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Re: Official KaM Remake Bugs topic

PostPosted: 04 May 2016, 15:56
by Ivoir
Also cannot confirm. Played a lot Multiplayergames with a friend over LAN, Wine barrels shown as usual at both players statistic

Re: Official KaM Remake Bugs topic

PostPosted: 04 May 2016, 16:18
by Krom
@Jeronimo: Maybe you can provide a savegame that exposes this bug? Some bugs could occur only under certain circumstances

Re: Official KaM Remake Bugs topic

PostPosted: 05 May 2016, 01:59
by Jeronimo
I checked again the savegame and I found I was wrong.
Wine barrels are shown correctly. Don't know why I missed them.
Sorry for wasting your times with this false alarm. :(

Re: Official KaM Remake Bugs topic

PostPosted: 05 May 2016, 04:09
by Krom
@Jeronimo: No worries :-)

I almost enjoyed playing good old KMR building like 8 wineyards and exploring with watchtowers :-D

Re: Official KaM Remake Bugs topic

PostPosted: 03 Jul 2016, 11:02
by Tiank
I just noticed, that after animal breeder gives corn to horses and sits down, corn he just took appears for a short time in house, then disappears (it's not shown in house "needs" space and happens only when there's one corn in house).
Breeder bug.7z

Re: Official KaM Remake Bugs topic

PostPosted: 06 Jul 2016, 14:41
by Blackh0ess
So I have a problem that I never had before. When I try to start the game it crashed a few seconds after being in the main menu. I literally played the game like 10 hours ago and everything worked fine but now I cant make it work for some reason :/

Re: Official KaM Remake Bugs topic

PostPosted: 06 Jul 2016, 15:10
by Blackh0ess
Seems like restarting the PC fixed the problem but I still dont know what caused this. Sorry for the double post.

Re: Official KaM Remake Bugs topic

PostPosted: 07 Jul 2016, 04:19
by Krom
I have no idea what this could be. Hurrah for "magic" restart helping once again )

Re: Official KaM Remake Bugs topic

PostPosted: 26 Jan 2017, 14:54
by thunder
Hi!
*I'm almost sure it was topic somewhere on the forum but what about the serfs who carrying stone or timber to a house base when the player destroying the house base?
I mean in this case loose all the already transported resources-it is ok- but which is still under transportation, should be search a new destination to them(back to storehouse into market or into weaponry etc...), not just simply delete the timber or stone from the serfs hands?

*the digged up fields in the fightingzone should be invisable on the minimap! It is very annoying when can not see well the enemy movements because the area digged up with farmfields which is usable by all players. Last time I've seen a game where the enemy could beilive there are lots of army on the minimap, but that was only a false information because these empty fields. The easiest solution would be if the farmfields would not be visible on the minimap. The roads and vineyard be okay-the players pay for them so those still could be visible on the minimap- but this free cheats be disallow please! It is all about the minimap.
Screenshot 2017-01-26 15-50-22.jpg

Re: Official KaM Remake Bugs topic

PostPosted: 26 Jan 2017, 18:08
by Rey
Hey!
1. we are planning to fix this. ZblCoder posted this link https://www.youtube.com/watch?v=8zX9vUKMy7A
hmm... Thunder I already answered to you about it... http://www.knightsandmerchants.net/foru ... 809#p47809
2. this is very annoying, that's true. For me not showing fields on minimap is a good idea. Will see what Krom thinks about it.

Re: Official KaM Remake Bugs topic

PostPosted: 26 Jan 2017, 22:17
by thunder
I knew to read it somewhere, forgive me please! this is nice solution what you guys did and with this video easier to describe the situation what i meant.
https://youtu.be/8zX9vUKMy7A?t=160
So if at 2:40mins the player delete the video then the serfs won't lose timber from his hand if there is a new valid destination?
bests!

Re: Official KaM Remake Bugs topic

PostPosted: 26 Jan 2017, 23:11
by Rey
forgive me please
There is nothing to forgive :)
So if at 2:40mins the player delete the video then the serfs won't lose timber from his hand if there is a new valid destination?
Exactly.

Actually I thought there was such a case in this video, but it is not.
Well I still have to finish this feature, or may be ZblCoder will finish it. Anyway we have to do it!

Re: Official KaM Remake Bugs topic

PostPosted: 27 Jan 2017, 01:12
by Ben
Please do not remove serfs dropping resources. Sure it's annoying when it happens to you, but wouldn't you agree that it is good to have aggressive tactics in a defensive game such as KaM? Shooting town tower plans is wonderful retribution against a tower spammer, for example.

Re: Official KaM Remake Bugs topic

PostPosted: 27 Jan 2017, 08:29
by Rey
wouldn't you agree that it is good to have aggressive tactics in a defensive game such as KaM? Shooting town tower plans is wonderful retribution against a tower spammer, for example.
Honestly I do not see how it can help defensive tactics a lot. If you destroy building plan of tower, then serfs have to go somewhere else and player will save not many res(few timber and stone)*(destroyed tower plans count). Timber and stone are important, but not the most important res in the game, so saving some of them will not significally help tower spammers. And also serfs have to spend some time to transport these resources to other destinations.

I think this is a bug actually, developers of original game just did not want to care about such situations. Then it comes to KMR.

Pros:
1. Realism - KaM is almost 'real' game, without getting marines for crystals or peasants for gold, but using all naturals resources and complicated production lines. This is its main unique feature. But when house plan is destroyed, then miracle is real - stone and timber dissapear out of serfs hands. I do not think this is a logical thing to happen.
2. Timber and stone will be saved not only for tower spammers, but for normal players as well, when they cancel some construction plan they can save last timber/stone for better use and prevent huge city problems. But anyway they will lost some serf's time and already delivered resourses andthat will be their punishment for bad city design/game plan.

If we want to punish tower spamers we could think about some other mechanism, but not this one. For instance by increasing dmg to them. Currently range shooters do 1 dmg with every hit (if they do not miss, AFAIR), and melee's 2 dmg with every hit. We could double houses hitpoints and increase archers dmg up to 3 and melle's upto 5, for instance.
Anyway we have to think of it in other thread, probably.

Re: Official KaM Remake Bugs topic

PostPosted: 27 Jan 2017, 11:43
by thunder
WEll, I wrote a dynamic script where the attacker/destroyer gets some reward after every destroyed towers. It is 6 goldchests at this moment, but personaly i would give much more. The towers are something what only very few players try to destroy it, mostly better to train some milities and walk through them, destroying towers only waste of time. The tower basements are different story, but the not arrived wares should not loose when basements are destroyed by the enemy.