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Official KaM Remake Bugs topic

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Lewin

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KaM Remake Developer

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Post 14 Feb 2014, 03:16

Re: Official KaM Remake Bugs topic

Longer distance deliveries are considered a lower priority than short distance deliveries in order to make your village more efficient. So if there are shorter deliveries that need doing then serfs will not take the long distance deliveries from the second storehouse.
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Luki

Lance Carrier

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Post 20 Feb 2014, 18:27

Re: Official KaM Remake Bugs topic

I noticed probably bug in RMK editor. I cannot set Victory or lost Conditions. Everytime i set it and saving file, after load they are deleted and have info: lost/victory goals are deprecated! Use script instead!"

I using winter Beta. And my Human player is set as player 4. Also used all 12 possible players.

I Cannot finish mission because this ;/
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andreus

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Sword Fighter

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Post 21 Feb 2014, 19:12

Re: Official KaM Remake Bugs topic

Had the same problem... but found a way to fix it :D

Open .dat script with KaMEdit 0.3 beta and replace
  Code:
!ADD_LOST_GOAL 3 0 99 0 !ADD_GOAL 3 1 99 3 ...
with
  Code:
!ADD_LOST_GOAL 3 0 0 0 !ADD_GOAL 3 1 0 3 ...
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Ben

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Former Site Admin

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Post 25 Feb 2014, 06:08

Re: Official KaM Remake Bugs topic

Split topic to here: viewtopic.php?f=26&t=2099

~Ben
I used to spam this forum so much...
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The Dark Lord

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King Karolus Servant

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Post 23 Mar 2014, 09:57

Re: Official KaM Remake Bugs topic

If you do a storm attack, the group that performed it will not respond to commands given through the UI (group left wheel, group right wheel, form up, etc) and just stand there.
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pawel95

Castle Guard Swordsman

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Post 23 Mar 2014, 12:19

Re: Official KaM Remake Bugs topic

If you do a storm attack, the group that performed it will not respond to commands given through the UI (group left wheel, group right wheel, form up, etc) and just stand there.
Addition: If you storm attack some troops continue storming like 40% later than some other troops IN THE SAME GROUP. That way round, sometimes one single swordman catches the enemy, while the rest of the group is like 10 tiles away.
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Ben

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Post 25 Mar 2014, 17:49

Re: Official KaM Remake Bugs topic

If you storm attack some troops continue storming like 40% later than some other troops IN THE SAME GROUP. That way round, sometimes one single swordman catches the enemy, while the rest of the group is like 10 tiles away.
I think it worked like that in the original. Besides, it's a drawback of storm attack, and I think it is fitting since it fits the style of a "chaotic charge." :wink:
I used to spam this forum so much...
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pawel95

Castle Guard Swordsman

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Post 25 Mar 2014, 21:16

Re: Official KaM Remake Bugs topic

That´s indeed true and I just know that it was nearly the same in the original game. HOWEVER not with that huge difference. Just do some tests yourself on maps like coastel encounter. When I was on the top mid location, some swords rushed from the starting point up to the !middle of the map! where I got caught by an other player. So if my memoirs aren´t complete gone, there was never such a looong storm attack in the original game.
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dicsoupcan

Moorbach's Guard

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Post 25 Mar 2014, 23:12

Re: Official KaM Remake Bugs topic

actually there ws, it was only more rare in the original.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Krom

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Knights Province Developer

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Post 26 Mar 2014, 04:33

Re: Official KaM Remake Bugs topic

Just checked with the code - Storm attack length is 8..14 tiles in Remake.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Lewin

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KaM Remake Developer

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Location: Australia

Post 27 Mar 2014, 00:48

Re: Official KaM Remake Bugs topic

Just checked with the code - Storm attack length is 8..14 tiles in Remake.
When I implemented this I measured it from TPR, as far as I can see it matches TPR exactly (if anyone gets different test results please write about them). Although I think we could change it in order to make storm attack more useful. For example we could make it 12..14 tiles so there's less variation (maximum 2 tile difference rather than 6) and on average they go a bit further.
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RandomLyrics

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Sword Fighter

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Post 27 Mar 2014, 01:28

Re: Official KaM Remake Bugs topic

Testing map with F11, while im default player 0 its normally equip and group up units, but when i change to another player its doesnt group up units. ( im doesnt using any spiting scripts, im using 'GiveWeapons' and 'HouseBarracksGiveRecruit' on every barracks ( at mission start, and later(repeating). Sry if the bug was reported earlier.
Image
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Nissarin

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Pikeman

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Location: Poland

Post 28 Mar 2014, 01:01

Re: Official KaM Remake Bugs topic

There is a bug in the chat system (in the "tournament" version). I was using whispers to talk with other player (we were both spectating), at some point he lost connection, after reconnecting he was no longer able to receive my messages - I still had him selected but when I sent message I was seeing "(whisper to ) ...." in the chat, reselecting him fixed the problem.
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Jeronimo

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Knight

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Joined: 24 Feb 2011, 23:00

Post 11 Apr 2014, 06:28

Re: Official KaM Remake Bugs topic

I want to report a bug in statistics: In first screen, the column that indicates "weapons produced" doesn't add horses bred.
I don't know if that is intended by developers... but because in military total production (final screen of resource comparison), the curve adds the horses as weapons.

My guess is that horses are counted as "materials produced" but that is a mistake that should be fixed somewhen.
KaM Skill Level: Jeronimo
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zaamoot

Militia

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Joined: 28 Mar 2013, 13:56

KaM Skill Level: Average

Post 14 Apr 2014, 15:04

Re: Official KaM Remake Bugs topic

Hi,

I was playing in the tournament release and created a lobby with only AI players in multiplayer.
When i go to the lobby (pauze mode) I cannot start the game again. and cannot swith the player to the player slots.
I this on purpose?

Greetings,

Zaamoot

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