Re: [Audyssey] Castaways 2 help

2017-02-02 Thread lori duncan


In online mode, he's speeded up time a lot so the workers work twice as 
fast, and it only takes seconds to collect sticks instead of minutes, 
however in offline mode the workers are lazy beggers who take ages doing 
things.  :)



From Lori.


On 03/02/2017 00:24, Richard Sherman wrote:

Hi,
ah yes. there is that. Can't help ya there. I have not renewed my account so
no idea.

Luck.

shermanator
- Original Message -
From: "lori duncan" 
Sent: Thursday, February 02, 2017 2:58 PM


Hi I'm playing in online mode where the map is the same and resets each
month with a new one.  I think there needs to be a donate feature like
in the safe zone, for example I have barley which I don't need, and if I
could get coins for it then I could afford my apple, but if no one else
is online then how are you supposed to sell things and wait for them to
be baught?  I find playing in single player mode quite limmeting.


  From Lori.



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Re: [Audyssey] Castaways 2 help

2017-02-02 Thread Richard Sherman
Hi,
ah yes. there is that. Can't help ya there. I have not renewed my account so 
no idea.

Luck.

shermanator
- Original Message - 
From: "lori duncan" 
Sent: Thursday, February 02, 2017 2:58 PM


Hi I'm playing in online mode where the map is the same and resets each
month with a new one.  I think there needs to be a donate feature like
in the safe zone, for example I have barley which I don't need, and if I
could get coins for it then I could afford my apple, but if no one else
is online then how are you supposed to sell things and wait for them to
be baught?  I find playing in single player mode quite limmeting.


 From Lori.



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Re: [Audyssey] Castaways 2 help

2017-02-02 Thread lori duncan
Hi I'm playing in online mode where the map is the same and resets each 
month with a new one.  I think there needs to be a donate feature like 
in the safe zone, for example I have barley which I don't need, and if I 
could get coins for it then I could afford my apple, but if no one else 
is online then how are you supposed to sell things and wait for them to 
be baught?  I find playing in single player mode quite limmeting.



From Lori.


On 02/02/2017 21:32, Richard Sherman wrote:

HI,
couple things about castaways 2.

1. Its still in beta as far as I know.

2. the online development was done to a greater degree than single player
mode. so not all the kinks worked out for single player.

There is a couple things you can do:

1. reload the game. the map is random each time so look at the terrain
before you start building.

2. There are a couple cheat codes you can enter to gain a few things, money,
branches, stones to name a few. Think those codes are some where in a read
me file.

As for extra goods not showing up, that's highly possible

Shermanator
- Original Message -
From: "lori duncan" 
Sent: Thursday, February 02, 2017 1:02 AM


Hi everyone.  I've just started playing castaways 2, and my first plot
has no apple trees.  I tried to buy an apple to plant one, but was told
I only had 170 coins when I should have had 300.  I'm running out of
food fast ad was wondering if anyone could help me out?  It'd be so
handy if you could find apple cores in the tall grass sometimes.  Also
when I first started out and set my perks and fault I chose the smuggled
goods which is supposed to give you a few extra supplies, however when I
checked my inventry again nothing had changed.


Hope someone can help.  Thanks from Lori.


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Re: [Audyssey] Castaways 2 help

2017-02-02 Thread Richard Sherman
HI,
couple things about castaways 2.

1. Its still in beta as far as I know.

2. the online development was done to a greater degree than single player 
mode. so not all the kinks worked out for single player.

There is a couple things you can do:

1. reload the game. the map is random each time so look at the terrain 
before you start building.

2. There are a couple cheat codes you can enter to gain a few things, money, 
branches, stones to name a few. Think those codes are some where in a read 
me file.

As for extra goods not showing up, that's highly possible

Shermanator
- Original Message - 
From: "lori duncan" 
Sent: Thursday, February 02, 2017 1:02 AM


Hi everyone.  I've just started playing castaways 2, and my first plot
has no apple trees.  I tried to buy an apple to plant one, but was told
I only had 170 coins when I should have had 300.  I'm running out of
food fast ad was wondering if anyone could help me out?  It'd be so
handy if you could find apple cores in the tall grass sometimes.  Also
when I first started out and set my perks and fault I chose the smuggled
goods which is supposed to give you a few extra supplies, however when I
checked my inventry again nothing had changed.


Hope someone can help.  Thanks from Lori. 


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[Audyssey] Castaways 2 help

2017-02-02 Thread lori duncan
Hi everyone.  I've just started playing castaways 2, and my first plot 
has no apple trees.  I tried to buy an apple to plant one, but was told 
I only had 170 coins when I should have had 300.  I'm running out of 
food fast ad was wondering if anyone could help me out?  It'd be so 
handy if you could find apple cores in the tall grass sometimes.  Also 
when I first started out and set my perks and fault I chose the smuggled 
goods which is supposed to give you a few extra supplies, however when I 
checked my inventry again nothing had changed.



Hope someone can help.  Thanks from Lori.


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Re: [Audyssey] Castaways Question

2015-08-17 Thread Christina
Hi, Dark.  Thanks.
Christina


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Monday, August 17, 2015 2:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways Question

Hi christina.

Nope that is not what I meant, I mean they finish one raid, ten either go 
back to the settlement or the nearest watch tower  then do another, but what

square is chosen is  their location, hence why watchtwoers can help, though 
of course with enough fighters doing constant attacks you don't need to 
worry.

All the best,

Dark.
- Original Message - 
From: Christina greensleev...@wind-haven.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, August 16, 2015 2:42 PM
Subject: Re: [Audyssey] Castaways Question


 Hi.  So, when the fighters finish one raid, they don't come back to the
 settlement; they just attack the next nearest enemies?
 Thanks for explaining that.
 I'm doing the mission where you have to breed twenty odiette.
 Thanks.
 Christina


 -Original Message-
 From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
 Sent: Sunday, August 16, 2015 1:44 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Castaways Question

 Hi Christina.

 Your best off just not getting into that situation. The way fighting works
 is rather than you directing your fighters, they'll leave your buildings 
 and

 go after what are at that point the closest goblins, and only when they 
 get
 back from that raid will they launch another.
 You can protect specific sections of the map by building watchtowers that
 let your soldiers and knights  launch raids from those rather than having 
 to

 come back to your settlement each time, however at least on maps 1 and 2,
 your best off not getting into that sort of situation, by creating lots of
 soldiers and knights who can keep the goblins in check while you build 
 your
 ship, indeed I'd recommend building the mine and smithy as early as you 
 can
 sinse it takes a long time to make weapons.

 All the best,

 Dark.
 - Original Message - 
 From: Christina greensleev...@wind-haven.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, August 16, 2015 5:48 AM
 Subject: [Audyssey] Castaways Question


 Hi.  How can you get your fighters to kill the enemies closest to your
 buildings?  I'm playing Mission 6 again and goblins swarmed my buildings.
 However, my fighters went after goblins half way across the map.
 Thanks.
 Christina



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Re: [Audyssey] Castaways Question

2015-08-17 Thread dark

Hi christina.

Nope that is not what I meant, I mean they finish one raid, ten either go 
back to the settlement or the nearest watch tower  then do another, but what 
square is chosen is  their location, hence why watchtwoers can help, though 
of course with enough fighters doing constant attacks you don't need to 
worry.


All the best,

Dark.
- Original Message - 
From: Christina greensleev...@wind-haven.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, August 16, 2015 2:42 PM
Subject: Re: [Audyssey] Castaways Question



Hi.  So, when the fighters finish one raid, they don't come back to the
settlement; they just attack the next nearest enemies?
Thanks for explaining that.
I'm doing the mission where you have to breed twenty odiette.
Thanks.
Christina


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Sunday, August 16, 2015 1:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways Question

Hi Christina.

Your best off just not getting into that situation. The way fighting works
is rather than you directing your fighters, they'll leave your buildings 
and


go after what are at that point the closest goblins, and only when they 
get

back from that raid will they launch another.
You can protect specific sections of the map by building watchtowers that
let your soldiers and knights  launch raids from those rather than having 
to


come back to your settlement each time, however at least on maps 1 and 2,
your best off not getting into that sort of situation, by creating lots of
soldiers and knights who can keep the goblins in check while you build 
your
ship, indeed I'd recommend building the mine and smithy as early as you 
can

sinse it takes a long time to make weapons.

All the best,

Dark.
- Original Message - 
From: Christina greensleev...@wind-haven.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, August 16, 2015 5:48 AM
Subject: [Audyssey] Castaways Question



Hi.  How can you get your fighters to kill the enemies closest to your
buildings?  I'm playing Mission 6 again and goblins swarmed my buildings.
However, my fighters went after goblins half way across the map.
Thanks.
Christina



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Re: [Audyssey] Castaways Question

2015-08-16 Thread Bryan Peterson

I never could figure that out unfortunately.



Focus your powers and prepare for buttle.
-Original Message- 
From: Christina

Sent: Saturday, August 15, 2015 10:48 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Castaways Question

Hi.  How can you get your fighters to kill the enemies closest to your
buildings?  I'm playing Mission 6 again and goblins swarmed my buildings.
However, my fighters went after goblins half way across the map.
Thanks.
Christina



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Re: [Audyssey] Castaways Question

2015-08-16 Thread Christina
Hi.
Thanks for responding anyway.  *Smile*


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Bryan
Peterson
Sent: Sunday, August 16, 2015 3:58 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Castaways Question

I never could figure that out unfortunately.



Focus your powers and prepare for buttle.
-Original Message- 
From: Christina
Sent: Saturday, August 15, 2015 10:48 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Castaways Question

Hi.  How can you get your fighters to kill the enemies closest to your
buildings?  I'm playing Mission 6 again and goblins swarmed my buildings.
However, my fighters went after goblins half way across the map.
Thanks.
Christina



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Re: [Audyssey] Castaways Question

2015-08-16 Thread Christina
Ah, ok.  So, for the best effect, I need to have all my buildings close 
together.  I usually have my production buildings in a group and my houses 
further away so I have room for either the residents or the official buildings 
to expand.
Thanks.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Kaldobsky
Sent: Sunday, August 16, 2015 12:06 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways Question

They do come back to your settlement before going back out to fight again.  
They will return to the nearest storehouse, barracks, or guard tower.  Once at 
that location, they choose a new enemy to attack.  You don't get to pick where 
they attack, but it will be the nearest enemy to one of your buildings.
- Aprone
  From: Christina greensleev...@wind-haven.net
 To: 'Gamers Discussion list' gamers@audyssey.org 
 Sent: Sunday, August 16, 2015 9:42 AM
 Subject: Re: [Audyssey] Castaways Question
   
Hi.  So, when the fighters finish one raid, they don't come back to the
settlement; they just attack the next nearest enemies?
Thanks for explaining that.
I'm doing the mission where you have to breed twenty odiette.
Thanks.
Christina

  
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Re: [Audyssey] Castaways Question

2015-08-16 Thread Christina
Hi.  So, when the fighters finish one raid, they don't come back to the
settlement; they just attack the next nearest enemies?
Thanks for explaining that.
I'm doing the mission where you have to breed twenty odiette.
Thanks.
Christina


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: Sunday, August 16, 2015 1:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways Question

Hi Christina.

Your best off just not getting into that situation. The way fighting works 
is rather than you directing your fighters, they'll leave your buildings and

go after what are at that point the closest goblins, and only when they get 
back from that raid will they launch another.
You can protect specific sections of the map by building watchtowers that 
let your soldiers and knights  launch raids from those rather than having to

come back to your settlement each time, however at least on maps 1 and 2, 
your best off not getting into that sort of situation, by creating lots of 
soldiers and knights who can keep the goblins in check while you build your 
ship, indeed I'd recommend building the mine and smithy as early as you can 
sinse it takes a long time to make weapons.

