[Audyssey] Sound RTS, a good start, but I'd like to see more.

2007-07-05 Thread Christopher Bartlett
Ok, I've demolished the computer in the hardest 
single-person mode.  Sadly, it wasn't very 
difficult as the computer AI isn't very 
sophisticated.  If it can't overwhelm you at the 
beginning, it has a tendency to lose all its 
military units.  I found myself playing a game of 
maze tracking to find the four squares that 
contained the buildings I had to neutralize 
before I could gain victory.  By this time, I had 
six footmen, 5 archers and two knights, so I was 
fairly sure I wouldn't run into anything bigger 
than me.  And, given the time I took, and the 
buildings that the enemy had, I should have 
encountered a constant stream of units, at least footmen and archers.

I think this is a brilliant concept, and once you 
get used to the interface, which is unlike 
anything I've seen in the audio games market, it 
is a game with vast potential, particularly in 
multi-player mode, which is something I intend to 
try tomorrow evening, if I can figure out how to do it.

A couple of quirks to discuss.  Having studied 
French a long time back, I was able to figure out 
the odd speaking of certain numbers.  In French, 
there is no seventy, eighty or ninety.  Seventy 
is written as sixty ten.  Eighty is written as 4 
* 20.  Ninety is written as four * twenty 
ten.  I've heard this harks back to the 
disastrous loss to the Germans in 1870.  Anyway, 
when you hear that you have sixty sixteen wood, 
this = 76, four twenty five = 85 and four twenty 
nineteen = 99.  I think this also extends to the 
treatment of numbers over one hundred, so that 
six one hundred four twenty fifteen would be 
6*100 + 4*20 + 15 = 695.  This is a quirk of 
translation, and should probably be addressed in 
the full English translation release.

Wish list:

1.  A better computer AI that takes advantage of 
its buildings, resources and ability to construct 
units to replenish itself after the first 
devastating losses against a careful 
player.  Ideally, the computer should be able to 
make the same choices as the player can do by 
rule, and should be constantly striving to renew and upgrade its forces.

2.  I'd like to see the cap of 20 food production 
removed, (if such exists).  It imposes an 
artificial limit on unit construction, and while 
constrained choice creates some interesting 
tactical choice elements, there are enough 
resource-based constraints already in the game 
not to need this artificial one that violates the theme of the game.

3.  It would be nice if peasants and footmen 
could cross-grade at a barracks, and perhaps 
footmen could upgrade to archers as well.  This 
would be chrome and isn't a necessary feature, 
but it would afford the player some more flexibility.

4.  It would be nice to be able to set a flag to 
tell troops to capture installations, rather than 
simply destroying them.  For instance, capturing 
a town hall, keep or castle would give the captor 
the resources already stored in that facility, a 
farm would provide production, etc.  The choice 
between raiding and conquest could be interesting 
and lend an air of desperation with the choice of 
trying to hold an installation, or destroying it in the face of an enemy.

5.  I think farms ought to work like gold mines 
and woods do, in that peasants should have to 
exploit them to store up food, and units are paid 
rations periodically in order to keep them in the 
field.  This would bring food in line with the 
other basic commodities, and further constrain 
the choices of the player(s) as they have to mind 
their food supply as well as their gold and wood supplies.

6.  In order to implement my suggestion about 
capturing facilities, we would need an additional 
order on the military units' menus, something 
like set mode to claim/destroy, like the set mode 
to offensive/defensive option that already exists.

7.  Just for ease of reading numbers, I'd like to 
see the English numbering system used as, while I 
understand the French system, it isn't intuitive 
for me when spoken in English.  I know that 
quatre vingt-sisx is 86, but four twenty six takes me a second to parse.

Et maintenant, je voudrais dire que j'aime bien 
jouer SoundRTS.  Vous avez commençé quelque chose 
merveilleux, et j'espere que vous continuez a le 
dévéloper.  Je croix qu'il peut etre un révolution dans l'industrie.

Je regrette que j'ai oublié presque tous de mon 
Français, mais j'espere que vous pouvez me comprendre.

For those who don't speak French, I roughly said 
that I like playing the game and that I hope the 
developer will continue with its development as I 
think it represents a revolutionary paradigm 
shift in the industry.  I wasn't nearly that 
eloquent, as most of my French has slipped away 
with the differential equations I stopped using a 
while back, but I though it a deserved courtesy 
to a developer who has created something as 
interesting and potentially ground-breaking as 
SoundRTS.  Though my wish list and commentary 
before is picky, over all, I give 

Re: [Audyssey] Sound RTS, a good start, but I'd like to see more.

2007-07-05 Thread Josh
yes I think it's good too. But I think that when Che comes out with his 
it'll be tons better than this one is. I'll follow the development of this 
one, but I'm most waiting to see what Che will come up with next.

