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Re: TSK mission 11

PostPosted: 04 Apr 2016, 17:25
by equalizer
I haven't seen anyone actually beat it yet (I have been told by one member that he beat it, but he used my strategy).
Hey, that's me ! :P

But serious, go on...

Re: TSK mission 11

PostPosted: 05 Apr 2016, 10:01
by mandos
Well, if he can win with 0 losses vs 1 ts player, then we should call him the king of kam remake forever :D

P's:
If you think you can do it, don't choose fu, he is too much for this, choose a lower level player :D.
Hope to see playing vs (hi) human intelligence :)

Re: TSK mission 11

PostPosted: 06 Apr 2016, 22:59
by sado1
Is sado lower level enough? I hate 1v1s, but I might do one, for science.

Re: TSK mission 11

PostPosted: 23 Aug 2016, 01:59
by RandomLyrics
I like your games cmowla, keep it up!

Re: TSK mission 11

PostPosted: 27 Aug 2016, 00:03
by Ben
Yikes. Seems I missed quite the topic back in April.

Re: TSK mission 11

PostPosted: 06 Sep 2016, 00:13
by cmowla
Bump.

I have been practicing my build, and I thought what better than try TSK 14? Below is a working replay and a screen-shot which represents my progress. It didn't take me very long to adjust, as I predicted. :rolleyes:

My army size almost matches Leeuwgie's, but my village had 25 fewer serfs, two fewer farms, two fewer swine farms, etc.
cmowla TSK14.zip
Image

Re: TSK mission 11

PostPosted: 07 Sep 2016, 16:37
by equalizer
Bump.

I have been practicing my build, and I thought what better than try TSK 14? Below is a working replay and a screen-shot which represents my progress. It didn't take me very long to adjust, as I predicted. :rolleyes:

My army size almost matches Leeuwgie's, but my village had 25 fewer serfs, two fewer farms, two fewer swine farms, etc.
cmowla TSK14.zip
Image
Nice work. I think you like a challenge, so i suggest this one. viewtopic.php?f=3&t=2872
Deadline is expired long ago, but i am curious about your try (H) Good Luck

Re: TSK mission 11

PostPosted: 07 Sep 2016, 22:12
by Ben
Oh boy the archer challenge again. That thread is quite old now, I'm sure Cmowla has already seen it. Either way, his goals seem to not be aligned with making spam-economy ;)

Re: TSK mission 11

PostPosted: 10 Sep 2016, 02:29
by cmowla
With several more attempts, I now have a better build for TSK 14.

I gather from Leeuwgie's screenshot that he produced 37 bows and 36 pikes, when accounting for both recruits and weapons.

In this build, I produced 40 bows and 39 pikes with 45 serfs and no starvation.

I have attached the replay for those who are interested.
cmowla TSK 14 spam.zip
Image

Re: TSK mission 11

PostPosted: 22 Sep 2016, 00:27
by cmowla
I have been improving my build (experimenting with KaM Remake r6720 and recalling what I taught myself back in the day), and I just built a village for TSK 14 which produced 47 bows and 46 pikes in one hour.

Simply put, I produced 10 more pikemen and 10 more bows than Leeuwgie did; and I achieved this with only 3 farms and 57 serfs. I could have built at least another sawmill, but I managed without it.

Clearly my style of build is different than what I have seen on here, but I am a minimalist. 3 farms (in this formation with this exact set of fields) is more than enough to power 3 pig farms for the entire duration of their build time.

Can any of you "master builders" match this or do better, where the goal is to make the same number of pikes and bows or with a maximum difference of 1? For example, 48 bows/47 pikes OR 47 bows/47 pikes.
cmowla TSK 14 spam 2.zip
Image
I guess I can't blame you for your perspective of me, since I haven't illustrated yet on here of my potential to understanding how the building mechanics of this game works in any replays. My laziness has got the better of me, I suppose. All I can say is, you've really got the wrong idea about my capabilities.
I rest my case. :wink:

Re: TSK mission 11

PostPosted: 23 Sep 2016, 03:30
by Ben
Three farms running three pig farms? O.o Nicely done!

Have you tried using only two schools? It's possible to train over a hundred recruits (before the first ones get hungry) with only two schools. However, if you must delay recruit production to get other things in order, then this is a small trade off.

I will watch and learn from this. Fu should like it, he is a fan of small bases iirc.

Re: TSK mission 11

PostPosted: 23 Sep 2016, 21:51
by sado1
Can any of you "master builders" match this or do better, where the goal is to make the same number of pikes and bows or with a maximum difference of 1? For example, 48 bows/47 pikes OR 47 bows/47 pikes.
I don't get it. What criteria exactly are we supposed to beat you in, then? If you say we should make the same amount of troops, so if we have more then we lose the challenge...

Re: TSK mission 11

PostPosted: 23 Sep 2016, 21:54
by cmowla
Can any of you "master builders" match this or do better, where the goal is to make the same number of pikes and bows or with a maximum difference of 1? For example, 48 bows/47 pikes OR 47 bows/47 pikes.
I don't get it. What criteria exactly are we supposed to beat you in, then? If you say we should make the same amount of troops, so if we have more then we lose the challenge...
I guess as long as both are greater than or equal to mine, then you've met the challenge.

Re: TSK mission 11

PostPosted: 23 Sep 2016, 22:09
by The Dark Lord
Well good job no doubt, this is nice for a single player setting or a multiplayer rush base, but those pig farms won't run so well 'after peace time'. Same with the coal wasting (that's a real no-go in multiplayer). But I guess it doesn't matter so much here.

Re: TSK mission 11

PostPosted: 23 Sep 2016, 22:54
by Ben
Well the principle should be about the same. He doesn't have to build a barracks on the coal. I didn't watch the replay yet (well not in detail anyway). Does he build three farms fast and then store corn? If he does, then he can always add a farm or two after peacetime no problem. This economy would still be competent on Teamspeak ;)