All the best,

Dark.
- Original Message - 
From: Christina greensleev...@wind-haven.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, August 16, 2015 5:48 AM
Subject: [Audyssey] Castaways Question


 Hi.  How can you get your fighters to kill the enemies closest to your
 buildings?  I'm playing Mission 6 again and goblins swarmed my buildings.
 However, my fighters went after goblins half way across the map.
 Thanks.
 Christina



 ---
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Re: [Audyssey] Castaways Question

2015-08-16 Thread Jeremy Kaldobsky
They do come back to your settlement before going back out to fight again.  
They will return to the nearest storehouse, barracks, or guard tower.  Once at 
that location, they choose a new enemy to attack.  You don't get to pick where 
they attack, but it will be the nearest enemy to one of your buildings.
- Aprone
  From: Christina greensleev...@wind-haven.net
 To: 'Gamers Discussion list' gamers@audyssey.org 
 Sent: Sunday, August 16, 2015 9:42 AM
 Subject: Re: [Audyssey] Castaways Question
   
Hi.  So, when the fighters finish one raid, they don't come back to the
settlement; they just attack the next nearest enemies?
Thanks for explaining that.
I'm doing the mission where you have to breed twenty odiette.
Thanks.
Christina

  
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Re: [Audyssey] Castaways Question

2015-08-15 Thread dark

Hi Christina.

Your best off just not getting into that situation. The way fighting works 
is rather than you directing your fighters, they'll leave your buildings and 
go after what are at that point the closest goblins, and only when they get 
back from that raid will they launch another.
You can protect specific sections of the map by building watchtowers that 
let your soldiers and knights  launch raids from those rather than having to 
come back to your settlement each time, however at least on maps 1 and 2, 
your best off not getting into that sort of situation, by creating lots of 
soldiers and knights who can keep the goblins in check while you build your 
ship, indeed I'd recommend building the mine and smithy as early as you can 
sinse it takes a long time to make weapons.


All the best,

Dark.
- Original Message - 
From: Christina greensleev...@wind-haven.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, August 16, 2015 5:48 AM
Subject: [Audyssey] Castaways Question



Hi.  How can you get your fighters to kill the enemies closest to your
buildings?  I'm playing Mission 6 again and goblins swarmed my buildings.
However, my fighters went after goblins half way across the map.
Thanks.
Christina



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[Audyssey] Castaways Question

2015-08-15 Thread Christina
Hi.  How can you get your fighters to kill the enemies closest to your
buildings?  I'm playing Mission 6 again and goblins swarmed my buildings.
However, my fighters went after goblins half way across the map.
Thanks.
Christina



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[Audyssey] Castaways, mission 6.

2014-08-15 Thread Rick

Hi list.

Anybody have any tips for Castaways, mission 6?
My people starve faster than I can feed them.

Even when I set everybody to fishing, except the cook.

Thanks in advance for any help.

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Re: [Audyssey] Castaways, mission 6.

2014-08-15 Thread john
I'm not sure if this applies to mission 6, but it appears you get a random number of people on game creation. Also, setting the cook to not be a cook would be a great reason for starvation :). If you don't have a cook, you won't feed anybody, no 
matter how much food you have. Try making use of your wine (if you really need to) by setting your cook to a bartender for a couple of ticks. This will fix most of your people for a bit, but its not something you can do often without a lot of work.


- Original Message -
From: Rick kb3...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Fri, 15 Aug 2014 08:46:33 -0400
Subject: [Audyssey] Castaways, mission 6.

Hi list.

Anybody have any tips for Castaways, mission 6?
My people starve faster than I can feed them.

Even when I set everybody to fishing, except the cook.

Thanks in advance for any help.

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Re: [Audyssey] Castaways, mission 6.

2014-08-15 Thread Jeremy Kaldobsky
Rick, how many tiles away is the water from your storehouse?  If it is several 
tiles away, the long trip for your fishermen will cost more food than they can 
catch and carry home.  If you are using hunters, make sure your storehouse is 
either touching a few forests, or is within a few tiles of forest.  When using 
fishermen, do the same thing but with water tiles.  Do you best to position all 
buildings so that the furthest anyone has to travel is 2 or 3 tiles, with the 
exception of some building projects that may require your building team to go 
further.  I hope this helps.

- Aprone





Hi list.

Anybody have any tips for Castaways, mission 6?
My people starve faster than I can feed them.

Even when I set everybody to fishing, except the cook.

Thanks in advance for any help.
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Re: [Audyssey] Castaways, mission 6.

2014-08-15 Thread Christina
Hi.  I think you only get one meat per fishing trip.  Not sure how much you
get with hunters but you also have the potential to get furs when they're
butchered.
Christina


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Rick
Sent: Friday, August 15, 2014 8:47 AM
To: Gamers Discussion list
Subject: [Audyssey] Castaways, mission 6.

Hi list.

Anybody have any tips for Castaways, mission 6?
My people starve faster than I can feed them.

Even when I set everybody to fishing, except the cook.

Thanks in advance for any help.

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Re: [Audyssey] Castaways contest, with cash prizes

2014-08-10 Thread Christina
How fun!
Thanks!

I love Mission6!


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy
Kaldobsky
Sent: Saturday, August 09, 2014 11:30 AM
To: Gamers Discussion list
Subject: [Audyssey] Castaways contest, with cash prizes

I think it's time to toss a little money back at the community.  *Smiling
face*  I had posted this on audiogames.net, but since it is now offline I'll
post this here too.
Quick reminder, Castaways can be downloaded from the following link: 
http://www.kaldobsky.com/audiogames/castaways.zip


Castaways 2.7b has been posted, and it contains a game mode called 
Recorded Challenge.  This is how players will participate in the 
contest.  The game always starts you with an identical set of resources, but
after that it is up to you to survive and thrive.  You have the 
daunting task of surviving through 1 game ticks as you earn a score 
based on the things you save up.  At any point you can press Shift + 
space to hear your current score, and also list how many game ticks you 
have used.  1 ticks seems like a lot at first, but eventually you'll
start wishing you had more so you could save up more stuff.  Here are 
how points are calculated.
Knights, Rangers, Pikemen, and Cavalry 
all start out worth 1000 points for the first unit, but each additional 
unit is worth 100 points less.  Having more than 10 of any of these 
troop types will give no additional points.
All units upgraded 
with Tomes (Serfs, Woodsmen, Physician, ect) start out worth 1000 points for
the first unit.  Each additional unit is worth 250 less.  Having 
more than 4 of any of these skilled job types will give no additional 
points.
All food stored in your Store houses or Taverns will be counted.
Meat,
 Bread, Vegetables, and Wine all start out worth 500 points for the 
first item, and each additional item is worth 5 points less.  Having 
more than 100 of any of these food types will give no additional points.
Tomes stored in your Store houses start out worth 1000 points for the first 
Tome, and each additional tome is worth 250 less.  Having more than 4 
tomes will give no additional points.
Lumber and bricks stored in 
your Store houses are all worth 10 points each.  There is no limit on 
the amount of points you can earn on lumber and bricks.
When you 
first start up the game you'll already have quite a few points.  This is
normal, because you begin the mission with a lot of food and stuff.  As you
start to burn through your reserves, that score will drop lower and lower as
you work to build your town and get on your feet.  Defend 
yourself against the goblins (walls are your friend) and soon your score
will begin to rise as you produce more than you use.  The game stops 
once you reach 1 ticks, but it will still allow you to save your 
game instead of immediately kicking you out to the main menu.
Saving is important, obviously, but your save game files are what you'll 
submit to be part of the contest.  Save your game at any time, and email me
the save game file.  The score you have at the time of the save, is 
the score I will credit you with.  I will list everyone's scores here in
this thread, so you can see what you need to reach in order to beat 
them.
The Prizes:  (using the traditional, highest score is better, system)  haha
First place, $40 (USD)
Second place, $35
Third place, $30
Fourth place, $25
Fifth place, $20
Sixth place, $10
Seventh place, $10
Eighth place, $10
Ninth place, $10
Tenth place, $10
Rules:
You do not need to have a Kaldobsky Gamer account to participate.  This
contest is open for anyone to join.
Don't cheat, obviously.  Contained within the save game file is information 
about every action you took as you played.  I take these save game files and
run them through a special program that recreates the same starting
conditions and quickly plays through the entire game doing everything 
you had done.  I will use the score my program tells me, which means any
type of cheating or save game editing isn't going to work.
Don't 
give other people your save game files so they can turn them in as their
own.  The program I feed these files into can tell if the original game data
matches any of the other files people have submitted.  So if you 
play 100 ticks of the challenge, save it, give it to a friend, he plays 
the remaining 9900 ticks, and submits it for the contest... I will not 
count that.  Hopefully that makes sense.
Do feel free to discus 
strategy and stuff here to help others.  Telling others exactly what you did
is totally fine, because their random events will end up being a 
bit different.  I'd actually like to see the more skilled players 
sharing tips with those who need a hand.
Do have a paypal 
account.  I will be sending the prizes out through paypal, so having it 
is a requirement if you wish to participate.
You are able to win 
more than 1 prize!  (I'm allowing this because I have no realistic way 
to prevent it.)  As long as you

[Audyssey] Castaways contest, with cash prizes

2014-08-09 Thread Jeremy Kaldobsky
I think it's time to toss a little money back at the community.  *Smiling face* 
 I had posted this on audiogames.net, but since it is now offline I'll post 
this here too.
Quick reminder, Castaways can be downloaded from the following link:  
http://www.kaldobsky.com/audiogames/castaways.zip


Castaways 2.7b has been posted, and it contains a game mode called 
Recorded Challenge.  This is how players will participate in the 
contest.  The game always starts you with an identical set of resources, but 
after that it is up to you to survive and thrive.  You have the 
daunting task of surviving through 1 game ticks as you earn a score 
based on the things you save up.  At any point you can press Shift + 
space to hear your current score, and also list how many game ticks you 
have used.  1 ticks seems like a lot at first, but eventually you'll start 
wishing you had more so you could save up more stuff.  Here are 
how points are calculated.
Knights, Rangers, Pikemen, and Cavalry 
all start out worth 1000 points for the first unit, but each additional 
unit is worth 100 points less.  Having more than 10 of any of these 
troop types will give no additional points.
All units upgraded 
with Tomes (Serfs, Woodsmen, Physician, ect) start out worth 1000 points for 
the first unit.  Each additional unit is worth 250 less.  Having 
more than 4 of any of these skilled job types will give no additional 
points.
All food stored in your Store houses or Taverns will be counted.
Meat,
 Bread, Vegetables, and Wine all start out worth 500 points for the 
first item, and each additional item is worth 5 points less.  Having 
more than 100 of any of these food types will give no additional points.
Tomes stored in your Store houses start out worth 1000 points for the first 
Tome, and each additional tome is worth 250 less.  Having more than 4 
tomes will give no additional points.
Lumber and bricks stored in 
your Store houses are all worth 10 points each.  There is no limit on 
the amount of points you can earn on lumber and bricks.
When you 
first start up the game you'll already have quite a few points.  This is 
normal, because you begin the mission with a lot of food and stuff.  As you 
start to burn through your reserves, that score will drop lower and lower as 
you work to build your town and get on your feet.  Defend 
yourself against the goblins (walls are your friend) and soon your score will 
begin to rise as you produce more than you use.  The game stops 
once you reach 1 ticks, but it will still allow you to save your 
game instead of immediately kicking you out to the main menu.
Saving is important, obviously, but your save game files are what you'll 
submit to be part of the contest.  Save your game at any time, and email me the 
save game file.  The score you have at the time of the save, is 
the score I will credit you with.  I will list everyone's scores here in this 
thread, so you can see what you need to reach in order to beat 
them.
The Prizes:  (using the traditional, highest score is better, system)  haha
First place, $40 (USD)
Second place, $35
Third place, $30
Fourth place, $25
Fifth place, $20
Sixth place, $10
Seventh place, $10
Eighth place, $10
Ninth place, $10
Tenth place, $10
Rules:
You do not need to have a Kaldobsky Gamer account to participate.  This contest 
is open for anyone to join.
Don't cheat, obviously.  Contained within the save game file is information 
about every action you took as you played.  I take these save game files and 
run them through a special program that recreates the same starting conditions 
and quickly plays through the entire game doing everything 
you had done.  I will use the score my program tells me, which means any type 
of cheating or save game editing isn't going to work.
Don't 
give other people your save game files so they can turn them in as their own.  
The program I feed these files into can tell if the original game data matches 
any of the other files people have submitted.  So if you 
play 100 ticks of the challenge, save it, give it to a friend, he plays 
the remaining 9900 ticks, and submits it for the contest... I will not 
count that.  Hopefully that makes sense.
Do feel free to discus 
strategy and stuff here to help others.  Telling others exactly what you did is 
totally fine, because their random events will end up being a 
bit different.  I'd actually like to see the more skilled players 
sharing tips with those who need a hand.
Do have a paypal 
account.  I will be sending the prizes out through paypal, so having it 
is a requirement if you wish to participate.
You are able to win 
more than 1 prize!  (I'm allowing this because I have no realistic way 
to prevent it.)  As long as you start over again from the beginning, you can 
submit additional save files to get your name on the score board 
multiple times.  If you submit another file that is related to one 
you've already submitted, then it will not be counted.  This means that 

Re: [Audyssey] Castaways contest, with cash prizes

2014-08-09 Thread john

Two questions:
First, How is metal/barrels/cloth/cloaks/armor/horses/leather 
scored?

