Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-08-03 Thread Jeremy Kaldobsky
I had originally thought about clearing the resources entirely, but I felt it 
would limit what I could do with maps.  With the way they are now, I can keep 
control over how much land is available to be built on and how many map 
entrances exist that allow Goblins in.  Because you don't directly control your 
lumberjacks, miners, and stone masons, it would be quite unfair to realize they 
had just cleared away some new spot and Goblins were now pouring into your land 
from a brand new spot.  I do also like being able to force people to spend more 
time planning out where is best to build.  If land cleared, I very much doubt 
anyone would ever need to worry about positioning their buildings around the 
geography of the map.

> I'm asking out of just being curious
> here.  With lumberjacks, why don't they 
> cut down all the trees?  I've noticed in a few games
> that I'll go from 
> forest/dense forest to scattered trees in an area. 
> I'd think if everything 
> was cut down then it would go to land where you could build
> something on it. 
> Just a thought.


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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-08-02 Thread Ron Schamerhorn
I'm asking out of just being curious here.  With lumberjacks, why don't they 
cut down all the trees?  I've noticed in a few games that I'll go from 
forest/dense forest to scattered trees in an area.  I'd think if everything 
was cut down then it would go to land where you could build something on it. 
Just a thought.

- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 02, 2011 11:58 PM
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!


Hi Phil,
Nope, not quite how it works. It is asDark said. Yousimply order your
lumberjacks to chip trees, and they'll go ahead and find the nearest forest.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Saturday, July 30, 2011 1:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!

Hi Dark,
I picture the beginning as you are always at the cursor location and your
people follow you around as you explore the map.
When you want one of your people to start chopping trees you go to the place

where they should work and tell them what to do.
So starting at J 15 which is land near the water makes perfect sense to me.

- Original Message - 
From: "dark" 
To: "Gamers Discussion list" 
Sent: Saturday, July 30, 2011 2:17 PM
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!


> Hi Phil.
>
> I'm afraid I don't agree. "you" meaning the group of castaways are on the
> beach, but "you" the player are simply viewing the map and selecting a
> place for the settlement, therefore the view starts with the curser at the

> most logical place which is top left corner at A1.
>
> Afterall, your people don't walk from a1 around the map as you move your
> curser, it's just a review method, in fact the curser starts on a1 in
> mission 2.
>
> i'm afraid to me, siting the curser at J15 or somewhere on water would
> just make for needless confusion of new players of the game, and also make

> less clear the relationship the curser viewing the map has to the people
> your controlling.
>
> Beware the grue!
>
> Dark.
>
> ---
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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-08-02 Thread Hayden Presley
Hi Dark,
In adition to that, three is water at A12, so as far as that goes you can be
said to be near water.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, July 30, 2011 1:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!

Hi Phil.

I'm afraid I don't agree. "you" meaning the group of castaways are on the 
beach, but "you" the player are simply viewing the map and selecting a place

for the settlement, therefore the view starts with the curser at the most 
logical place which is top left corner at A1.

Afterall, your people don't walk from a1 around the map as you move your 
curser, it's just a review method, in fact the curser starts on a1 in 
mission 2.

i'm afraid to me, siting the curser at J15 or somewhere on water would just 
make for needless confusion of new players of the game, and also make less 
clear the relationship the curser viewing the map has to the people your 
controlling.

Beware the grue!

Dark. 


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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-08-02 Thread Hayden Presley
Hi Phil,
Nope, not quite how it works. It is asDark said. Yousimply order your
lumberjacks to chip trees, and they'll go ahead and find the nearest forest.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Saturday, July 30, 2011 1:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!

Hi Dark,
I picture the beginning as you are always at the cursor location and your 
people follow you around as you explore the map.
When you want one of your people to start chopping trees you go to the place

where they should work and tell them what to do.
So starting at J 15 which is land near the water makes perfect sense to me.

- Original Message - 
From: "dark" 
To: "Gamers Discussion list" 
Sent: Saturday, July 30, 2011 2:17 PM
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!


