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Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 11:45
by zombie01
Yeah, but in the original TPR/TSK they don´t eat as often as they do in the Remake, right?
I don't know, I'm not into the mechanics.

I just mention it because Vatrix wants it as close to the original as possible.
I just name the differences and he can choose to change it or not, it's his project.


Mission 8:
There is a little debate about mission 8 to be had.
Since the bowmen are pretty weak comapred to the original, and it's near impossible to survive the first wave
(unless you build towers and more towers till they attack).

True it is possible, and t's like the original.
But on the other hand, adding a 2nd squad of bowmen to make it a little fairer doesn't seem like a bad idea.
Or if that is to much change from the original, would it be possible to lower the hp of the attacking force?

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 11:47
by zombie01
Actually, I just played them and it's harder in the original to get a steady food flow since it's not optimised like the remake.
so even if they eat more in the remake it's balanced with the remake optimisations.

So it's better to remove the extra food from the tavern and the storehouse in mission 4.

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 12:34
by dicsoupcan
Actually, I just played them and it's harder in the original to get a steady food flow since it's not optimised like the remake.
so even if they eat more in the remake it's balanced with the remake optimisations.

So it's better to remove the extra food from the tavern and the storehouse in mission 4.
i actually tested it out, in the original they eat just as fast as in the remake: 45 minutes from 100% till death. but the inefficiencies fomr the original makes it harder to get a steadier food flow indeed.

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 16:30
by zombie01
Actually, I just played them and it's harder in the original to get a steady food flow since it's not optimised like the remake.
so even if they eat more in the remake it's balanced with the remake optimisations.

So it's better to remove the extra food from the tavern and the storehouse in mission 4.
i actually tested it out, in the original they eat just as fast as in the remake: 45 minutes from 100% till death. but the inefficiencies fomr the original makes it harder to get a steadier food flow indeed.
you are awesome for checking that.

thus the extra food is to much.

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 17:05
by Vatrix
MIssion 1 fixed, let's give it a try!

--old version--

Extract in your The Shattered Kingdom folder (C:\KaM Remake\Campaigns\The Shattered Kingdom)

This is by the way the best dynamic script I've ever made!

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 17:48
by zombie01
MIssion 1 fixed, let's give it a try!
TSK01.rar
Extract in your The Shattered Kingdom folder (C:\KaM Remake\Campaigns\The Shattered Kingdom)

This is by the way the best dynamic script I've ever made!
Super job on the fixes.

but the servants and builders spawn after the enemies are dead.
you see them spawn wich is a bit immersion breaking.


you can simply remove
  Code:
States.StatArmyCount(3) = 0) and (States.StatArmyCount(4) = 0)
from the spawning script and then the mission is perfect

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 18:39
by Vatrix
but the servants and builders spawn after the enemies are dead. You see them spawn wich is a bit immersion breaking.
I don't think so, it can just be like they were hidden in houses and after the battle finished they went out. Just need a bit of fantasy, because of that I spawned them near school and storehouse. :wink:

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 19:45
by zombie01
but the servants and builders spawn after the enemies are dead. You see them spawn wich is a bit immersion breaking.
I don't think so, it can just be like they were hidden in houses and after the battle finished they went out. Just need a bit of fantasy, because of that I spawned them near school and storehouse. :wink:
Well, it works either way.
So if you are happy, then i'm happy.

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 19:47
by Vatrix
but the servants and builders spawn after the enemies are dead. You see them spawn wich is a bit immersion breaking.
I don't think so, it can just be like they were hidden in houses and after the battle finished they went out. Just need a bit of fantasy, because of that I spawned them near school and storehouse. :wink:
Well, it works either way.
So if you are happy, then i'm happy.
Nice from you :)

Re: Vatrix's Campaign Fixes

PostPosted: 16 Dec 2014, 21:16
by zombie01
nice from you :p

I've kinda spammed this topic.
There is useful info in most posts I made :p

I'm also thinking of creating my own campaign.
Currently I have half a sketch of the world map and a two vague ideas for a story line.

I just have 0 experience with Delphi. Or whatever the scripting language is. And I'm not very artistic or good at thinking up creative things.
So lots of hurdles.

Re: Vatrix's Campaign Fixes

PostPosted: 17 Dec 2014, 15:46
by Vatrix
Mission 1 and 2 update:

--old--

Extract in your The Shattered Kingdom folder (C:\KaM Remake\Campaigns\The Shattered Kingdom)

Re: Vatrix's Campaign Fixes

PostPosted: 18 Dec 2014, 15:49
by Ben
Where is the list of changes?

Re: Vatrix's Campaign Fixes

PostPosted: 18 Dec 2014, 16:49
by Vatrix
I accidentally deleted it. But if you want, I can write it again :O .

Re: Vatrix's Campaign Fixes

PostPosted: 19 Dec 2014, 05:11
by Ben
Please do when you get a chance. I would like to see them :)

Re: Vatrix's Campaign Fixes

PostPosted: 19 Dec 2014, 08:13
by zombie01
These changes are as far as I can remember, Vatrix might have done more fixes.

Mission 1:
-The tower has 80 hp less, so its harder to save.
-The lancers from the top come earlier
-The bridge had 1 spot that wasn't bridge type, that was changed because it looked better (this steers away from the original)
-The builders and servants come out of the storehouse after the enemy forces in town are defeated.

Mission 2:
-The first attack spawned 2 new squads that attacked while the other squads from wich they were cloned stayed. Now it doesn't spawn 2 new squads, it makes the squads that are there attack.
-the unlocking of the buildings has been changed to the original.