Second, can we play this on multiplayer? It would be really
interesting to see the strategies developed by people playing 
co-op on this mode.



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[Audyssey] Castaways Recording.

2014-03-12 Thread leo
Dear all,

 

I would like to know if anyone would be willing to create a recording of
Castaways by Aprone. I would like to listen to others play it as I always
hear a recording of Swamp so I wanted to change it up. Thx, Leo

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[Audyssey] Castaways By Aprone

2014-03-11 Thread leo
Hi guys,

 

I decided that I will make a recording of me playing Castaways because it is
a fun game. Also, I would like suggestions on how not to die in the game
wich I do mostly! THX, Leo

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Re: [Audyssey] Castaways By Aprone

2014-03-11 Thread john
Loaded question. It depends on the mission, whether or not your on multiplayer, if you have people to help you, how you like to play, so many different variables. What I will say is this: firstly, you really want a doctor asap. They're incredibly 
important. Personally, I always choose the strong start perk, so I get my storehouse built faster, or the defender, if I know that I will need a knight really quickly. If you want to experiment, play with the sandbox mode and figure out how you like 
to play the game.

One arguable piece of advice: don't forget that 10 people doing the 
same job for a small period of time can really help you.

- Original Message -
From: leo  largel1...@gmail.com
To: gamers@audyssey.org
Date sent: Tue, 11 Mar 2014 12:17:53 -0400
Subject: [Audyssey] Castaways By Aprone

Hi guys,



I decided that I will make a recording of me playing Castaways because it is
a fun game. Also, I would like suggestions on how not to die in the game
wich I do mostly! THX, Leo

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[Audyssey] Castaways wild west suggestion

2013-03-31 Thread dark
Thinking about some of the messages I missed while being armless, one 
suggestion i did think was interesting was Tom's idea of having a castaways 
game set in the wild west, with you setting up a town in the fronteer while 
being attacked by indians, having a gun smith as well as a sergion etc. 

While I really liked this idea in principle, one problem I do see is a purely 
historical one, another is technological. From a technological perspective, the 
indians while a fierce enemy for a growing community still living out of their 
trail wagons, would be no match for a fully fortified town defended by riflemen 
and cannons. In castaways, one of the points of the game is that your enemies 
have, while not the same potential for destruction as your people, enough to 
literally wipe your community off the map, whether these are the goblins or 
other human cities. Funnily enough the same issue happened with dwarf fortress, 
and enemy factions were introduced precisely for this reason. 

This is a case of game balance vs history, since while historically speaking 
any new setlers with more advanced technology tend to irradicate their rivals, 
(often utterly exterminating them as with the aztecs), in a game you want a 
ruthless enemy who has the potential to challenge the player all the way 
through. 

the second problem is a purely historical one. i don't know too mch about the 
settling and colonization of America by europeans, however one thing I do know 
is that it obviously didn't go on forever, and what started out as an isolated 
community would, if they survived within a hundred years or so be a fully 
functional town and part of a very large new country, with accepted trade 
routes, centralized government, even a fully working railway system. 

In castaways, in the first mission you will take at the quickest three 
generations to complete your ship, thus meaning about 45 years or so pass, 
(even accounting for kids starting work at 12 and marrying around 16 as was 
usual in medieval communities), add on other missions and technological 
advances, and you have even more time pass, by which time a wild west 
communty's environment will have changed significantly simply by virtue of 
their being very many other setlers. 

My suggestion therefore, would be to have the game occur in an alternate 
western influenced world, rather than in the actual west, (for those who know 
the reference I'm thinking something like the alloy of lore from Brandon 
sanderson's mistborn series). 

As in reality therefore, the game begins when you take your wagon train of 
setlers who have landed on a newly discovered continent with a few supplies and 
a lot of know how, and need to setup a community. They have knolidge of gun 
powder (though they will need to find, smelt and mine the components for 
themselves), and of steam technology so could run a steam powered saw mill or 
build their own railway or factories, though this will take considderable time, 
resources and planning, and for a good few years they'll be on bare 
necessities. 

Unfortunately however, the country is also populated by a hostile race of none 
humans say call them umli (in DD days this was the name for half dwarves). The 
umli are absolutely zenophobic, and want nothing better than to remove the new 
human settlers, however they have a very irritating habbit, that of copying 
what they seee, meaning that while they are not the most imaginative of 
creatures, if those around them make advancements, they are great at stealing 
such measures for themselves. they also breed faster and live shorter lives 
than humans as well, making them even harder to stamp out.

this means they've slaughtered human settlers, by having similar weaponry and 
fire arms, though fortunately if they're beaten back it'll take them a good few 
years to renew their numbers. 

Throughout the game you setup your colony with it's farms, smiths, tailers, 
coblers, hunters and the like, and eventually get the where withall to create 
guns, steam powered factory machines for production, and even a railway should 
you build two close cities. however, unfortunately you learn that most other 
human settlements in the area have faired less well than yourselves, leaving 
you cutoff and alone, meaning you must forge your own government and 
institutions even as you colonize the new continent. 

This way, you! would literally build your own nation from a small colony, 
fighting off an enemy it was very hard to stamp out, (optionally other races or 
trade partners could be introduced as well). But you'd never be ruled from 
Washington, or need to pay taxes to the government, or have advances made that 
weren't part of your own civilizations rise to power. 

while I know for western fans as a purely historical venture this would lack 
something of the nostalgia factor, since you wouldn't get mexican bandits, 
sherrifs trained back east ruthless gold companies or bullian train 
robberies, at the 

[Audyssey] Castaways Link

2012-05-11 Thread Christina
Hello.
I want to play Castaways again but I don't know if I have the last one.  Can
someone please give me the download link?
Thanks.
Christina



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Re: [Audyssey] Castaways Link

2012-05-11 Thread john
www.kaldobsky.com/audiogames, and find the section on castaways. 
It's near the top.


- Original Message -
From: Christina greensleev...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Fri, 11 May 2012 15:10:15 -0400
Subject: [Audyssey] Castaways Link

Hello.
I want to play Castaways again but I don't know if I have the 
last one.  Can

someone please give me the download link?
Thanks.
Christina



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Re: [Audyssey] Castaways Link

2012-05-11 Thread Christina
Thanks very much.
Christina


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Friday, May 11, 2012 3:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways Link

www.kaldobsky.com/audiogames, and find the section on castaways. 
It's near the top.

 - Original Message -
From: Christina greensleev...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Fri, 11 May 2012 15:10:15 -0400
Subject: [Audyssey] Castaways Link

Hello.
I want to play Castaways again but I don't know if I have the 
last one.  Can
someone please give me the download link?
Thanks.
Christina



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Re: [Audyssey] Castaways Link

2012-05-11 Thread dark

Hi christina.

All of aprones' games, including castaways can be found on 
http://www.kaldobsky.com/audiogames/http://www.kaldobsky.com/audiogames/


Also for future reference, remember that audiogames.net maintains a game 
database with over 400 games, all with hopefully correct links and 
descriptions. You would've found the download link on the castaways entry.


all the best,

Dark.
- Original Message - 
From: Christina greensleev...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, May 11, 2012 8:10 PM
Subject: [Audyssey] Castaways Link



Hello.
I want to play Castaways again but I don't know if I have the last one. 
Can

someone please give me the download link?
Thanks.
Christina



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[Audyssey] Castaways question

2012-02-04 Thread Lori Duncan
Hi I've just started out playing Castaways, but although my character seems to 
be working it says I have 14 others I think, but I can't figure out how to find 
them and asign them to different jobs.  My character seems to be the only one 
actually working and I can't seem to command the others.  Hope   someone can 
help.  Thanks from Lori.  
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Re: [Audyssey] Castaways question

2012-02-04 Thread Richard Sherman
HI,

to cycle thru all the jobs your characters have, use the E and r key.

Also, Nocturnis did a walk thru if you want to listen to it. The link for it 
is

http://dl.dropbox.com/u/13968355/castaways.mp3

And be sure to read the read me text file in your castaway directory.

Also be sure to try the sandbox feature the  first time. This way you can 
learn the game without any enemies.

HTH.

shermanator
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com
Sent: Saturday, February 04, 2012 9:04 AM


Hi I've just started out playing Castaways, but although my character seems 
to be working it says I have 14 others I think, but I can't figure out how 
to find them and asign them to different jobs.  My character seems to be the 
only one actually working and I can't seem to command the others.  Hope 
someone can help.  Thanks from Lori.


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Re: [Audyssey] Castaways: Windows 7?

2011-11-21 Thread Paula Hobley
Hi there,

I have had a look at the read me instructions, and I can't figure out how to
install them.  Can you please run me through it step by step?

Thanks in advance for your help, it is very much appreciated.

Cheers

Paula


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, 20 November 2011 10:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways: Windows 7?

My games don't require you to install the VB6 runtime libraries, but
DX7VB.dll may need to be registered and instructions for that are found in
the readme.txt file.


 Hi Christina,
 
 Yes, you can play Castaways on a Windows 7 system, but your
 friend
 will likely have to install a number of VB 6 libraries
 because Windows
 7 does not come with native VB 6 support. In short, your
 friend will
 need the Visual Basic 6 SP6 runtime for Windows, DX7VB.dll,
 and
 DX8VB.dll.
 
 HTH
 
 Cheers!
 

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[Audyssey] Castaways: Windows 7?

2011-11-19 Thread Christina
Hi.
Does Castaways work on a machine running Windows 7?  I sent the game to friend 
who is using Windows 7 and she's having trouble running Castaways.
Thanks.
Christina
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Re: [Audyssey] Castaways: Windows 7?

2011-11-19 Thread Thomas Ward
Hi Christina,

Yes, you can play Castaways on a Windows 7 system, but your friend
will likely have to install a number of VB 6 libraries because Windows
7 does not come with native VB 6 support. In short, your friend will
need the Visual Basic 6 SP6 runtime for Windows, DX7VB.dll, and
DX8VB.dll.

HTH

Cheers!




On 11/19/11, Christina greensleev...@gmail.com wrote:
 Hi.
 Does Castaways work on a machine running Windows 7?  I sent the game to
 friend who is using Windows 7 and she's having trouble running Castaways.
 Thanks.
 Christina
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Re: [Audyssey] Castaways: Windows 7?

2011-11-19 Thread Christina
Thank you.
I'll pass this along to her.
Christina

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 19, 2011 10:17 AM
Subject: Re: [Audyssey] Castaways: Windows 7?


Hi Christina,

Yes, you can play Castaways on a Windows 7 system, but your friend
will likely have to install a number of VB 6 libraries because Windows
7 does not come with native VB 6 support. In short, your friend will
need the Visual Basic 6 SP6 runtime for Windows, DX7VB.dll, and
DX8VB.dll.

HTH

Cheers!




On 11/19/11, Christina greensleev...@gmail.com wrote:
 Hi.
 Does Castaways work on a machine running Windows 7?  I sent the game to
 friend who is using Windows 7 and she's having trouble running Castaways.
 Thanks.
 Christina
 ---
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Re: [Audyssey] Castaways: Windows 7?

2011-11-19 Thread Jeremy Kaldobsky
My games don't require you to install the VB6 runtime libraries, but DX7VB.dll 
may need to be registered and instructions for that are found in the readme.txt 
file.


 Hi Christina,
 
 Yes, you can play Castaways on a Windows 7 system, but your
 friend
 will likely have to install a number of VB 6 libraries
 because Windows
 7 does not come with native VB 6 support. In short, your
 friend will
 need the Visual Basic 6 SP6 runtime for Windows, DX7VB.dll,
 and
 DX8VB.dll.
 