> Hi Phil.
>
> I'm afraid I don't agree. "you" meaning the group of castaways are on the 
> beach, but "you" the player are simply viewing the map and selecting a 
> place for the settlement, therefore the view starts with the curser at the

> most logical place which is top left corner at A1.
>
> Afterall, your people don't walk from a1 around the map as you move your 
> curser, it's just a review method, in fact the curser starts on a1 in 
> mission 2.
>
> i'm afraid to me, siting the curser at J15 or somewhere on water would 
> just make for needless confusion of new players of the game, and also make

> less clear the relationship the curser viewing the map has to the people 
> your controlling.
>
> Beware the grue!
>
> Dark.
>
> ---
> 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://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> 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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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-31 Thread Christina
Awesome!
Thanks, Jeremy.
Christina

- Original Message - 
From: "Jeremy Kaldobsky" 
To: "audyssey" 
Sent: Saturday, July 30, 2011 11:07 AM
Subject: [Audyssey] castaways version 1.4b, with Jaws support!


Version 1.4b has been posted.  This one has Jaws support, an ability for people 
to test out the French and Russian 
translations while I continue to work with those, and finally a new way to 
select jobs for your people that is Much! faster!

If you are a Jaws user, press Tab to finally get rid of the Sapi voice you hate 
so much!  haha.

While a person is selected, hold control, and press the letter your desired job 
begins with.  For example, pressing B will 
assign this person to be a builder, pressing B again will choose baker, and it 
will continue cycling through jobs that begin 
with B.

I'm still working on getting the game truly ready for translations, but in the 
mean time everyone can check out the French 
and Russian translations provided by Florie Bert, and Stacy from klango.  Here 
is how you can use them.  In your castaways 
directory, you will see French.txt and Russian.txt.  Pick the one you want to 
try, and rename it language.txt.  That's all! 
Just start up the game and it should be presented to you in that language.  
Keep in mind that the mission 2 stuff was added 
after the translators began working, so you will encounter a few messages that 
will remain English for now.  When you want to 
go back to using English in the game, just rename the language.txt file back to 
whatever it was originally.

The readme.txt file, Buildingguide.txt, and jobs guide.rtf files have also all 
been updated.

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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread Hayden Presley
Hi,
THat  is often problematic though. For instance, I was playing earlier
today, and I had three injured people. Well, I had cloth, but with my
peasants transporting oar, meat, and dead animals, and vegetables, I never
got the cloth to the hospital. Then if you close everyhing but the hospital
they start starving very quickly.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, July 30, 2011 3:59 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!

Hi Phil.

Nope, not from what I've seen at all.

As I said, the curser is just for viewing the map and planting buildings.

In castaways you have no direct control over what any of your people do at 
all. Lumberjacks will automatically find the nearest tree, your soldiers and

knights go off and attack the goblins nearest your guard towers, builders 
start streight off when a building site has enough materials etc.

This makes it a very different game to something like Sound rts where you 
must order people to go to specific places and do specific things.

This is why castaways is actually more realistic and in the matter of it's 
resource and population management probably more complex as well.

Beware the grue!

Dark. 


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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread dark

Hi Phil.

Nope, not from what I've seen at all.

As I said, the curser is just for viewing the map and planting buildings.

In castaways you have no direct control over what any of your people do at 
all. Lumberjacks will automatically find the nearest tree, your soldiers and 
knights go off and attack the goblins nearest your guard towers, builders 
start streight off when a building site has enough materials etc.


This makes it a very different game to something like Sound rts where you 
must order people to go to specific places and do specific things.


This is why castaways is actually more realistic and in the matter of it's 
resource and population management probably more complex as well.


Beware the grue!

Dark. 



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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread Phil Vlasak

Hi dark,
I thought the lumberjack when created would find the nearest tree to the 
coordinates you were at when you assigned  him or her.

Phil

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, July 30, 2011 2:57 PM
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!