Josh

Most of the reason I don't like spam is because a lot of it is true.
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- Original Message - 
From: Christopher Bartlett [EMAIL PROTECTED]
To: gamers-audyssey.org gamers@audyssey.org
Sent: Thursday, July 05, 2007 1:51 AM
Subject: [Audyssey] Sound RTS, a good start, but I'd like to see more.


Ok, I've demolished the computer in the hardest
single-person mode.  Sadly, it wasn't very
difficult as the computer AI isn't very
sophisticated.  If it can't overwhelm you at the
beginning, it has a tendency to lose all its
military units.  I found myself playing a game of
maze tracking to find the four squares that
contained the buildings I had to neutralize
before I could gain victory.  By this time, I had
six footmen, 5 archers and two knights, so I was
fairly sure I wouldn't run into anything bigger
than me.  And, given the time I took, and the
buildings that the enemy had, I should have
encountered a constant stream of units, at least footmen and archers.

I think this is a brilliant concept, and once you
get used to the interface, which is unlike
anything I've seen in the audio games market, it
is a game with vast potential, particularly in
multi-player mode, which is something I intend to
try tomorrow evening, if I can figure out how to do it.

A couple of quirks to discuss.  Having studied
French a long time back, I was able to figure out
the odd speaking of certain numbers.  In French,
there is no seventy, eighty or ninety.  Seventy
is written as sixty ten.  Eighty is written as 4
* 20.  Ninety is written as four * twenty
ten.  I've heard this harks back to the
disastrous loss to the Germans in 1870.  Anyway,
when you hear that you have sixty sixteen wood,
this = 76, four twenty five = 85 and four twenty
nineteen = 99.  I think this also extends to the
treatment of numbers over one hundred, so that
six one hundred four twenty fifteen would be
6*100 + 4*20 + 15 = 695.  This is a quirk of
translation, and should probably be addressed in
the full English translation release.

Wish list:

1.  A better computer AI that takes advantage of
its buildings, resources and ability to construct
units to replenish itself after the first
devastating losses against a careful
player.  Ideally, the computer should be able to
make the same choices as the player can do by
rule, and should be constantly striving to renew and upgrade its forces.

2.  I'd like to see the cap of 20 food production
removed, (if such exists).  It imposes an
artificial limit on unit construction, and while
constrained choice creates some interesting
tactical choice elements, there are enough
resource-based constraints already in the game
not to need this artificial one that violates the theme of the game.

3.  It would be nice if peasants and footmen
could cross-grade at a barracks, and perhaps
footmen could upgrade to archers as well.  This
would be chrome and isn't a necessary feature,
but it would afford the player some more flexibility.

4.  It would be nice to be able to set a flag to
tell troops to capture installations, rather than
simply destroying them.  For instance, capturing
a town hall, keep or castle would give the captor
the resources already stored in that facility, a
farm would provide production, etc.  The choice
between raiding and conquest could be interesting
and lend an air of desperation with the choice of
trying to hold an installation, or destroying it in the face of an enemy.

5.  I think farms ought to work like gold mines
and woods do, in that peasants should have to
exploit them to store up food, and units are paid
rations periodically in order to keep them in the
field.  This would bring food in line with the
other basic commodities, and further constrain
the choices of the player(s) as they have to mind
their food supply as well as their gold and wood supplies.

6.  In order to implement my suggestion about
capturing facilities, we would need an additional
order on the military units' menus, something
like set mode to claim/destroy, like the set mode
to offensive/defensive option that already exists.

7.  Just for ease of reading numbers, I'd like to
see the English numbering system used as, while I
understand the French system, it isn't intuitive
for me when spoken in English.  I know that
quatre vingt-sisx is 86, but four twenty six takes me a second to parse.

Et maintenant, je voudrais dire que j'aime bien
jouer SoundRTS.  Vous avez commençé quelque chose
merveilleux, et j'espere que vous continuez a le
dévéloper.  Je croix qu'il peut etre un révolution dans l'industrie.

Je regrette que j'ai oublié presque tous de mon
Français, mais j'espere que vous pouvez me comprendre.

For those who don't speak French, I 

Re: [Audyssey] Sound RTS, a good start, but I'd like to see more.

2007-07-05 Thread Che
Josh wrote:
yes I think it's good too. But I think that when Che comes out with his 
it'll be tons better than this one is.
  End quote
  The RPG I am outlining isn't really like SoundRTS, it will be more of a 
character development game, along the lines of World of Warcraft, where you 
may build up your character and play him or her for months, joining up with 
groups for quests and all that.
  I think soundRTS is amazing, and with a few more modifications, I'm not 
sure it could be improved upon that much anyhow.
  Later,
  Che


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