 HTH
 
 Cheers!
 

---
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Re: [Audyssey] Castaways: Windows 7?

2011-11-19 Thread Christina
Thanks.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 19, 2011 6:47 PM
Subject: Re: [Audyssey] Castaways: Windows 7?


My games don't require you to install the VB6 runtime libraries, but DX7VB.dll 
may need to be registered and instructions for 
that are found in the readme.txt file.


 Hi Christina,

 Yes, you can play Castaways on a Windows 7 system, but your
 friend
 will likely have to install a number of VB 6 libraries
 because Windows
 7 does not come with native VB 6 support. In short, your
 friend will
 need the Visual Basic 6 SP6 runtime for Windows, DX7VB.dll,
 and
 DX8VB.dll.

 HTH

 Cheers!


---
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[Audyssey] castaways multi characters? and saving

2011-11-17 Thread Jess Varnell
hi list. in castaways, can you save your game on different missions? And can 
you have multi characters? Thanks for your help. Another question totally off 
topic here, are there any basketball games out there for the blind? 

jess
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Re: [Audyssey] castaways multi characters? and saving

2011-11-17 Thread dark

Hi Jess.

I'm afraid I'm not sure exactly what you mean with these questions.

You can only save one game at a time, sinse the old save is overwritten, 
however if for some reason you want to try several missions simultaniously, 
you can just download an extra copy of the game.


As to multiple characters what exactly do you mean? Obviously you order 
around all! your people, which means many characters in the game to begin 
with.


If you mean the named character in the game who sort of represents you and 
gets passed across to other multiplayer games,  well there's only one of 
those per game, though you can call them whtaever you want at the start of 
each game, even play a differently named character each time if you like.


Beware the grue!

Dark.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 17, 2011 9:07 AM
Subject: [Audyssey] castaways multi characters? and saving


hi list. in castaways, can you save your game on different missions? And 
can you have multi characters? Thanks for your help. Another question 
totally off topic here, are there any basketball games out there for the 
blind?


jess
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Re: [Audyssey] castaways multi characters? and saving

2011-11-17 Thread Ian McNamara
hi jess there is www.baskitsim.com

where do i get this cast aways game from.

Ian McNamara

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Re: [Audyssey] castaways multi characters? and saving

2011-11-17 Thread Jeremy Kaldobsky
Castaways can be downloaded from www.kaldobsky.com/audiogames/


 hi jess there is www.baskitsim.com
 
 where do i get this cast aways game from.
 
 Ian McNamara


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[Audyssey] Castaways: Group Session?

2011-11-14 Thread Christina
Hi, would anyone be interested in scheduling a group session for Castaways?  I 
was thinking it would be fun if a bunch of us logged on at the same time so we 
could all help each other.
Christina
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Re: [Audyssey] Castaways: Group Session?

2011-11-14 Thread john
I'd be in, though my schedule is off. I'll probably end up as 
some kind of supply trader (my settlement is entirely walled in 
so I can just keep producing resources). If you could let me know 
the time/date in EDT, that would be great.


- Original Message -
From: Christina greensleev...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 14 Nov 2011 11:49:50 -0500
Subject: [Audyssey] Castaways: Group Session?

Hi, would anyone be interested in scheduling a group session for 
Castaways?  I was thinking it would be fun if a bunch of us 
logged on at the same time so we could all help each other.

Christina
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Re: [Audyssey] Castaways: Group Session?

2011-11-14 Thread Christina
I've got one settlement like that too for Mission Three.
Mission Five is kicking my butt though.
Christina

- Original Message - 
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 14, 2011 2:10 PM
Subject: Re: [Audyssey] Castaways: Group Session?


I'd be in, though my schedule is off. I'll probably end up as 
some kind of supply trader (my settlement is entirely walled in 
so I can just keep producing resources). If you could let me know 
the time/date in EDT, that would be great.

 - Original Message -
From: Christina greensleev...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 14 Nov 2011 11:49:50 -0500
Subject: [Audyssey] Castaways: Group Session?

Hi, would anyone be interested in scheduling a group session for 
Castaways?  I was thinking it would be fun if a bunch of us 
logged on at the same time so we could all help each other.
Christina
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[Audyssey] castaways question

2011-11-11 Thread Jess Varnell
hi. I just started playing castaways, and I have a few questions. How do you 
cycle through the people? I keep changing their jobs without meaning to, when I 
just want to look at their stats. And secondly, how do you tell which workers 
are idle? Thanks much.

Jess
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Re: [Audyssey] castaways question

2011-11-11 Thread dark

Hi jess.

E and r cycle betwene catagories of people, eg builders, peasants, all etc, 
while d and f cycle betwene individual people in each catagory. A and s 
change the job of the selected person.


You can also change jobs with control keys, for a ful list see the readme.

As to which workers are idle, that is a harder thing because of how 
castaways works. When a job needs doing, one of the correct workers will do 
it. if that worker cannot do a job they default to their secondary job and 
try to do that, for example if there are no logs to chop into lumber the 
carpenter will become a lumberjack.


The art to the game is dynamically changing people's jobs around according 
to what you need doing. If your building something and so need to take 
peasants of their usual work to build, make certain there is enough food in 
the tavern, or perhaps reassign some other jobs as peasants to carry food 
there.


If nobody is sick, there's litle use for a doctor and your better off with 
another peasant etc.


Beware the grue!

Dark.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 8:09 AM
Subject: [Audyssey] castaways question


hi. I just started playing castaways, and I have a few questions. How do 
you cycle through the people? I keep changing their jobs without meaning 
to, when I just want to look at their stats. And secondly, how do you tell 
which workers are idle? Thanks much.


Jess
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Re: [Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-06 Thread Hayden Presley
Fred,
I don't mean to sound like a moderator, but please would you mind replying
to the actual post that to which you are replying? For that mater, I th9ink
you have the wrong thread.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of fred olver
Sent: Wednesday, October 05, 2011 1:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Castaways version 2.5, final mission 5 added.

Val, if you go to the link in this post, and read through the material which

is presented to you, you will find a link to the virtual brailler which I 
tried but could not send to you.

Fred

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Monday, October 03, 2011 9:29 PM
Subject: [Audyssey] Castaways version 2.5, final mission 5 added.


 Version 2.5 has just been posted, and I believe everyone will be happy 
 with the additions. The list is long so I'll try to remember it all.

 - The toggle that lets you adjust the game's pauses from long to short, 
 now also includes an option to remove them completely.
 - If you get tired of using E and R to search through the different job 
 types, you'll be happy to know that shortcuts have been added. Hold Alt, 
 and press the starting letter for a job to have it selected. For example, 
 Alt + F would select your farmers, then Alt + F again would list 
 fishermen.
 - When you pause the game, if there are currently any backlogged messages 
 it will speak the number. So if you pause and hear the word 3 announced, 
 you will know to press the guave (~) key to hear those messages before 
 unpausing.
 - Kai provided an updated set of game sounds. A few have changed due to 
 people's requests, but there are also many new sounds that play at 
 different times. If you are using a custom Sound pack, don't worry because

 it will still work exactly the same as it did before.
 - I fixed a rare cook and bartender bug that could cause them to freeze 
 and stop serving food or drinks.
 - I've recoded many sections of code in order to improve performance and 
 speed up the game on slower machines. I hope everyone notices a 
 difference!
 - Destroying or selling a building will now close the building menu. It 
 used to require you to press escape before you were back in the game.
 - Fixed a bug that wouldn't allow any random disasters to happen in Easy 
 mode. Normally none happen, but when using the Murphy's law fault, it is 
 possible for them to happen now, although they will be super rare.
 - There is now a new rare random disaster that can destroy one of your 
 walls!
 - When using  and  to review internet chat messages, emote messages 
 would show *M3* at the end. This is fixed now.
 - Fixed a bug that could affect enemy raid groups.
 - When a baker bakes bread, it now tells you the specific number of loaves

 he baked.
 - Fixed a few spelling errors that were pointed out.
 - Victory messages are now handled differently to prevent you from 
 accidentally clearing with a key press.
 - And finally, the big news! Castaways' final mission has been added. 
 Mission 5!

 Mission 5 adds 2 new buildings, adds a new feature to 2 existing 
 buildings, a new job type, a new unit type, and 2 new resources. If you 
 manage to beat this final mission, you will be rewarded with a very long 
 story. I have no doubt that the story will get people excited, especially 
 if you figure out the connections it makes.

 I wish everyone luck on a truly challenging end to the Castaways game. 
 Please enjoy it, and I will turn my attention back to new multiplayer 
 content for the game.

 The link to Castaways can be found here:
 www.kaldobsky.com/audiogames/

 ---
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Re: [Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-06 Thread fred olver
I know, Hayden, I freely admit it was a mistake.

Fred
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, October 06, 2011 5:51 AM
Subject: Re: [Audyssey] Castaways version 2.5, final mission 5 added.


 Fred,
 I don't mean to sound like a moderator, but please would you mind replying
 to the actual post that to which you are replying? For that mater, I 
 th9ink
 you have the wrong thread.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of fred olver
 Sent: Wednesday, October 05, 2011 1:00 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Castaways version 2.5, final mission 5 added.

 Val, if you go to the link in this post, and read through the material 
 which

 is presented to you, you will find a link to the virtual brailler which I
 tried but could not send to you.

 Fred

 - Original Message - 
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: audyssey gamers@audyssey.org
 Sent: Monday, October 03, 2011 9:29 PM
 Subject: [Audyssey] Castaways version 2.5, final mission 5 added.


 Version 2.5 has just been posted, and I believe everyone will be happy
 with the additions. The list is long so I'll try to remember it all.

 - The toggle that lets you adjust the game's pauses from long to short,
 now also includes an option to remove them completely.
 - If you get tired of using E and R to search through the different job
 types, you'll be happy to know that shortcuts have been added. Hold Alt,
 and press the starting letter for a job to have it selected. For example,
 Alt + F would select your farmers, then Alt + F again would list
 fishermen.
 - When you pause the game, if there are currently any backlogged messages
 it will speak the number. So if you pause and hear the word 3 announced,
 you will know to press the guave (~) key to hear those messages before
 unpausing.
 - Kai provided an updated set of game sounds. A few have changed due to
 people's requests, but there are also many new sounds that play at
 different times. If you are using a custom Sound pack, don't worry 
 because

 it will still work exactly the same as it did before.
 - I fixed a rare cook and bartender bug that could cause them to freeze
 and stop serving food or drinks.
 - I've recoded many sections of code in order to improve performance and
 speed up the game on slower machines. I hope everyone notices a
 difference!
 - Destroying or selling a building will now close the building menu. It
 used to require you to press escape before you were back in the game.
 - Fixed a bug that wouldn't allow any random disasters to happen in Easy
 mode. Normally none happen, but when using the Murphy's law fault, it is
 possible for them to happen now, although they will be super rare.
 - There is now a new rare random disaster that can destroy one of your
 walls!
 - When using  and  to review internet chat messages, emote messages
 would show *M3* at the end. This is fixed now.
 - Fixed a bug that could affect enemy raid groups.
 - When a baker bakes bread, it now tells you the specific number of 
 loaves

 he baked.
 - Fixed a few spelling errors that were pointed out.
 - Victory messages are now handled differently to prevent you from
 accidentally clearing with a key press.
 - And finally, the big news! Castaways' final mission has been added.
 Mission 5!

 Mission 5 adds 2 new buildings, adds a new feature to 2 existing
 buildings, a new job type, a new unit type, and 2 new resources. If you
 manage to beat this final mission, you will be rewarded with a very long
 story. I have no doubt that the story will get people excited, especially
 if you figure out the connections it makes.

 I wish everyone luck on a truly challenging end to the Castaways game.
 Please enjoy it, and I will turn my attention back to new multiplayer
 content for the game.

 The link to Castaways can be found here:
 www.kaldobsky.com/audiogames/

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



 ---
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 If you have any questions or concerns regarding the management of the 
 list

Re: [Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-05 Thread fred olver
Val, if you go to the link in this post, and read through the material which 
is presented to you, you will find a link to the virtual brailler which I 
tried but could not send to you.

Fred

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Monday, October 03, 2011 9:29 PM
Subject: [Audyssey] Castaways version 2.5, final mission 5 added.