I'm sorry Phil, but I actually believe mechanically you pretty much can 
order your peopel around with the curser anywhere.


Just tel someone to be a lumberjack, and they'll automatically run off to 
the nearest quarry. All the curser does is let you look around the map, 
and site where you want buildings to be, your people behave entirely 
independent of it.


It is not like say sound rts where you need to tell a peasant to go to a 
specific wood to chop trees, in castaways your lumberjack will walk off 
and find his/her own trees.


That's why it's where you need to put the sawmill that makes all the 
difference, not what tree your looking at with the curser when you assign 
a lumberjack.



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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread dark

Yep Darren.

i usually have everything production wise as close to the storehouse as I 
can, then stick houses a ways off, sinse it really doesn't matter too much 
where you put them at the moment.


Beware the grue!

Dark.
- Original Message - 
From: "darren harris" 

To: "'Gamers Discussion list'" 
Sent: Saturday, July 30, 2011 8:07 PM
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!


This is true. Although I tend to group everything resource driven round 
the

storehouse as best I can. I do tend to put the storehouse close to both
trees and rocks

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 30 July 2011 19:58
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!

I'm sorry Phil, but I actually believe mechanically you pretty much can
order your peopel around with the curser anywhere.

Just tel someone to be a lumberjack, and they'll automatically run off to
the nearest quarry. All the curser does is let you look around the map, 
and
site where you want buildings to be, your people behave entirely 
independent


of it.

It is not like say sound rts where you need to tell a peasant to go to a
specific wood to chop trees, in castaways your lumberjack will walk off 
and

find his/her own trees.

That's why it's where you need to put the sawmill that makes all the
difference, not what tree your looking at with the curser when you assign 
a

lumberjack.

Beware the grue!

Dark.


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list,

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list,
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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread darren harris
This is true. Although I tend to group everything resource driven round the
storehouse as best I can. I do tend to put the storehouse close to both
trees and rocks 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: 30 July 2011 19:58
To: Gamers Discussion list
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!

I'm sorry Phil, but I actually believe mechanically you pretty much can 
order your peopel around with the curser anywhere.

Just tel someone to be a lumberjack, and they'll automatically run off to 
the nearest quarry. All the curser does is let you look around the map, and 
site where you want buildings to be, your people behave entirely independent

of it.

It is not like say sound rts where you need to tell a peasant to go to a 
specific wood to chop trees, in castaways your lumberjack will walk off and 
find his/her own trees.

That's why it's where you need to put the sawmill that makes all the 
difference, not what tree your looking at with the curser when you assign a 
lumberjack.

Beware the grue!

Dark. 


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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread dark
I'm sorry Phil, but I actually believe mechanically you pretty much can 
order your peopel around with the curser anywhere.


Just tel someone to be a lumberjack, and they'll automatically run off to 
the nearest quarry. All the curser does is let you look around the map, and 
site where you want buildings to be, your people behave entirely independent 
of it.


It is not like say sound rts where you need to tell a peasant to go to a 
specific wood to chop trees, in castaways your lumberjack will walk off and 
find his/her own trees.


That's why it's where you need to put the sawmill that makes all the 
difference, not what tree your looking at with the curser when you assign a 
lumberjack.


Beware the grue!

Dark. 



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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread Phil Vlasak

Hi Dark,
I picture the beginning as you are always at the cursor location and your 
people follow you around as you explore the map.
When you want one of your people to start chopping trees you go to the place 
where they should work and tell them what to do.

So starting at J 15 which is land near the water makes perfect sense to me.

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, July 30, 2011 2:17 PM
Subject: Re: [Audyssey] castaways version 1.4b, with Jaws support!



Hi Phil.

I'm afraid I don't agree. "you" meaning the group of castaways are on the 
beach, but "you" the player are simply viewing the map and selecting a 
place for the settlement, therefore the view starts with the curser at the 
most logical place which is top left corner at A1.


