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Knights Province - Vulcano Island- 6-player SP/MP

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thibmo

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Barbarian

Posts: 103

Joined: 03 Aug 2015, 09:12

Location: the Netherlands

KaM Skill Level: Skilled

Post 06 Aug 2015, 11:26

Knights Province - Vulcano Island- 6-player SP/MP

Because I wanted to test the mapeditor I made one map that is compatible with the current Alpha.
Note by Krom: Map format can change a lot during development and maps may become incompatible in later releases of Knights Province!

The map is called "Vulcano Island".
Here one image of the mini-map ( To keep the full lay-out as a surprise ):
Image

Current version:
Vulcano Island 1.0.1

Older versions:
/

To play the map:
  • Unzip the content into your KP maps directory ( EG: D:\kp2015-08-02-Alpha-1.04-r2257\maps )
  • Start the game
  • Click on "Single Player"
  • Click on "Play Single Map"
  • Select "Vulcano Island"
  • Select your preferred starting position, they all have their up and down sides
  • Select your team color
  • Click "Start Map".

Changelog:
  Code:
Version 1.0.1:
  1> Initial release


Note for map creators:
Try to avoid using the following methods until an official fix has been made:
  • Action.OverlayText[Set, SetFormatted, Append, AppendFormatted, etc] (Will come soon)
  • PlanAdd[House, Road, etc]
  • PlanAdd[Field, Winefield]
  • PlanConnectRoad
  • PlanRemove
Limit your scripts for now, some functions might not yet work.
There was an issue with libx files on my PC, it printed <$0> instead of the text, please do test and report your findings, this helps development more then one might think. (H)

About the map:
This map is meant to bring some action to the players front.
It is a battle-style map that can be played as either multi-player or single-player.
All starting positions have their positive and negative sides in a strategic field of view.

Have fun. (H)
~~ The magic wizard of PascalScriptus. ~~

KP-Wiki :
  • Information about Knights Province scripting ( unofficial )
  • Information about several hosting/server maintenance basics
  • Other random stuff
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Tiank

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Knight

Posts: 592

Joined: 15 Sep 2013, 13:11

Location: Poland

KaM Skill Level: Skilled

Post 06 Aug 2015, 19:13

Re: Knights Province - Vulcano Island- 6-player SP/MP

Just to let you know, I beat the mission :D Image

What have noticed, is that pikemen took a looong time to kill a unit.
Without honour, victory is hollow.
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Krom

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KaM Remake Developer

Posts: 3156

Joined: 09 May 2006, 22:00

Location: Russia

KaM Skill Level: Fair

Post 06 Aug 2015, 19:34

Re: Knights Province - Vulcano Island- 6-player SP/MP

On a sidenote: Most of the army units have silly stats, hence some duels may continue almost forever.
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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thibmo

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Barbarian

Posts: 103

Joined: 03 Aug 2015, 09:12

Location: the Netherlands

KaM Skill Level: Skilled

Post 06 Aug 2015, 21:25

Re: Knights Province - Vulcano Island- 6-player SP/MP

Tiank wrote:Just to let you know, I beat the mission :D Image

What have noticed, is that pikemen took a looong time to kill a unit.

Good to know, yet I guess I might have to ramp-up the unit production and script some AI attacks(Randomized units but at certain intervals)?
I would love feedback and ideas for these maps etc. :)
~~ The magic wizard of PascalScriptus. ~~

KP-Wiki :
  • Information about Knights Province scripting ( unofficial )
  • Information about several hosting/server maintenance basics
  • Other random stuff
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Tiank

User avatar

Knight

Posts: 592

Joined: 15 Sep 2013, 13:11

Location: Poland

KaM Skill Level: Skilled

Post 07 Aug 2015, 21:11

Re: Knights Province - Vulcano Island- 6-player SP/MP

Well, as I noticed while playing this map, AI was building pretty good and with good speed, so maybe just script that it makes Fort and some units to defend (like 10-20 Militia maybe) at around 30 minutes? It should be harder then, but not too hard, which is good. Also maybe set first attacks at 60 minute? (not from all sides, would be too much probably, but maybe like 10 minutes intervals between attacks from different AI).

Also, maybe it would be good to rate maps with the difficulty. I mean note under the description about approx difficulty.
Without honour, victory is hollow.
<<

thibmo

User avatar

Barbarian

Posts: 103

Joined: 03 Aug 2015, 09:12

Location: the Netherlands

KaM Skill Level: Skilled

Post 07 Aug 2015, 23:00

Re: Knights Province - Vulcano Island- 6-player SP/MP

Tiank wrote:Well, as I noticed while playing this map, AI was building pretty good and with good speed, so maybe just script that it makes Fort and some units to defend (like 10-20 Militia maybe) at around 30 minutes? It should be harder then, but not too hard, which is good. Also maybe set first attacks at 60 minute? (not from all sides, would be too much probably, but maybe like 10 minutes intervals between attacks from different AI).

Also, maybe it would be good to rate maps with the difficulty. I mean note under the description about approx difficulty.

Good ideas, I will surely look into them. :)
For now it will not yet be possible for me to force the AI to build anything, as those functions are not yet implemented or not yet working properly.
I will, however, eventually make the map more challenging and fun to play.
Plus some upgrades to the looks, as it is a bit monotone right now.

When there is an update I will edit the post and post a comment to announce it. :)
I think, for now, I will set two locations as player-usable and the rest I will add a fort and weapon/armor workshops plus a small starter army so the AI has some toughness to it.
They already have their defense positions set out for them, so it "should" work then. * Crosses my fingers *
~~ The magic wizard of PascalScriptus. ~~

KP-Wiki :
  • Information about Knights Province scripting ( unofficial )
  • Information about several hosting/server maintenance basics
  • Other random stuff

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