 Version 2.5 has just been posted, and I believe everyone will be happy 
 with the additions. The list is long so I'll try to remember it all.

 - The toggle that lets you adjust the game's pauses from long to short, 
 now also includes an option to remove them completely.
 - If you get tired of using E and R to search through the different job 
 types, you'll be happy to know that shortcuts have been added. Hold Alt, 
 and press the starting letter for a job to have it selected. For example, 
 Alt + F would select your farmers, then Alt + F again would list 
 fishermen.
 - When you pause the game, if there are currently any backlogged messages 
 it will speak the number. So if you pause and hear the word 3 announced, 
 you will know to press the guave (~) key to hear those messages before 
 unpausing.
 - Kai provided an updated set of game sounds. A few have changed due to 
 people's requests, but there are also many new sounds that play at 
 different times. If you are using a custom Sound pack, don't worry because 
 it will still work exactly the same as it did before.
 - I fixed a rare cook and bartender bug that could cause them to freeze 
 and stop serving food or drinks.
 - I've recoded many sections of code in order to improve performance and 
 speed up the game on slower machines. I hope everyone notices a 
 difference!
 - Destroying or selling a building will now close the building menu. It 
 used to require you to press escape before you were back in the game.
 - Fixed a bug that wouldn't allow any random disasters to happen in Easy 
 mode. Normally none happen, but when using the Murphy's law fault, it is 
 possible for them to happen now, although they will be super rare.
 - There is now a new rare random disaster that can destroy one of your 
 walls!
 - When using  and  to review internet chat messages, emote messages 
 would show *M3* at the end. This is fixed now.
 - Fixed a bug that could affect enemy raid groups.
 - When a baker bakes bread, it now tells you the specific number of loaves 
 he baked.
 - Fixed a few spelling errors that were pointed out.
 - Victory messages are now handled differently to prevent you from 
 accidentally clearing with a key press.
 - And finally, the big news! Castaways' final mission has been added. 
 Mission 5!

 Mission 5 adds 2 new buildings, adds a new feature to 2 existing 
 buildings, a new job type, a new unit type, and 2 new resources. If you 
 manage to beat this final mission, you will be rewarded with a very long 
 story. I have no doubt that the story will get people excited, especially 
 if you figure out the connections it makes.

 I wish everyone luck on a truly challenging end to the Castaways game. 
 Please enjoy it, and I will turn my attention back to new multiplayer 
 content for the game.

 The link to Castaways can be found here:
 www.kaldobsky.com/audiogames/

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



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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-05 Thread fred olver
Oh, yah, you might give one of the games or two a try. Any questions, just 
call me.

Fred
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Monday, October 03, 2011 9:29 PM
Subject: [Audyssey] Castaways version 2.5, final mission 5 added.


 Version 2.5 has just been posted, and I believe everyone will be happy 
 with the additions. The list is long so I'll try to remember it all.

 - The toggle that lets you adjust the game's pauses from long to short, 
 now also includes an option to remove them completely.
 - If you get tired of using E and R to search through the different job 
 types, you'll be happy to know that shortcuts have been added. Hold Alt, 
 and press the starting letter for a job to have it selected. For example, 
 Alt + F would select your farmers, then Alt + F again would list 
 fishermen.
 - When you pause the game, if there are currently any backlogged messages 
 it will speak the number. So if you pause and hear the word 3 announced, 
 you will know to press the guave (~) key to hear those messages before 
 unpausing.
 - Kai provided an updated set of game sounds. A few have changed due to 
 people's requests, but there are also many new sounds that play at 
 different times. If you are using a custom Sound pack, don't worry because 
 it will still work exactly the same as it did before.
 - I fixed a rare cook and bartender bug that could cause them to freeze 
 and stop serving food or drinks.
 - I've recoded many sections of code in order to improve performance and 
 speed up the game on slower machines. I hope everyone notices a 
 difference!
 - Destroying or selling a building will now close the building menu. It 
 used to require you to press escape before you were back in the game.
 - Fixed a bug that wouldn't allow any random disasters to happen in Easy 
 mode. Normally none happen, but when using the Murphy's law fault, it is 
 possible for them to happen now, although they will be super rare.
 - There is now a new rare random disaster that can destroy one of your 
 walls!
 - When using  and  to review internet chat messages, emote messages 
 would show *M3* at the end. This is fixed now.
 - Fixed a bug that could affect enemy raid groups.
 - When a baker bakes bread, it now tells you the specific number of loaves 
 he baked.
 - Fixed a few spelling errors that were pointed out.
 - Victory messages are now handled differently to prevent you from 
 accidentally clearing with a key press.
 - And finally, the big news! Castaways' final mission has been added. 
 Mission 5!

 Mission 5 adds 2 new buildings, adds a new feature to 2 existing 
 buildings, a new job type, a new unit type, and 2 new resources. If you 
 manage to beat this final mission, you will be rewarded with a very long 
 story. I have no doubt that the story will get people excited, especially 
 if you figure out the connections it makes.

 I wish everyone luck on a truly challenging end to the Castaways game. 
 Please enjoy it, and I will turn my attention back to new multiplayer 
 content for the game.

 The link to Castaways can be found here:
 www.kaldobsky.com/audiogames/

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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 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] Castaways version 2.5, final mission 5 added.

2011-10-04 Thread john
I'll be downloading it later today when I get home. Thanks for 
the update.


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Re: [Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-04 Thread Jeremy Kaldobsky
I've just posted an update that fixes the issues found in version 2.5.

Version 2.6 fixes a bug that was affecting how fast firewood was used up.  Kai 
has given me the prison and survivor camp sounds, so those have been added.  
Firewood messages could sometimes repeat themselves multiple times.  Injured 
soldiers and farmers aren't supposed to be upgradable, but a bug allowed people 
to try, and usually lose their tome in the process.  Fixed the bug that could 
drain a building's supplies and even send them into the negative.  There was a 
bug in the new optimization code, and I believe it is repaired now.

Castaways can be found here:
www.kaldobsky.com/audiogames/

---
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Re: [Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-04 Thread michael maslo
is this accessible for the mac computers?
On Oct 4, 2011, at 2:22 PM, Jeremy Kaldobsky wrote:

 I've just posted an update that fixes the issues found in version 2.5.
 
 Version 2.6 fixes a bug that was affecting how fast firewood was used up.  
 Kai has given me the prison and survivor camp sounds, so those have been 
 added.  Firewood messages could sometimes repeat themselves multiple times.  
 Injured soldiers and farmers aren't supposed to be upgradable, but a bug 
 allowed people to try, and usually lose their tome in the process.  Fixed the 
 bug that could drain a building's supplies and even send them into the 
 negative.  There was a bug in the new optimization code, and I believe it is 
 repaired now.
 
 Castaways can be found here:
 www.kaldobsky.com/audiogames/
 
 ---
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-04 Thread Jeremy Kaldobsky
No sir, this is a windows only game.  If you want to play, you will need a 
windows emulator or to run windows as a second operating system, through boot 
camp for example.

 is this accessible for the mac
 computers?


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[Audyssey] Castaways version 2.5, final mission 5 added.

2011-10-03 Thread Jeremy Kaldobsky
Version 2.5 has just been posted, and I believe everyone will be happy with the 
additions. The list is long so I'll try to remember it all.

- The toggle that lets you adjust the game's pauses from long to short, now 
also includes an option to remove them completely.
- If you get tired of using E and R to search through the different job types, 
you'll be happy to know that shortcuts have been added. Hold Alt, and press the 
starting letter for a job to have it selected. For example, Alt + F would 
select your farmers, then Alt + F again would list fishermen.
- When you pause the game, if there are currently any backlogged messages it 
will speak the number. So if you pause and hear the word 3 announced, you will 
know to press the guave (~) key to hear those messages before unpausing.
- Kai provided an updated set of game sounds. A few have changed due to 
people's requests, but there are also many new sounds that play at different 
times. If you are using a custom Sound pack, don't worry because it will still 
work exactly the same as it did before.
- I fixed a rare cook and bartender bug that could cause them to freeze and 
stop serving food or drinks.
- I've recoded many sections of code in order to improve performance and speed 
up the game on slower machines. I hope everyone notices a difference!
- Destroying or selling a building will now close the building menu. It used to 
require you to press escape before you were back in the game.
- Fixed a bug that wouldn't allow any random disasters to happen in Easy mode. 
Normally none happen, but when using the Murphy's law fault, it is possible for 
them to happen now, although they will be super rare.
- There is now a new rare random disaster that can destroy one of your walls!
- When using  and  to review internet chat messages, emote messages would 
show *M3* at the end. This is fixed now.
- Fixed a bug that could affect enemy raid groups.
- When a baker bakes bread, it now tells you the specific number of loaves he 
baked.
- Fixed a few spelling errors that were pointed out.
- Victory messages are now handled differently to prevent you from accidentally 
clearing with a key press.
- And finally, the big news! Castaways' final mission has been added. Mission 5!

Mission 5 adds 2 new buildings, adds a new feature to 2 existing buildings, a 
new job type, a new unit type, and 2 new resources. If you manage to beat this 
final mission, you will be rewarded with a very long story. I have no doubt 
that the story will get people excited, especially if you figure out the 
connections it makes.

I wish everyone luck on a truly challenging end to the Castaways game. Please 
enjoy it, and I will turn my attention back to new multiplayer content for the 
game.

The link to Castaways can be found here:
www.kaldobsky.com/audiogames/

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[Audyssey] Castaways and Lunimals language files

2011-09-30 Thread Jeremy Kaldobsky
Hey guys, I've had this conversation with a couple of people so I thought I 
should post it for everyone.  The language files for Castaways and Lunimals are 
actually meant so that the games can be translated in to other languages, but 
that is not their only use.  If people get creative, these language files can 
allow you to totally mod the look and feel of the game.

Lets say that one of you is up for a challenge, and you happen to be a big fan 
of science fiction and a space theme.  You could change the text in the 
Castaways language file to completely change its theme to one of space 
exploration.  Of course you could produce a sound mod to go with the new theme, 
but changing the text does so much more.  For example, each place that talks 
about hunters could be scavengers or mining robots.  The messages about meat, 
vegetables, metal, leather, and the rest could be meteorite ore, rocket fuel, 
oxygen, blue prints, computer equipment, and everything else fitting the theme. 
 As long as you changed all of the building names to match, people find 
themselves sending Frank (pilot's name) to mine a nearby meteor for ore which 
is then shuttled to a refinery to be processed into neutronium panels.  In the 
normal game that was Frank the lumberjack cutting down trees that were turned 
into boards at the saw mill.  The
 possibilities are endless, and there is no reason that the game couldn't' seem 
like an entirely new game by the end!

Of course the true map layouts and mission objectives couldn't be changed, only 
reworded, but I still think it would be really cool.  Instead of building your 
ship you could be building a space station, Yetti assassins could be rebel 
terrorists, and in mission 3 you might be placing mine fields between clusters 
of meteors and giant gas clouds, to keep space pirates at bay.  If you hadn't 
already figured it out, that would be building walls around the trees, rocks, 
and water so that enemy cavalry can't get through lol.

Lunimals could cease to be about raising animals in a dome.  Maybe with your 
mod you are actually growing rare plants in a greenhouse, growing illicit 
substances in your basement, or a mad scientist unleashing nightmarish monsters 
onto the modern world.  If you have the freedom to rename even the land 
resources like moss and mushrooms, there is no reason it couldn't be describing 
sections of a city, how many people live there, and how many cars there are.  
Cars?!  Well I don't know what else you'd want to track, hahaha, but that is 
just an example.  smile

It would certainly take some creativity, but I would be absolutely thrilled to 
see what people came up with!  My question is, how many people would actually 
be interested in making mods like these?  If several people were anxious to 
give it a try, I think it would be cool to have some kind of contest!  Please 
post your thoughts.

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Re: [Audyssey] Castaways and Lunimals language files

2011-09-30 Thread john
I'd be ore than willing to try out one of those, though the 
creativity to make one myself is a little beyond me. It's a great 
idea, though.


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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Christina
Yay!
Thanks for fixing the bug with the walls.

A thousand people?  I think the most I ever had was a hundred and thirty.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Wednesday, September 28, 2011 9:00 PM
Subject: [Audyssey] Castaways version 2.4


I've FINALLY! gotten around to posting the next Castaways version.  The biggest 
change with the new version is the handful of 
bug fixes.  I've also finally updated the language file so that translators can 
change the game's text to fit with their own 
language.

