Re: [Audyssey] Castaways version 1.9b with manual training and merchantcart working.

2011-08-28 Thread dark

Hi aprone.

I was looking forward to a new version of castaways to play with when i got 
back from music school, I'll be looking forward to this one sinse it sounds 
like a major upgrade.


Just a couple of questions though.

Firstly, the merchant cart as a device for sending aide sounds great, 
however for co op play I wonder if it could also be expanded to actually 
send population to other people as well.


Afterall that way a player with 10 houses and a population of 50 or so can 
help out someone who's just come online and is starting up much more 
effectively.


Interface wise, once a merchant and cart are created, just have people 
travel on the cart, perhaps with ctrl e for emigrate.


Also, is formal trading with currency, perhaps with npc trading races going 
to be inserted into the game later on?


Beware the grue!

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

To: audyssey gamers@audyssey.org
Sent: Saturday, August 27, 2011 7:49 PM
Subject: [Audyssey] Castaways version 1.9b with manual training and 
merchantcart working.




I've just posted version 1.9b which has a handful of important changes.

I've fixed the few bugs people had reported, including the inability to 
mute some message types, soldiers being listed in job categories they 
weren't supposed to be in, and long chat messages showing up as being 
blank.


In the last update I made the AI better at deciding what troop type 
soldiers should train to become, but I've taken that in a new direction 
now.  Soldiers will never train by themselves, even when you have armor 
and such in the barracks.  Just like using a tome, select a soldier and 
press U to bring up a menu allowing you to pick how they will train!  Of 
course, you must still have the needed items in your barracks before it 
will let you train that type of troop.


Wine was used less than any other food type simply because it was 
technically no different than the others but it was harder to produce.  As 
an extra incentive, any of your people who currently have wine in their 
stomachs will perform their jobs 10 percent faster.  This extra bonus 
doesn't take away from wine's usual energy, so it still acts as a food 
just like it did before.  Hopefully this will encourage more people to 
work on wine production.


Multiplayer co-op has undergone some extreme changes.  I'm still working 
on the battling multiplayer modes, but in the mean time I wanted to 
release these changes that are part of the foundation for the stuff yet to 
come.  This will also allow people to test for bugs and provide feedback 
about it.  Jobs no longer automatically change for your online 
representative.  I thought it was a cool idea, but it has been quite 
annoying to many people and I figured I would try removing it to see how 
it goes.  Some people would change jobs constantly which caused other 
players to see the job change messages over and over, and if someone 
picked a job you didn't want around, there was nothing you could do about 
it.  For example, if you weren't making wine but a person's multiplayer 
representative was a cooper, tons of your lumber would be being turned 
into useless barrels with no convenient way for you to put an end to it. 
As it stands now, all multiplayer people

will show up as peasants and are locked in to that job position.

The merchant cart is finished now.  In a multiplayer game build a merchant 
cart, assign a merchant, and press Backspace on the building.  A menu will 
allow you to choose who to send supplies to and how much of everything you 
wish to send.  Sending the supplies will arrive at the other person almost 
instantly, but your merchant will spend time traveling and will be 
unable to help in your settlement until he gets back.  This is meant to 
provide a little bit of an extra cost to sending supplies.  Each time you 
wish to send supplies, it requires a merchant.  You could be helping 10 
different friends at once, but it would require you to dedicate 10 people 
as merchants for a while.


I know you're probably already thinking of how many ways people could 
cheat using the merchant cart.  That is very true, and there's no sense in 
hiding that fact.  While playing Co-op multiplayer, it is just like Single 
player in the sense that you should do whatever brings you the most 
entertainment as you play.  If Saving your game every 5 seconds so you can 
avoid any injuries is fun for you, then by all means go for it.  It isn't 
hurting anyone.  In this spirit of innocent fun, hopefully people will 
understand that can abuse the merchant cart to get an extra advantage, and 
that there is nothing technically wrong with that.  For me personally, I 
would like to play Co-op on the hard difficulty with the absolute worst 
fault I can get.  It would be super hard and I would actually have fun 
depending on my team of multiplayer friends to help me survive!  lol!


While I work on the other multiplayer mode, I am trying 

Re: [Audyssey] Castaways version 1.9b with manual training and merchantcart working.

2011-08-28 Thread Jeremy Kaldobsky
Welcome back Dark!  We have missed you sir.

I don't currently have plans to allow all unit types to be transferred, but I'm 
actually typing this while taking a break from the new war tent code I'm 
writing.  It will allow people to transfer soldiers to another player as a way 
to reinforce them in times of trouble.  It isn't quite as nice as being able to 
give someone, for example, workers or peasants, but I'm sure a friend under 
siege will be happy to gain a dozen new soldiers to join his population.

I do plan to go through soon and remove the beta status from my games.  It is 
something I should have done a long time ago, I'm just lazy and/or forgetful.  
haha.

I don't have any plans for standard currency, but who knows what I'll end up 
adding if I add even more missions later.  That seems like a logical 
progression to make.

 Hi aprone.
 
 I was looking forward to a new version of castaways to play
 with when i got back from music school, I'll be looking
 forward to this one sinse it sounds like a major upgrade.
 
 Just a couple of questions though.
 
