the game I find really annoying thus far is the fighter
unit. They take awhile to build, take more managing than the rest, and
they
don't really do much cept for getting shot down all the time lol.
Granted they're nice to scout with, but even then, if you don't keep 
them

near your cities, they go bye-bye either by out of fuel or by enemy
hands.
My current game got like 20 fighters on my side, and most I do with them
is
to keep them out of the ways of others.
No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private,
one
on one self defense training- call or email to book your appointment
today!

johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Sunday, March 21, 2010 1:46 PM
Subject: [Audyssey] time of conflict thoughts and questions



Hi.

well, I've now played quite a bit of Toc, and got a lot more used to
commands and operations. The game does have a learning curve, 
though
imho this wasn't a bad thing (indeed quite the opposite), but I've now
been able to defeat the computer on the 2nd skillevel on a battle sized
map, -- which is actually an improvement from my slaughterings
yesterday!

I must say, I'm deeply impressed with the game,  particularly with
the
interface and flexibility of overview and controls.

As I've said before, my spacial perception is pretty pathetic, I'm
distinctly not the best person at overviewing and managing many objects
positions in a large area from audio information alone. i even find
sudoku
and solitare difficult to play.

However, as with audio 3D I find the interface in Toc gives so many 
ways

of finding information, it's entirely playable and perceiveable,  I
particularly love the context sensative lists! it doesn't matter if I
forget where my infantry are, or have them roaming around somewhere,
sinse
I can just go to where I want them, hit alt I, and get a menue listing
distance.

This is great, --- -and indeed an idea I'd never had before. i've 
always

found sound rts rather hard to play, principley because I can't keep
lots
of spacial information in my head, --- but the contextual lists are
fantastic,  especially for overviews.

in fact, I'm now wondering if there are any plans to add more units to
the
game.

Thus far, naval warfare is great,  but the land and air opperations
imho could bennifit from a few more strategical units to play with.

As to what, --- well I was wondering about perhaps defensive

Re: [Audyssey] TOC and window-eyes?

2010-03-22 Thread David Greenwood
You will find  GWSpeakVista.exe in the game folder.  Run this an it should 
fix things.  Window Eyes switch their Dll interface somewhere in version 6.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 6:24 AM
Subject: [Audyssey] TOC and window-eyes?



Hi david,
I downloaded time of conflict and I'm really enjoying it. However I've ran 
into a problem.
I'm forced to use sapi with the game, as the window-eyes support just 
doesn't work. all I hear are list box selections and any windows messages 
but all stuff that's fed directly to we doesn't speak. TOC is the only GMA 
program that is experiencing this. I can use vipmud and lw without 
problems. I'm running we7.11 on an xp pro sp3 and I'd appreciate any help.

-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.tmantv.net



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signature database 4964 (20100322) __


The message was checked by ESET Smart Security.

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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.437 / Virus Database: 271.1.1/2761 - Release Date: 03/21/10 
07:33:00



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All messages are archived and can be searched and read at
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Re: [Audyssey] TOC and window-eyes?

2010-03-22 Thread David Greenwood
Hi First, you are set on no speech.  Press this first list item a couple of 
times until Window Eyes appears.  It will probably be okay then.  If you 
still want MS Sapi, press space on the first list item until it says MS 
Sapi.

Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



- Original Message - 
From: Jorge Gonçalves jopo...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 8:57 AM
Subject: Re: [Audyssey] TOC and window-eyes?


Hi David! First, thank you very much for this great game!
I'am sure it will be one of my favourite audiogames ever produced!
Allthough something doesn't work proplerly here for me!
I was also trying to use window-eyes and I had the same problem than Peter
Mahach but after running this patch, nothing changed!
The other thing is that I am not able to change to sapi voice:
I go to options and I don't see any possibility there to switch to sapi
voice.
I just see:
Screen readertype no speech
ms sapi voice 0
ms sapi speed 5
ms sapi volume 85
But I don't see anypossibility to switch beetwen Window-eyes and sapi.
Thank you very much in advance!
Jorge Gonçalves
Email  MSN: jopo...@hotmail.com
Skype Username: joport3
Webpage: www.jorgegoncalves.com
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 11:44 AM
Subject: Re: [Audyssey] TOC and window-eyes?



You will find  GWSpeakVista.exe in the game folder.  Run this an it should
fix things.  Window Eyes switch their Dll interface somewhere in version
6.

Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: peter Mahach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 6:24 AM
Subject: [Audyssey] TOC and window-eyes?



Hi david,
I downloaded time of conflict and I'm really enjoying it. However I've
ran into a problem.
I'm forced to use sapi with the game, as the window-eyes support just
doesn't work. all I hear are list box selections and any windows messages
but all stuff that's fed directly to we doesn't speak. TOC is the only
GMA program that is experiencing this. I can use vipmud and lw without
problems. I'm running we7.11 on an xp pro sp3 and I'd appreciate any
help.
-
Peter Mahach
|piterm...@gmail.com
msn: pitermac...@hotmail.com
skype (not very often): pitermach
twitter: http://www.twitter.com/pitermach
webpage: http://pmsworld.tmantv.net



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Re: [Audyssey] Major Problem!

