I think magic is a good thing to have in a game.  What I'd like to see is 
that no matter what enemy finds what enemy, no attacks are made unless war 
is declared.  Sometimes, I scout with my knights cuz they're the fastest, 
and they come upon someone's army, and I want to give them a chance to build 
before kicking butt--but the knights don't know or care about what I 
want--they just kick butt!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- 
From: "Darren Harris" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" <[email protected]>
Sent: Wednesday, October 03, 2007 10:52 AM
Subject: Re: [Audyssey] The sound rts game


>I love huge maps. When I played cossacks I always played on the biggest
> maps. With sea and stuff like that it always made things very very
> interesting. More room to move about in and if you feel the need to
> relocate then you can lose yourself very quickly. The 1 thing I loved is
> that you could have up to something like 8000 units as long as you ha
> enough food and town halls. That's more what I'd like to see in this
> sound rts. The ability to have hundreds of units. Better sound affects.
> More cannans, boats, more infentry units, get rid of the mages in my
> opinion that makes the game to easy. Just to tellyport stuff where ever
> you want gives both sides an unfare advantage over the other depending
> on who gets there first. Same with dragans. You can just concentrate on
> building draggans and blast everything out the way once you got them. It
> wouldn't take that long really. The age of empires style of game is
> good. But I do think that the magical side of the game should really be
> steered away from.
>
> Lets have acadamies, various types of research, hospitals, fishing
> boats, sea ports, that would be something truly great. I'd love to see
> the sound rts something that you can really get your teeth into for
> hours and hours at a time.
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
> On Behalf Of Dark
> Sent: 03 October 2007 15:13
> To: Gamers Discussion list
> Subject: Re: [Audyssey] The sound rts game
>
>
> Well, as long as the language is relatively symple, sinse we can always
> start off with a basic map and work up.
>
> One thing that might be helpful though, is how about a map review mode,
> whereby you could move around and see all the squares of the map, and
> their
> various resources without any units present (either yours or anyone
> elses).
>
> It'd just be rather bad if you created what you thought was a perfect
> map,
> and missed a mistake on a very distant square simply because you
> couldn't
> move a unit their during the game to see what'd happened, ----- such as
> you
> start at square A-1, and everything is fine, but there is a problem at
> square j-10.
>
> Beware the Grue!
>
> Dark.
>
>
> ----- Original Message ----- 
> From: "SoundMUD" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Wednesday, October 03, 2007 11:54 AM
> Subject: Re: [Audyssey] The sound rts game
>
>
>>> Will we have the ability to create our own maps? Simply rather than
>>> having
>>> to use programming language?? Now that would be cool. And to control
> how
>>> how
>>> much of a resource there is in 1 place at a time? And to have
> different
>>> size
>>> maps? I love the game I think it's truly an excellent achievement
>>
>> A map editor is not planned, it would take relatively too much time.
>> The language used is quite simple anyway, especially for editing an
>> existing map. Different size maps are possible.
>>
>> Jean-Luc
>>
>> --
>> SoundRTS web site: http://jlpo.free.fr/soundrts
>> SoundRTS development log: http://soundrts.blogspot.com/
>> SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat
>>
>> ---
>> Gamers mailing list __ [email protected]
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