 Firstly, the merchant cart as a device for sending aide
 sounds great, however for co op play I wonder if it could
 also be expanded to actually send population to other people
 as well.
 
 Afterall that way a player with 10 houses and a population
 of 50 or so can help out someone who's just come online and
 is starting up much more effectively.
 
 Interface wise, once a merchant and cart are created, just
 have people travel on the cart, perhaps with ctrl e for
 emigrate.
 
 Also, is formal trading with currency, perhaps with npc
 trading races going to be inserted into the game later on?
 
 Beware the grue!
 
 dark.


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Re: [Audyssey] Castaways version 1.9b with manual training and merchantcart working.

2011-08-27 Thread Christina
Cool.
I can't wait to try out the merchant cart!
Thanks.
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: audyssey gamers@audyssey.org
Sent: Saturday, August 27, 2011 2:49 PM
Subject: [Audyssey] Castaways version 1.9b with manual training and 
merchantcart working.


I've just posted version 1.9b which has a handful of important changes.

I've fixed the few bugs people had reported, including the inability to mute 
some message types, soldiers being listed in job 
categories they weren't supposed to be in, and long chat messages showing up as 
being blank.

In the last update I made the AI better at deciding what troop type soldiers 
should train to become, but I've taken that in a 
new direction now.  Soldiers will never train by themselves, even when you have 
armor and such in the barracks.  Just like 
using a tome, select a soldier and press U to bring up a menu allowing you to 
pick how they will train!  Of course, you must 
still have the needed items in your barracks before it will let you train that 
type of troop.

Wine was used less than any other food type simply because it was technically 
no different than the others but it was harder 
to produce.  As an extra incentive, any of your people who currently have wine 
in their stomachs will perform their jobs 10 
percent faster.  This extra bonus doesn't take away from wine's usual energy, 
so it still acts as a food just like it did 
before.  Hopefully this will encourage more people to work on wine production.

Multiplayer co-op has undergone some extreme changes.  I'm still working on the 
battling multiplayer modes, but in the mean 
time I wanted to release these changes that are part of the foundation for the 
stuff yet to come.  This will also allow 
people to test for bugs and provide feedback about it.  Jobs no longer 
automatically change for your online representative. 
I thought it was a cool idea, but it has been quite annoying to many people and 
I figured I would try removing it to see how 
it goes.  Some people would change jobs constantly which caused other players 
to see the job change messages over and over, 
and if someone picked a job you didn't want around, there was nothing you could 
do about it.  For example, if you weren't 
making wine but a person's multiplayer representative was a cooper, tons of 
your lumber would be being turned into useless 
barrels with no convenient way for you to put an end to it.  As it stands now, 
all multiplayer people
 will show up as peasants and are locked in to that job position.

The merchant cart is finished now.  In a multiplayer game build a merchant 
cart, assign a merchant, and press Backspace on 
the building.  A menu will allow you to choose who to send supplies to and how 
much of everything you wish to send.  Sending 
the supplies will arrive at the other person almost instantly, but your 
merchant will spend time traveling and will be 
unable to help in your settlement until he gets back.  This is meant to provide 
a little bit of an extra cost to sending 
supplies.  Each time you wish to send supplies, it requires a merchant.  You 
could be helping 10 different friends at once, 
but it would require you to dedicate 10 people as merchants for a while.

I know you're probably already thinking of how many ways people could cheat 
using the merchant cart.  That is very true, and 
there's no sense in hiding that fact.  While playing Co-op multiplayer, it is 
just like Single player in the sense that you 
should do whatever brings you the most entertainment as you play.  If Saving 
your game every 5 seconds so you can avoid any 
injuries is fun for you, then by all means go for it.  It isn't hurting anyone. 
 In this spirit of innocent fun, hopefully 
people will understand that can abuse the merchant cart to get an extra 
advantage, and that there is nothing technically 
wrong with that.  For me personally, I would like to play Co-op on the hard 
difficulty with the absolute worst fault I can 
get.  It would be super hard and I would actually have fun depending on my team 
of multiplayer friends to help me survive! 
lol!

While I work on the other multiplayer mode, I am trying to limit the number of 
ways people can cheat or get an unfair 
advantage, because the future mode will have players competing and therefore 
cheating is actually hurting the other people.

There are many server and game changes that are happening behind the scenes, 
but those really aren't anything people will 
appreciate yet.  The good news is that much of the foundation is in place for 
me to do the competitive multiplayer mode.

Oh yeah, for fun I've hidden a very popular Cheat code in Castaways.  I wonder 
how long it will be before someone figures it 
out, but to enter the code simply type it and press enter during your game.  
Obviously if you don't type the correct code you 
will not see any special message, and will probably have done a few random 
things in 

Re: [Audyssey] Castaways version 1.9b with manual training and merchantcart working.

2011-08-27 Thread Jeremy Kaldobsky
Christina, thanks again for the supplies when we played earlier.  Now that my 
city is walled in I've put the materials you gave me to good use and my 
settlement is back stable again producing all of the food it needs.  It's just 
a matter of building each catapult now.  I have the space and most of the 
supplies I need to finish them all.  I think I'll try hard mode next time, just 
to see if I can survive.

 Cool.
 I can't wait to try out the merchant cart!
 Thanks.
 Christina


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