2010-03-22 Thread David Greenwood
It sounds as if you initially installed it with administrators priviledges 
and you are now using just user level priviledges.  Could this be the case?


Worst case, you could now install it in a different folder.

Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com


- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 11:03 PM
Subject: Re: [Audyssey] Major Problem!



Have you tried restarting machine etc.?

Just asking since maybe it's at the very least running in the background
somewhere...?

Alternatively, you might be able to confirm that by hitting Ctrl + Alt +
Del, and looking for it in either the tasks or processes lists that should
come up if the task manager loads, and then you could try ending it from
there in case that will help, but, if you restart machine it should be 
gone

when machine reboots.

Stay well, and HTH

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

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, March 22, 2010 4:39 AM
Subject: [Audyssey] Major Problem!



Hi all,

I've got a slight (well, bigger than that) problem. Earlier tonight, I
attempted to luunch time of conflict. The updater came up, and I answered
yes. After the installation, it said something about conflict.exe was not
able to be replaced. I just tried to delete it from the folder after
uninstalling, and I cannot, it says someihing abut access is denied.

Best Regards,

Hayden

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Re: [Audyssey] time of conflict and proxy

2010-03-22 Thread David Greenwood
Check the FAQ on the web page. This should hopefully answer your questions. 
But, in short, the game will not always need a connection, except for 
registration.  It is connecting to the server since it was initially 
designed to be only a multi-user game, but I changed my mind and provided 
single-user support. I haven't removed the requirement of making a 
connection yet, but by V1 it will be gone.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



- Original Message - 
From: Willem dwill...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 5:24 PM
Subject: [Audyssey] time of conflict and proxy



Hi David and all.

At this stage I cannot play the game at all, because I don't have a direct 
internet connection where I am now. Will you be putting in support for a 
proxy? Also what will those do who can't connect to the internet every 
time they want to play a game, for example when traveling?


I've enjoyed the game when I could actually get it started, but at this 
stage I am quite pieved as not all computers come with direct internet 
access included.

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Re: [Audyssey] time of conflict and proxy

2010-03-22 Thread David Greenwood
As it is planned now, you can have one computer opponent per human player. 
So say you were playing with a friend, he can start up one computer 
opponent, and you could set one up, and then you both could join forces 
against the two computer opponents.  The computer opponents would probably 
be set to never be agressive to each other, but this can certainly be 
discussed.


The only reason I was considering not having a single player mode was the 
amount of AI that had to be written.  A good 70% of the work was AI.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com




- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 8:29 PM
Subject: Re: [Audyssey] time of conflict and proxy



Hi.

i actually appreciate having a detailed single player stratogy game
myself,  though as people will know I'm not the most seriously
competative person in the world.

As regards multi-player though,  it's stated in the docs that 
eventually

Toc will have the capacity to include up to four players on one map, 
will it be possible to play against more than one computer opponent in a
single player game,  or will you always be limited to one human vs one
computer.

Beware the grue!

Dark.
- Original Message - 
From: David Greenwood davidgreenw...@rogers.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 22, 2010 10:02 PM
Subject: Re: [Audyssey] time of conflict and proxy



Check the FAQ on the web page. This should hopefully answer your
questions. But, in short, the game will not always need a connection,
except for registration.  It is connecting to the server since it was
initially designed to be only a multi-user game, but I changed my mind 
and

provided single-user support. I haven't removed the requirement of making
a connection yet, but by V1 it will be gone.

Regards,
David Greenwood



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Re: [Audyssey] time of conflict thoughts and questions

2010-03-21 Thread David Greenwood

Hello Dark,

The beta team came up with two more land-based units: artillery and armoured 
personnel transport.  Due to the recommendations coming late in the testing, 
it was decided to wait until the multi-player version was released to 
include these. Instead we gave armour most of the benefits that artillery 
would have such as the ability to bombard cities and sea-based units.  You 
can currently fortify your cities by either maintaining several infantry or 
armoured units within a city, or keeping a battleship their as protection.


Personally, I don't think of battles being either land or sea-based, since 
to win anything other than a complete land battle, both types of units are 
required to work together.  Armour can bombard passing ships, battleships 
can bombard land-based units,  troop transports carry land-based units from 
land to land, armour and infantry can be drowned at sea, ships are built on 
land, and fighter aircraft can travel over either land or sea.


I am happy to see you understood that you do not need any great spacial or 
map reading abilities.  The problem for some people new to TOC is that they 
feel they need to understand everything about the lay of the land, and for 
the most part, you really don't need to.  A few weeks ago I was playing a 
game and near the end I realized that for the entire game I had a completely 
wrong view of the map in my mind, but since you command units by distance 
and access, it didn't really matter--I won anyway.  Many years ago, someone 
challenged me with a game idea.  That is to produce a game for the blind 
where you need to control hundreds of pieces over a huge map.  At the time, 
I thought it was nearly impossible, but the idea sat there waiting for a 
solution. Over a year ago it came to me how this could be done, and that is 
when TOC was conceived.



Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com




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Re: [Audyssey] time of conflict thoughts and questions

2010-03-21 Thread David Greenwood

Hello Johnny,

Have you looked at fighters recently? They now can be set to moving randomly 
or roaming.  These modes allow them to fuel automatically and continue their 
flight with no intervention or chance of running out of fuel.  They are very 
important against enemy ships, especially subs and battleships.  Try the 
battle of Britain map and I am sure you will change your mind.  I admit that 
they are only marginally useful in land-only battles, but if you want to 
quickly focus defense or offense on distant locations, fighters are the only 
way to fly.  Also, by setting flight paths from city to city or carrier, you 
don't need to baby sit them at all.  In your current mission with 25 
fighters, the next time you land a major attack against an enemy stronghold, 
bring in all of your fighters.   You will have probably cleaned out the 
enemy's defenses with that kind of power.


Come to think of it, I have more fun with fighters than any other unit.


 Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com



- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 21, 2010 7:43 PM
Subject: Re: [Audyssey] time of conflict thoughts and questions



The only part of the game I find really annoying thus far is the fighter
unit. They take awhile to build, take more managing than the rest, and 
they

don't really do much cept for getting shot down all the time lol.
Granted they're nice to scout with, but even then, if you don't keep them
near your cities, they go bye-bye either by out of fuel or by enemy hands.
My current game got like 20 fighters on my side, and most I do with them 
is

to keep them out of the ways of others.
No one ever kicked ass by saying I can't.

Johnny ST Tai

LIVE AND WALK WITH CONFIDENCE.

Interpersonal and Social Relationship Counselling-also offering private, 
one
on one self defense training- call or email to book your appointment 
today!


johnnyti...@shaw.ca

1-604-275-2795

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.rhythmqwest.com/TheCat

http://www.cdbaby.com/thecat2

The king who stands poised
With claws and fangs, eyes ablaze...
The hunt has begun.
-Haiku by Johnny Tai
- Original Message - 
From: dark d...@xgam.org

To: Gamers@audyssey.org
Sent: Sunday, March 21, 2010 1:46 PM
Subject: [Audyssey] time of conflict thoughts and questions



Hi.

well, I've now played quite a bit of Toc, and got a lot more used to
commands and operations. The game does have a learning curve,  though
imho this wasn't a bad thing (indeed quite the opposite), but I've now
been able to defeat the computer on the 2nd skillevel on a battle sized
map, -- which is actually an improvement from my slaughterings yesterday!

I must say, I'm deeply impressed with the game,  particularly with 
the

interface and flexibility of overview and controls.

As I've said before, my spacial perception is pretty pathetic, I'm
distinctly not the best person at overviewing and managing many objects
positions in a large area from audio information alone. i even find 
sudoku

and solitare difficult to play.

However, as with audio 3D I find the interface in Toc gives so many ways
of finding information, it's entirely playable and perceiveable,  I
particularly love the context sensative lists! it doesn't matter if I
forget where my infantry are, or have them roaming around somewhere, 
sinse

I can just go to where I want them, hit alt I, and get a menue listing
distance.

This is great, --- -and indeed an idea I'd never had before. i've always
found sound rts rather hard to play, principley because I can't keep lots
of spacial information in my head, --- but the contextual lists are
fantastic,  especially for overviews.

in fact, I'm now wondering if there are any plans to add more units to 
the

game.

Thus far, naval warfare is great,  but the land and air opperations
imho could bennifit from a few more strategical units to play with.

As to what, --- well I was wondering about perhaps defensive artiliary
(say alt u), which could move at only one square per turn, would need to
be set down for a turn before attacking,  but could bombard things
most successfully (especially enemy fighters and ships), and bombers (alt
V),  heavier and slower planes which could bombard the enemy, but had
a very limited movement capacity,  perhaps only able to move 3 spaces
a turn, and have a fuel capacity of 12 or even 10, thus making it
necessary to have an air craft carrier as base.

Other units such as transport planes heavy armour or light infantry, orr
maybe the ability to fortify cities could be added as well, really it
just depends upon what would balance best, but I really would like to see
land battles made as interesting and complex as sea ones are
currently,  pluss of course

[Audyssey] Time of Conflict

2010-03-20 Thread David Greenwood

Hi all,

Someone told me to join this list since there were a few questions people 
were having that I might be able to answer.


First, the second tutorial link has been fixed.

Next. Hopefully, the download for Time of Conflict is fine now.  It was a 
last minute change I made that caused the problem.


There is a FAQ on the Time of Conflict page that may answer some of the 
other questions that were passed on to me from the list. Check these out, 
and if they are not answered there, I'll try to answer them here.


Oh yes, I heard that someone tried to make a map and it had an error when 
run. If you could send the map my way, I'll take a look at it and fix the 
map or the program ASAP.


Here is a status on the multi-user version.  Development is going well and 
we are hoping that in a couple months or so we will go into beta testing. 
As a single-user game, we are pretty happy with it right now.


Regards,
David Greenwood
davidgreenw...@gmagames.com
http://www.GMAGames.com





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