Even though I strongly recommend against it, rofl, the game's population limit 
has been increased from 500 to 1000.  This has 
been requested many times so I will give the people what they want, even though 
the game will undoubtedly run very slow with 
such a huge population.

Goblins and Zombies can no longer attack the ship in the water.  I've fixed the 
bug so now enemy troops will not spawn at the 
edge of the map if a wall is already present there.  I think I've solved the 
recently reported bug where resources were 
vanishing from certain buildings.

The game now pauses when you reach messages about soldiers dedicating their 
lives as the more advanced troops.

I've added in a sandbox mission which is especially designed for new players to 
familiarize themselves with the game before 
facing any enemies.  There is no way to actually win while playing the 
sandbox mission, it is only for practice.

The new language file can be found here.  
www.kaldobsky.com/audiogames/castawayslang.zip
For those who aren't aware of how the language file works, here is a quick 
summary.  Every piece of text in the game has been 
written twice in the file, starting from the longest message down to the 
shortest.  Leave the top line exactly how it already 
is, and use it for reference as you translate the next line.  The second copy 
of the line needs to be replaced with the 
equivalent for the language you are working on.  When you are finished, rename 
the file language.txt and put it into your 
castaways directory.  If you've created the file correctly, the game's dialog 
will be displayed as the new language.  The 
language file can then be posted for others to easily download and experience 
the game in another language.

I haven't put the suggested ALT job keys into the game yet, but I intend to do 
that soon.  I also haven't added the option to 
remove all pauses from the resource messages, the end of mission status sheet, 
or the new multiplayer stuff.

The link to the game is here:
www.kaldobsky.com/audiogames/castaways.zip

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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Jeremy Kaldobsky
I think my person best was like 60 or 65.  There are some truly insane people 
though, who have crashed the game because they passed its 500 population limit. 
 I simply cannot imagine how many messages you would have to go through for 
every single tick of game time.  My hat is off to them, lol.

Oh, I had some time this morning so I coded the ALT key shortcut for jobs.  I'm 
also in the process of programming mission 5!  :D  Hopefully it won't take too 
long for me to have this all ready to post.


 Yay!
 Thanks for fixing the bug with the walls.
 
 A thousand people?  I think the most I ever had was a
 hundred and thirty.
 Christina


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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Christina
Now, I want to try it and see how many people I can manage.

Looking forward to Mission Five!
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 5:41 PM
Subject: Re: [Audyssey] Castaways version 2.4


I think my person best was like 60 or 65.  There are some truly insane people 
though, who have crashed the game because they 
passed its 500 population limit.  I simply cannot imagine how many messages you 
would have to go through for every single 
tick of game time.  My hat is off to them, lol.

Oh, I had some time this morning so I coded the ALT key shortcut for jobs.  I'm 
also in the process of programming mission 5! 
:D  Hopefully it won't take too long for me to have this all ready to post.



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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Steady Goh
Managing a large population is not difficult. Your food and resources will 
just get more and more and you will become a supplier for other online 
players. haha! After some point when you get things settled down, to play 
the game is just simply hitting the space bar to let it carry on running 
when there is injurys or illness. When playing a real game, I don't see a 
need to create such a large population. Now I want to see how many people my 
computer can cope before it becomes sluggish and crash. haha!


锦发/Steady Goh
Steady strum and sing  guitar lessons; learn to play like the original and 
sound like a professional!

http://www.soft.com.sg/forum/showthread.php/207845-Steady-guitar-lesson-learn-to-play-like-the-original-and-sound-like-a-professional?p=1140645#post1140645
http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
fb: http://facebook.com/steadyguitar
- Original Message - 
From: Christina greensleev...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 30, 2011 6:00 AM
Subject: Re: [Audyssey] Castaways version 2.4



Now, I want to try it and see how many people I can manage.

Looking forward to Mission Five!
Christina

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 5:41 PM
Subject: Re: [Audyssey] Castaways version 2.4


I think my person best was like 60 or 65.  There are some truly insane 
people though, who have crashed the game because they
passed its 500 population limit.  I simply cannot imagine how many 
messages you would have to go through for every single

tick of game time.  My hat is off to them, lol.

Oh, I had some time this morning so I coded the ALT key shortcut for jobs. 
I'm also in the process of programming mission 5!
:D  Hopefully it won't take too long for me to have this all ready to 
post.




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list,
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[Audyssey] Castaways version 2.4

2011-09-28 Thread Jeremy Kaldobsky
I've FINALLY! gotten around to posting the next Castaways version.  The biggest 
change with the new version is the handful of bug fixes.  I've also finally 
updated the language file so that translators can change the game's text to fit 
with their own language.  

Even though I strongly recommend against it, rofl, the game's population limit 
has been increased from 500 to 1000.  This has been requested many times so I 
will give the people what they want, even though the game will undoubtedly run 
very slow with such a huge population.

Goblins and Zombies can no longer attack the ship in the water.  I've fixed the 
bug so now enemy troops will not spawn at the edge of the map if a wall is 
already present there.  I think I've solved the recently reported bug where 
resources were vanishing from certain buildings.

The game now pauses when you reach messages about soldiers dedicating their 
lives as the more advanced troops.

I've added in a sandbox mission which is especially designed for new players to 
familiarize themselves with the game before facing any enemies.  There is no 
way to actually win while playing the sandbox mission, it is only for 
practice.

The new language file can be found here.  
www.kaldobsky.com/audiogames/castawayslang.zip
For those who aren't aware of how the language file works, here is a quick 
summary.  Every piece of text in the game has been written twice in the file, 
starting from the longest message down to the shortest.  Leave the top line 
exactly how it already is, and use it for reference as you translate the next 
line.  The second copy of the line needs to be replaced with the equivalent for 
the language you are working on.  When you are finished, rename the file 
language.txt and put it into your castaways directory.  If you've created the 
file correctly, the game's dialog will be displayed as the new language.  The 
language file can then be posted for others to easily download and experience 
the game in another language.

I haven't put the suggested ALT job keys into the game yet, but I intend to do 
that soon.  I also haven't added the option to remove all pauses from the 
resource messages, the end of mission status sheet, or the new multiplayer 
stuff.

The link to the game is here:
www.kaldobsky.com/audiogames/castaways.zip

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Re: [Audyssey] Castaways version 2.4

2011-09-28 Thread john
One thousand people... how in the world could anybody manage 
that! I'm glad to see the bug with the walls fixed, that 
particular one cost me a few games.


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[Audyssey] Castaways: idle military units?

2011-09-18 Thread Christopher Bartlett
Ok, I'm armpit deep in zombies with raids coming, and I have idle military
units.  At the moment, I have an idle bowman.  I have an idea that the game
may not use more than five of each type defensively.  Is this correct?

 

Chris Bartlett

 

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Re: [Audyssey] Castaways: idle military units?

2011-09-18 Thread Jeremy Kaldobsky
There is no limit on the number of defensive units you can have.  First make 
sure you don't have territorial turned off, press T to turn it on if it is off. 
 The next thing is that if you pause the game, you might be seeing idle troops 
who would be heading back out to fight but you just haven't unpaused yet for 
them to have the chance.  If neither of those are the problem please let me 
know.  Also a saved game would be good to help me track down the problem.

 Ok, I'm armpit deep in zombies with
 raids coming, and I have idle military
 units.  At the moment, I have an idle bowman.  I
 have an idea that the game
 may not use more than five of each type defensively. 
 Is this correct?
 

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[Audyssey] Castaways: tavern status.

2011-09-18 Thread Christopher Bartlett
Ok, experimenting with message options, I turned off the food delivery
messages, and I really want an easy way to check up on the tavern stocks.
Bring back the t key to give us a quick report on the tavern food stocks.

 

Chris Bartlett

 

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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-17 Thread Jeremy Kaldobsky
Nice work Christina!  I was hoping to capture some of the feel from mission 1, 
but also try to still give it its own unique place among the missions. It feels 
kind of like a mix between missions 1 and 3 in my opinion.  I haven't tried 
beating it on normal yet.


 I just beat Mission Four on easy
 mode.  It was a lot of fun!
 Thanks!
 Christina


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Re: [Audyssey] castaways suggestion for disposing of useless people

2011-09-17 Thread Christopher Bartlett
Hmmm, I think that would detract from the strategic decision about how much
to specialize your work force, since the only downside to doing so other
than the cost is the loss in flexibility.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Friday, September 16, 2011 7:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways suggestion for disposing of useless people

I'd be fine with that, though I didn't know you could destroy 
buildings.

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[Audyssey] Castaways: mission 4 and raids.

2011-09-17 Thread Christopher Bartlett
Ok, so I built my war tent and tried to send out a raid.  Do you need a
general for raids as well as reinforcements now?  When I hit enter on the
send raid selection, nothing happened.

 

Chris Bartlett

 

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[Audyssey] Castaways: mission 4: invaders not moving.

2011-09-17 Thread Christopher Bartlett
Ok, yes, zombies are slow, but I've had two zombie soldiers at F1 for many
turns now and they haven't moved.  Also, I can't raid with or without a
general.  I can reinforce with a general, but the raid the computer enemy
seems to be nonfunctional.

 

Chris Bartlett

 

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Re: [Audyssey] Castaways: mission 4 and raids.

2011-09-17 Thread Jeremy Kaldobsky
Mission 4 doesn't have any use for the raid tent.  If you're on multiplayer you 
can build the war tent, but it would only be useful for reinforcing other 
players.  You'll need a general for that.

 Ok, so I built my war tent and tried
 to send out a raid.  Do you need a
 general for raids as well as reinforcements now?  When
 I hit enter on the
 send raid selection, nothing happened.


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Re: [Audyssey] Castaways: mission 4: invaders not moving.

2011-09-17 Thread Jeremy Kaldobsky
If there is no way to get to your buildings, due to walls or even too many 
zombies crowding the land, then they will patiently wait until there is.  In 
mission 4 there isn't any centralized enemy to raid, so the war tent is only 
useful for reinforcing.


 Ok, yes, zombies are slow, but I've
 had two zombie soldiers at F1 for many
 turns now and they haven't moved.  Also, I can't raid
 with or without a
 general.  I can reinforce with a general, but the raid
 the computer enemy
 seems to be nonfunctional.


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[Audyssey] castaways suggestion for disposing of useless people

2011-09-16 Thread alex wallis

Hi list.
Just a thought, I am in the middle of playing castaways mission 4, and I 
had an idea for population control.
at the moment, we have the ability to destroy buildings, and I think it 
would be cool if we could kill off parts of our population in the same way.
for example, I am at the stage with stocking the ship, and I only have a 
handful of peasants, but I have a lot of useless upgraded people of 
various types.
so rather than wasting time building more houses, it would be good if I 
could dispose of these useless people for the greater good of the 
population.
that way I could get new peasants etc without having to feed the useless 
architects etc.


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Re: [Audyssey] castaways suggestion for disposing of useless people

2011-09-16 Thread Jeremy Kaldobsky
Rofl, that's an interesting idea.  I wonder what everyone else thinks about an 
option to kill off your own people.  I definitely understand the reason for 
wanting it though, haha.

 Hi list.
 Just a thought, I am in the middle of playing castaways
 mission 4, and I had an idea for population control.
 at the moment, we have the ability to destroy buildings,
 and I think it would be cool if we could kill off parts of
 our population in the same way.
 for example, I am at the stage with stocking the ship, and
 I only have a handful of peasants, but I have a lot of
 useless upgraded people of various types.
 so rather than wasting time building more houses, it would
 be good if I could dispose of these useless people for the
 greater good of the population.
 that way I could get new peasants etc without having to
 feed the useless architects etc.


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Re: [Audyssey] castaways suggestion for disposing of useless people

2011-09-16 Thread john
I'd be fine with that, though I didn't know you could destroy 
buildings.


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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-16 Thread Christina
I just beat Mission Four on easy mode.  It was a lot of fun!
Thanks!
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Thursday, September 15, 2011 3:51 AM
Subject: [Audyssey] Castaways version 2.3, mission 4 is here.


The version 2.3 update has finally been posted, and it has quite a few new 
features that will keep people entertained.  For 
starters, I must again apologize for not having the new multiplayer mode ready, 
but each day I get a little closer.