Afterall, your people don't walk from a1 around the map as you move your 
curser, it's just a review method, in fact the curser starts on a1 in 
mission 2.


i'm afraid to me, siting the curser at J15 or somewhere on water would 
just make for needless confusion of new players of the game, and also make 
less clear the relationship the curser viewing the map has to the people 
your controlling.


Beware the grue!

Dark.

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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread dark

Hi Phil.

I'm afraid I don't agree. "you" meaning the group of castaways are on the 
beach, but "you" the player are simply viewing the map and selecting a place 
for the settlement, therefore the view starts with the curser at the most 
logical place which is top left corner at A1.


Afterall, your people don't walk from a1 around the map as you move your 
curser, it's just a review method, in fact the curser starts on a1 in 
mission 2.


i'm afraid to me, siting the curser at J15 or somewhere on water would just 
make for needless confusion of new players of the game, and also make less 
clear the relationship the curser viewing the map has to the people your 
controlling.


Beware the grue!

Dark. 



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Re: [Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread Phil Vlasak

Hi Jeremy,
It is a small point but in the introduction to the first mission you are 
cast up on a beach. But when you start the level you are at a 1 which is 
dense forest.
I suggest moving the starting location to something like j 15 which is land 
next to water.

Phil

- Original Message - 
From: "Jeremy Kaldobsky" 

To: "audyssey" 
Sent: Saturday, July 30, 2011 11:07 AM
Subject: [Audyssey] castaways version 1.4b, with Jaws support!


Version 1.4b has been posted.  This one has Jaws support, an ability for 
people to test out the French and Russian translations while I continue to 
work with those, and finally a new way to select jobs for your people that 
is Much! faster!


If you are a Jaws user, press Tab to finally get rid of the Sapi voice you 
hate so much!  haha.


While a person is selected, hold control, and press the letter your 
desired job begins with.  For example, pressing B will assign this person 
to be a builder, pressing B again will choose baker, and it will continue 
cycling through jobs that begin with B.


I'm still working on getting the game truly ready for translations, but in 
the mean time everyone can check out the French and Russian translations 
provided by Florie Bert, and Stacy from klango.  Here is how you can use 
them.  In your castaways directory, you will see French.txt and 
Russian.txt.  Pick the one you want to try, and rename it language.txt. 
That's all!  Just start up the game and it should be presented to you in 
that language.  Keep in mind that the mission 2 stuff was added after the 
translators began working, so you will encounter a few messages that will 
remain English for now.  When you want to go back to using English in the 
game, just rename the language.txt file back to whatever it was 
originally.


The readme.txt file, Buildingguide.txt, and jobs guide.rtf files have also 
all been updated.


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[Audyssey] castaways version 1.4b, with Jaws support!

2011-07-30 Thread Jeremy Kaldobsky
Version 1.4b has been posted.  This one has Jaws support, an ability for people 
to test out the French and Russian translations while I continue to work with 
those, and finally a new way to select jobs for your people that is Much! 
faster!

If you are a Jaws user, press Tab to finally get rid of the Sapi voice you hate 
so much!  haha.

While a person is selected, hold control, and press the letter your desired job 
begins with.  For example, pressing B will assign this person to be a builder, 
pressing B again will choose baker, and it will continue cycling through jobs 
that begin with B.

I'm still working on getting the game truly ready for translations, but in the 
mean time everyone can check out the French and Russian translations provided 
by Florie Bert, and Stacy from klango.  Here is how you can use them.  In your 
castaways directory, you will see French.txt and Russian.txt.  Pick the one you 
want to try, and rename it language.txt.  That's all!  Just start up the game 
and it should be presented to you in that language.  Keep in mind that the 
mission 2 stuff was added after the translators began working, so you will 
encounter a few messages that will remain English for now.  When you want to go 
back to using English in the game, just rename the language.txt file back to 
whatever it was originally.

The readme.txt file, Buildingguide.txt, and jobs guide.rtf files have also all 
been updated.

---
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