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I Am Making a Mission.dat Editor

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Litude

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King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 24 Feb 2009, 19:13

You say it doesn't work with SR3? what do you mean? I could look into it.
I used the value of 5 for the command in every mission yet it seems like the AI creates ways more recruits than 6.
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 24 Feb 2009, 20:11

in your mission? did the AI build, smart build or not build at all? i noticed the RECRUIT only works in missions where the AI smart builds, not normal build (1 building of each). didnt remember what it did with NO_BUILD. So if u had a mission with normal build or NO_BUILD, try to make it smart build and tell me if RECRUIT works then...
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Litude

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King Karolus

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Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 26 Feb 2009, 20:58

Yeah they are all NO_BUILD, but the command is used in the original missions in NO_BUILD maps. But then again it doesn't really matter what the exact limit is for me as long as the AI doesn't stack 80 recruits in his barracks.
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 28 Feb 2009, 00:20

Yeah they are all NO_BUILD, but the command is used in the original missions in NO_BUILD maps. But then again it doesn't really matter what the exact limit is for me as long as the AI doesn't stack 80 recruits in his barracks.
U mean in the single missions? indeed they are used there, but they have no effect at all (if i remember good).
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Litude

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King Karolus

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Website: http://www.knightsandmerchants.net

Location: Finland

Post 28 Feb 2009, 09:21

Well from the top of my head I remember it being used in mission 1 and 9 TSK but probably also 18 TSK and some more I can't remember.
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Lewin

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KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 03 Mar 2009, 04:01

Hi All,
In the first place I would like to humbly apologise for not releasing this version sooner. I could have done this mid January, but I kept putting it off.
Anyway, version 0.9 has been released and guess what? Troops are now displayed on the map!!
Download:
http://lewin.namsys.com.au/kam/downloads/KaMEdit-0.9.zip

Changes: (I didn't keep a record, so this list may be incomplete)
- Troops displayed on map
- Added new command, AI Aggressiveness (!SET_AI_CHARACTER ATTACK_FACTOR)
- Wares a now limited to 30000, because once they reach 65536 they reset to 0 (thanks to Kuba11100)
- Fixed lots of bugs

Things for next release:
- Group members of troops and AI defence displayed (rather than just the leader)
- AI Attack Range, once I've tested it properly
- AI attacks displayed on map


As always , please report bugs here or by email or whatever.
Lewin.
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Litude

User avatar

King Karolus

Posts: 1233

Joined: 01 May 2006, 22:00

Website: http://www.knightsandmerchants.net

Location: Finland

Post 03 Mar 2009, 18:57

Nice, this could be helpful in finishing the single mission fixes. :D By the way, you included a .ini file with the archive putting the language as Polish and a preset game path, should be removed.
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 03 Mar 2009, 19:26

I also noticed the "weird INI file", but it's easy to fix yourself..
But it's cool! I hope you'll find more time for it
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Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 04 Mar 2009, 05:18

By the way, you included a .ini file with the archive putting the language as Polish and a preset game path, should be removed.
Oops! :oops: That was from my beta testing, I forgot to remove it.
I have fixed it now, so if you were having weird problems then please re-download it.

Thanks for the complements!
Lewin.
P.S. Feel free to make suggestions regarding anything and everything.
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 05 Mar 2009, 15:41

When you're placing buildings and stuff, is there a shortcut to select an other team?

RECRUT_COUNT doesn't seem to get syntax-highlighted, is that by design?
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Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 05 Mar 2009, 22:53

When you're placing buildings and stuff, is there a shortcut to select an other team?
Not at the moment. You mean a keyboard shortcut? Well I guess I could implement that. Like 1-8 for team numbers.
RECRUT_COUNT doesn't seem to get syntax-highlighted, is that by design?
No, I have tried but for some reason it won't highlight. I have no idea why, it is in the list of constants. I spent a while trying to fix it but then I gave up.
Lewin.
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Greninho

Woodcutter

Posts: 19

Joined: 19 Mar 2009, 23:00

Location: Brasil

Post 24 Mar 2009, 00:11

If you want I can make a translation for portuguese, do you want?
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 28 Apr 2009, 16:47

I've found some small things to change, mainly related to limits:
- goals, lost goals and messages; attacks and defense positions - it's mentioned in help file, but I think most people just don't read it (or don't know English - as there are some who don't know what to do when Krom's editor is showing big white squares, and translating the whole file would take a lot of time). Editor doesn't stop from making too many of them
- attacks: it's not mentioned in dialog window that Repeating Combo (2) and Choose Troops Randomly work only in TPR
- soldiers in one troop - 80 is max. - if more are coded, the game will make 80-soldier troop and more single soldier troops.
I think that the TPR-only buildings are so obvious that they don't need "(TPR Only)" text added (however, house 6 works in TSK with !SET_HOUSE_DAMAGE 350 parameter :D ).

Some other text changes, like "recruit factor" instead of "max recruits", as the amount is usually bigger than the number set and it depends on amount of watchtowers. When I was testing it the amounts were different than Nick's ones (0-0 recruits, 1-2; 2-3; 3-4; 4-5; 5-5; 6-7; 7-8; 8-8 - it was the same as value in 0 and 5, 8, 11 and so on, otherwise it was value+1; amount was bigger when watchtower was added and it wasn't 5=5, 6=7, 8=8 )

I was also thinking about small modification to set_unit_by_stock - now it's like: serf serf serf serf serf serf serf serf serf serf serf serf serf serf - what about something like set unit type + set amount dialog window? So that will look similar to the add_ware window?
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H.A.H.

Post 18 Jun 2009, 12:29

Lewin i have got your mission editor program but i dont understand , In game i go to missions first and dont working just black window latter i cant play just what can i doo??
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Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 20 Jun 2009, 06:45

Lewin i have got your mission editor program but i dont understand , In game i go to missions first and dont working just black window latter i cant play just what can i doo??
Could you please explain more clearly? I don't understand you. Where is the black window? Is it in KaM?

There are a number of things that could be causing this, and I can help you with it but I need more information first.

If you would rather email me then my address is: lewinjh@gmail.com
Lewin.

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