I fixed a few more small bugs, as well as another piece of the tome bug that I 
had apparently missed the first time.  A few 
errors were fixed that caused the game to crash for people using unregistered 
files.  The debuglog.txt file is a little 
better now, so it should log more useful information in the event of a game 
crash.

Monks had a bug that caused them to sometimes ignore their tome writing duties 
in exchange for leather working.  This is 
fixed now.

If you move over a closed building on the map, it will now say the word closed 
after the building name.

I've added a clearer mission objective to mission 2's introduction.  Some 
people were getting confused about what exactly was 
required of them in that mission.  Hopefully it is easier to understand now.

The upgraded fisherman job Bait master has been changed to Angler, to make it 
sound a little more accurate.

With all of the new sounds, some people will want to lower their volume so that 
they can hear their screen reader better. 
Hold shift and press brackets [ and ] to raise or lower the sound effects 
volume within the game.

I've added a new feature to the main menu, which allows people to select a 
custom sound pack.  Rather than actually replacing 
the sound files, people making their own sound packs can simply create a new 
folder within the castaway directory.  Populate 
that folder with your own sounds that match the names found within the original 
sounds folder.  As a sample I have included a 
folder called oldpause which is a tiny soundpack that just changes the pause 
and resume sounds back to how they were in past 
versions.  You'll notice that I didn't have to use any other sounds except 
pause and resume, since the game will 
automatically look back to the default sounds folder for any missing sounds 
from the custom sound pack.  To try out the small 
soundpack, set it on the main menu by typing oldpause where it prompts you for 
the sound pack name.

Another feature on the main menu is a toggle called pauses.  By default it is 
set to short, but if you change it to long, the 
supply messages Z X C and V will use periods instead of commas.  Some people 
like the messages how they have always been, but 
a few people have had trouble since the comma pausing isn't long enough for 
their screen reader.  Hopefully this helps 
everyone have what they feel is easiest to understand.

Farmers can now be upgraded using tomes.  Upgrading farmers is a lot like 
upgrading soldiers into the different troop types. 
A menu allows you to turn your farmer into a Gardener, a Wheat farmer, a 
Winemaker, or a Shepherd.  The upgraded farmers get 
a boost to their working speed, and will also focus their efforts on only their 
particular skill.  Gardeners work in 
Vegetable farms, Wheat farmers grow wheat, Winemakers work in vineyards, and 
Shepherds work in animal farms.  For a while now 
people have wanted to divide up their farmers into specific duties, and now you 
can.

Mission 4 has been added!  Prepare yourself for a vicious new enemy that will 
force you to call upon skills from your past. 
In addition to a tricky new enemy, plague becomes your first viral foe.  The 
longer it takes you to complete the mission, the 
higher the risk that your people will catch the disease.  If the illness wasn't 
already bad enough, each person who is sick 
with the plague raises the odds that more of your people will catch it.  You 
had better keep on top of the situation, or you 
could quickly find yourself overwhelmed with dying citizens.

A new type of building has been introduced for mission 4.  The Tudor house is a 
larger home able to support 7 people instead 
of the usual 4.  The buildings are more expensive than using normal sized 
houses, but if space is important to you, the Tudor 
house may be your new best friend.

I wish everyone luck on the new additions.  Have fun, and I will continue 
working whenever I have time.

Download link for castaways can be found here:
www.kaldobsky.com/audiogames/

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[Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread Jeremy Kaldobsky
The version 2.3 update has finally been posted, and it has quite a few new 
features that will keep people entertained.  For starters, I must again 
apologize for not having the new multiplayer mode ready, but each day I get a 
little closer.

I fixed a few more small bugs, as well as another piece of the tome bug that I 
had apparently missed the first time.  A few errors were fixed that caused the 
game to crash for people using unregistered files.  The debuglog.txt file is a 
little better now, so it should log more useful information in the event of a 
game crash.

Monks had a bug that caused them to sometimes ignore their tome writing duties 
in exchange for leather working.  This is fixed now.

If you move over a closed building on the map, it will now say the word closed 
after the building name.

I've added a clearer mission objective to mission 2's introduction.  Some 
people were getting confused about what exactly was required of them in that 
mission.  Hopefully it is easier to understand now.

The upgraded fisherman job Bait master has been changed to Angler, to make it 
sound a little more accurate.

With all of the new sounds, some people will want to lower their volume so that 
they can hear their screen reader better.  Hold shift and press brackets [ and 
] to raise or lower the sound effects volume within the game.

I've added a new feature to the main menu, which allows people to select a 
custom sound pack.  Rather than actually replacing the sound files, people 
making their own sound packs can simply create a new folder within the castaway 
directory.  Populate that folder with your own sounds that match the names 
found within the original sounds folder.  As a sample I have included a folder 
called oldpause which is a tiny soundpack that just changes the pause and 
resume sounds back to how they were in past versions.  You'll notice that I 
didn't have to use any other sounds except pause and resume, since the game 
will automatically look back to the default sounds folder for any missing 
sounds from the custom sound pack.  To try out the small soundpack, set it on 
the main menu by typing oldpause where it prompts you for the sound pack name.

Another feature on the main menu is a toggle called pauses.  By default it is 
set to short, but if you change it to long, the supply messages Z X C and V 
will use periods instead of commas.  Some people like the messages how they 
have always been, but a few people have had trouble since the comma pausing 
isn't long enough for their screen reader.  Hopefully this helps everyone have 
what they feel is easiest to understand.

Farmers can now be upgraded using tomes.  Upgrading farmers is a lot like 
upgrading soldiers into the different troop types.  A menu allows you to turn 
your farmer into a Gardener, a Wheat farmer, a Winemaker, or a Shepherd.  The 
upgraded farmers get a boost to their working speed, and will also focus their 
efforts on only their particular skill.  Gardeners work in Vegetable farms, 
Wheat farmers grow wheat, Winemakers work in vineyards, and Shepherds work in 
animal farms.  For a while now people have wanted to divide up their farmers 
into specific duties, and now you can.

Mission 4 has been added!  Prepare yourself for a vicious new enemy that will 
force you to call upon skills from your past.  In addition to a tricky new 
enemy, plague becomes your first viral foe.  The longer it takes you to 
complete the mission, the higher the risk that your people will catch the 
disease.  If the illness wasn't already bad enough, each person who is sick 
with the plague raises the odds that more of your people will catch it.  You 
had better keep on top of the situation, or you could quickly find yourself 
overwhelmed with dying citizens.

A new type of building has been introduced for mission 4.  The Tudor house is a 
larger home able to support 7 people instead of the usual 4.  The buildings are 
more expensive than using normal sized houses, but if space is important to 
you, the Tudor house may be your new best friend.

I wish everyone luck on the new additions.  Have fun, and I will continue 
working whenever I have time.

Download link for castaways can be found here:
www.kaldobsky.com/audiogames/

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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread john
	I really like the soundpack idea. This could turn out to be 
something where people could distribute various packs, and see 
what everyone likes best. I could even see some kind of 
competition coming out of this.
	The plague already sounds difficult, though it might be 
beatable with a lot of doctors. I've never been one for making 
houses (they're a waste of valuable resources when I can beat the 
game with the starting number of people (at least on easy)), so 
I'm ot sure how much I'm going to use the new building.
	I really like the idea of upgrading farmers (this was 
something I thought was missing from the last version). The open 
and closed being mentioned probably would have been more useful a 
couple of versions ago as  the sounds now demonstrate whether or 
not a building is open or closed.
	Overall though, I certainly think this will be an 
improvement once I can get around to downloading it.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Date sent: Thu, 15 Sep 2011 00:51:54 -0700 (PDT)
Subject: [Audyssey] Castaways version 2.3, mission 4 is here.

The version 2.3 update has finally been posted, and it has quite 
a few new features that will keep people entertained.  For 
starters, I must again apologize for not having the new 
multiplayer mode ready, but each day I get a little closer.


I fixed a few more small bugs, as well as another piece of the 
tome bug that I had apparently missed the first time.  A few 
errors were fixed that caused the game to crash for people using 
unregistered files.  The debuglog.txt file is a little better 
now, so it should log more useful information in the event of a 
game crash.


Monks had a bug that caused them to sometimes ignore their tome 
writing duties in exchange for leather working.  This is fixed 
now.


If you move over a closed building on the map, it will now say 
the word closed after the building name.


I've added a clearer mission objective to mission 2's 
introduction.  Some people were getting confused about what 
exactly was required of them in that mission.  Hopefully it is 
easier to understand now.


The upgraded fisherman job Bait master has been changed to 
Angler, to make it sound a little more accurate.


With all of the new sounds, some people will want to lower their 
volume so that they can hear their screen reader better.  Hold 
shift and press brackets [ and ] to raise or lower the sound 
effects volume within the game.


I've added a new feature to the main menu, which allows people to 
select a custom sound pack.  Rather than actually replacing the 
sound files, people making their own sound packs can simply 
create a new folder within the castaway directory.  Populate that 
folder with your own sounds that match the names found within the 
original sounds folder.  As a sample I have included a folder 
called oldpause which is a tiny soundpack that just changes the 
pause and resume sounds back to how they were in past versions.  
You'll notice that I didn't have to use any other sounds except 
pause and resume, since the game will automatically look back to 
the default sounds folder for any missing sounds from the custom 
sound pack.  To try out the small soundpack, set it on the main 
menu by typing oldpause where it prompts you for the sound pack 
name.


Another feature on the main menu is a toggle called pauses.  By 
default it is set to short, but if you change it to long, the 
supply messages Z X C and V will use periods instead of commas.  
Some people like the messages how they have always been, but a 
few people have had trouble since the comma pausing isn't long 
enough for their screen reader.  Hopefully this helps everyone 
have what they feel is easiest to understand.


Farmers can now be upgraded using tomes.  Upgrading farmers is a 
lot like upgrading soldiers into the different troop types.  A 
menu allows you to turn your farmer into a Gardener, a Wheat 
farmer, a Winemaker, or a Shepherd.  The upgraded farmers get a 
boost to their working speed, and will also focus their efforts 
on only their particular skill.  Gardeners work in Vegetable 
farms, Wheat farmers grow wheat, Winemakers work in vineyards, 
and Shepherds work in animal farms.  For a while now people have 
wanted to divide up their farmers into specific duties, and now 
you can.


Mission 4 has been added!  Prepare yourself for a vicious new 
enemy that will force you to call upon skills from your past.  In 
addition to a tricky new enemy, plague becomes your first viral 
foe.  The longer it takes you to complete the mission, the higher 
the risk that your people will catch the disease.  If the illness 
wasn't already bad enough, each person who is sick with the 
plague raises the odds that more of your people will catch it.  
You had better keep on top of the situation, or you could quickly 
find yourself overwhelmed with dying citizens.


A new type of building has been

[Audyssey] Castaways, mission four.

2011-09-15 Thread Rick
Hi list.
is there a use for the catapult in mission four?
I don't want to waste time or space building it if it doesn't have any use.
I'm sure I can find a use for the other buildings.
Thanks in advance.
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Re: [Audyssey] Castaways, mission four.

2011-09-15 Thread Jeremy Kaldobsky
Whoops!  I was supposed to remove the catapult from mission 4's building list.  
Thanks for spotting that for me, and I will have it removed in the next update. 
 There is no reason to build a catapult in mission 4.

 Hi list.
 is there a use for the catapult in mission four?
 I don't want to waste time or space building it if it
 doesn't have any use.
 I'm sure I can find a use for the other buildings.
 Thanks in advance.


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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread john
Just something amusing I noticed about the subject line, 
castaways 2.3 mission 4 kind of sounds like your counting. Also, 
are you planning to create any more missions in the future?


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Re: [Audyssey] Castaways version 2.3, mission 4 is here.

2011-09-15 Thread Jeremy Kaldobsky
I do have plans for at least 1 more single player mission, possibly more.  
There are also plans for a special multiplayer mission that can only be played 
as a team online, and I have plans to make a new multiplayer mode which will 
allow people to form teams and battle one another.  I desperately want to add 
these things, but of course I cannot actually promise that they will all happen.

 Just something amusing I noticed
 about the subject line, castaways 2.3 mission 4 kind of
 sounds like your counting. Also, are you planning to create
 any more missions in the future?


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[Audyssey] Castaways and walls.

2011-09-15 Thread Rick
Hi list.
Am I doing something wrong, or is this a bug?
I wall in a section of land using different terrain features such as forests 
and so on, and the enemy still appears inside my defenses.
This happens on both missions three and four.
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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread john
It may not be a bug, enemies can show up on the outer edge of the 
map, no matter what is there. This includes fully built walls.


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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread Rick

If that's the case, then to me walls are almost not worth messing with.
I mean what's the point in building a decent defensive perimeter if the 
enemy is just going to  pop up inside it.


- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 15, 2011 6:15 PM
Subject: Re: [Audyssey] Castaways and walls.


It may not be a bug, enemies can show up on the outer edge of the map, no 
matter what is there. This includes fully built walls.


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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread Jeremy Kaldobsky
Rick, we should be able to help if you can let us know which mission, which map 
(default or alternate), the location you are trying to defend, and where your 
walls are being placed.  There might be a hole in your defences somewhere and 
we can help you find it.

 Hi list.
 Am I doing something wrong, or is this a bug?
 I wall in a section of land using different terrain
 features such as forests and so on, and the enemy still
 appears inside my defenses.
 This happens on both missions three and four.


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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread Jeremy Kaldobsky
John is right, since the enemies appear at the edges of the map, you certainly 
wouldn't want to seal yourself in up against a map's edge.  The walls will 
perfectly defend you as long as they are used properly.

 If that's the case, then to me walls
 are almost not worth messing with.
 I mean what's the point in building a decent defensive
 perimeter if the enemy is just going to  pop up inside
 it.


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Re: [Audyssey] Castaways and walls.

2011-09-15 Thread john

One way to build walls would be to put them on y instead of z, so
enemies could not get by. In my mission three game, I sealed in 
my settlement, leaving both column z and row 32 empty, and all 
the enemies have to mass outside of my walls.



- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 15 Sep 2011 15:50:21 -0700 (PDT)
Subject: Re: [Audyssey] Castaways and walls.

John is right, since the enemies appear at the edges of the map, 
you certainly wouldn't want to seal yourself in up against a 
map's edge.  The walls will perfectly defend you as long as they 
are used properly.


If that's the case, then to me walls
are almost not worth messing with.
I mean what's the point in building a decent defensive
perimeter if the enemy is just going to  pop up inside
it.


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[Audyssey] Castaways version 2.2

2011-09-11 Thread Jeremy Kaldobsky
I've been busy, but Kai sent me a complete sound pack for the game today, and I 
found time to code it in so that I could post it as soon as possible.  The 
update still doesn't have the new multiplayer mode I've been trying to finish, 
but it does have a few new things that people might enjoy.

The biggest change is the new sound pack put together by Kai!  It might take 
some of us a little while to get used to the new sounds, but it is good that we 
are finally getting away from the temporary junk files I had originally used.
There are a few bug fixes, including better regional support and a fix for the 
tome bug.  I don't know if the regional settings bug is officially squashed for 
good, but this new update should fix the specific problems people have sent me 
saved game files for.
Secondary maps have been added.  Many of you have already beaten all 3 missions 
and have asked about new content.  Well new maps aren't really the same as new 
content, but they were a quick way to possibly breath a little more life into 
the missions you've already won.  When setting up to play a new game, press 
Enter on Default map and it will cycle to Secondary map as a step between 
Default and Random.  Each mission has 1 secondary map, which gives more variety 
but still lets people get used to the terrain and share tips and hints about 
good building locations.
Very few people have been beating the missions on hard mode, although several 
have.  The ability to play co-op multiplayer is an excellent way for people to 
attempt the game on a difficulty setting that is harder than they can do when 
playing alone.  To provide skilled players with a new challenge, I have added 
the Insane difficulty to the game.  I am personally excited to give this a try 
in co-op.

The download link is here:
www.kaldobsky.com/audiogames/castaways.zip

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Re: [Audyssey] Castaways version 2.2

2011-09-11 Thread lenron brown
nice it would be grate if you could add more missions i love the game grat job

On 9/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I've been busy, but Kai sent me a complete sound pack for the game today,
 and I found time to code it in so that I could post it as soon as possible.
 The update still doesn't have the new multiplayer mode I've been trying to
 finish, but it does have a few new things that people might enjoy.

 The biggest change is the new sound pack put together by Kai!  It might take
 some of us a little while to get used to the new sounds, but it is good that
 we are finally getting away from the temporary junk files I had originally
 used.
 There are a few bug fixes, including better regional support and a fix for
 the tome bug.  I don't know if the regional settings bug is officially
 squashed for good, but this new update should fix the specific problems
 people have sent me saved game files for.
 Secondary maps have been added.  Many of you have already beaten all 3
 missions and have asked about new content.  Well new maps aren't really the
 same as new content, but they were a quick way to possibly breath a little
 more life into the missions you've already won.  When setting up to play a
 new game, press Enter on Default map and it will cycle to Secondary map as a
 step between Default and Random.  Each mission has 1 secondary map, which
 gives more variety but still lets people get used to the terrain and share
 tips and hints about good building locations.
 Very few people have been beating the missions on hard mode, although
 several have.  The ability to play co-op multiplayer is an excellent way for
 people to attempt the game on a difficulty setting that is harder than they
 can do when playing alone.  To provide skilled players with a new challenge,
 I have added the Insane difficulty to the game.  I am personally excited to
 give this a try in co-op.

 The download link is here:
 www.kaldobsky.com/audiogames/castaways.zip

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Re: [Audyssey] Castaways: People mysteriously disappearing

2011-09-11 Thread Alfredo_The_Music_maker

Hello,
I am not sure if this is supposed to happen, or if this might be a bug, 
but when Dewain the game to a close, I had 48 people total. Right when 
the ship had 50 of everything except for wine, I checked my total again, 
and was surprised that there were 23 people instead of 48. Also it 
appears that some buildings were gone. I did not realize this until I 
noticed people started to die from starvation. My question is, how could 
the number of people have fallen without some kind of a warning?

Alfredo

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Re: [Audyssey] Castaways: People mysteriously disappearing

2011-09-11 Thread Jeremy Kaldobsky
I believe I have a pretty likely explanation as to why this happened.  Odds 
are, you had a backlog of messages.  When your food ran out a bunch of your 
people starved but the starvation messages were in the back log still when you 
checked your population.  Checking the current population showed the small 
number of people even though you hadn't been shown the starvation messages yet.


 Hello,
 I am not sure if this is supposed to happen, or if this
 might be a bug, but when Dewain the game to a close, I had
 48 people total. Right when the ship had 50 of everything
 except for wine, I checked my total again, and was surprised
 that there were 23 people instead of 48. Also it appears
 that some buildings were gone. I did not realize this until
 I noticed people started to die from starvation. My question
 is, how could the number of people have fallen without some
 kind of a warning?
 Alfredo


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Re: [Audyssey] castaways suggestion

2011-09-08 Thread Christina
Hi.
You can get this info by hitting the shift and the g key at the same time.
HTH,
Christina

- Original Message - 
From: john jpcarnemo...@comcast.net
To: gamers gamers@audyssey.org
Sent: Wednesday, September 07, 2011 8:50 PM
Subject: [Audyssey] castaways suggestion


Hi Aprone,
I've been playing mission three quite a bit, and it came to 
my attention that a key to check, or display (perhaps in a menu) 
the remaining enemies would be really useful. This would stop 
people having to look over the entire map for enemies, or to 
check the strength of the enemy.

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[Audyssey] Castaways: Message Pile-up

2011-09-08 Thread Christina
Hi.
I'm trying a different strategy this time when I'm playing Mission Three of 
Castaways.  I have more than a hundred people and I suspect this is the cause 
of my problem.
Often times, a persons status-mother or worker or ailing verses healthy-is 
different than recent messages would indicate.  I also don't get messages other 
players send to me for a long time.
Is there a way to fix this or to go to the end of all of my messages?

I have the game speed set to Blazing and that doesn't fix the problem.  Thanks 
for any help.
Christina
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Re: [Audyssey] Castaways: Message Pile-up

2011-09-08 Thread Jeremy Kaldobsky
When multiple messages are generated on a single tick, you are presented with 
the first one and the next is put on a back log list which will be picked from 
on the next tick.  To give an example, if on the exact same tick you had 10 
people die, it will require the game to run for at least 10 ticks before you 
finally see the last death message.  I say at least, because other messages 
could also have been piling up before the people died to begin with.  When you 
have such a monstrous population, there is going to be a huge back log of 
messages since there are so many people doing things.  One solution is to 
disable as many message types as you can do without, and the other solution is 
to pause the game often and press the guave/tilde (~) key to pull the next back 
logged message out to be read.

 Hi.
 I'm trying a different strategy this time when I'm playing
 Mission Three of Castaways.  I have more than a hundred
 people and I suspect this is the cause of my problem.
 Often times, a persons status-mother or worker or ailing
 verses healthy-is different than recent messages would
 indicate.  I also don't get messages other players send
 to me for a long time.
 Is there a way to fix this or to go to the end of all of my
 messages?
 
 I have the game speed set to Blazing and that doesn't fix
 the problem.  Thanks for any help.
 Christina


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Re: [Audyssey] castaways suggestion

2011-09-08 Thread john
Hmmm, That's what I get for not reading the readme for the last 
10 versions.


Thanks for the help,
John.

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Re: [Audyssey] Castaways: Message Pile-up

2011-09-08 Thread john

Use the grave key (or backslash) to move through messages.

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Re: [Audyssey] Castaways: Message Pile-up

2011-09-08 Thread Christina
That helped a lot.
Thanks.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 08, 2011 11:48 AM
Subject: Re: [Audyssey] Castaways: Message Pile-up


When multiple messages are generated on a single tick, you are presented with 
the first one and the next is put on a back log 
list which will be picked from on the next tick.  To give an example, if on the 
exact same tick you had 10 people die, it 
will require the game to run for at least 10 ticks before you finally see the 
last death message.  I say at least, because 
other messages could also have been piling up before the people died to begin 
with.  When you have such a monstrous 
population, there is going to be a huge back log of messages since there are so 
many people doing things.  One solution is to 
disable as many message types as you can do without, and the other solution is 
to pause the game often and press the 
guave/tilde (~) key to pull the next back logged message out to be read.

 Hi.
 I'm trying a different strategy this time when I'm playing
 Mission Three of Castaways. I have more than a hundred
 people and I suspect this is the cause of my problem.
 Often times, a persons status-mother or worker or ailing
 verses healthy-is different than recent messages would
 indicate. I also don't get messages other players send
 to me for a long time.
 Is there a way to fix this or to go to the end of all of my
 messages?

 I have the game speed set to Blazing and that doesn't fix
 the problem. Thanks for any help.
 Christina


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[Audyssey] castaways suggestion

2011-09-07 Thread john

Hi Aprone,
	I've been playing mission three quite a bit, and it came to 
my attention that a key to check, or display (perhaps in a menu) 
the remaining enemies would be really useful. This would stop 
people having to look over the entire map for enemies, or to 
check the strength of the enemy.


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Re: [Audyssey] Castaways: 2.1 idle workers tweak.

2011-09-06 Thread Jeremy Kaldobsky
Chris, I'm glad you like the idle category and I have written down your 
suggestion to remove mothers and ailing from that count it gives.  The idle 
category was recently suggested by someone from the community, and I was very 
excited to put it in because I also thought it was an excellent idea!

I think last week marked my finally beating all 3 missions on hard, but yes it 
is quite a big difference between hard and normal.  I didn't miss the resources 
so much, but the mission people does hurt and the extra random disasters can 
wreak havoc at an instant.

Has anyone given the new starter, perks, or fault a try yet?  I'd be interested 
to hear what people think of them.  If any seem totally useless we can figure 
out a good replacement.

 First of all, I love the concept
 behind listing the idle workers.  Could you
 pull out the ailing and mothers from the number though as
 it's confusing to
 see two idle workers but not find the idle category because
 they're both
 mothers.  I think we know that mothers and ailing are
 idle.
 
  
 
 Trying my first hard mode game and man, 10 is hard to start
 out with.  Those
 extra two workers make a much bigger difference than you'd
 think.
 
  
 
                
 Chris Bartlett


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