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Features you would like in missions

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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 07 May 2009, 14:02

The script xsd is now available here:
http://www.bits-dev.nl/kam/script.xsd
Note that it's subject to change and obviously only applies to XML scripts which the current public test build will not load.
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Nick

Crossbowman

Posts: 240

Joined: 09 Jan 2007, 23:00

Post 13 May 2009, 11:46

dunno if this is the right place but.
I always missed the feature in kam to make villages independent.
So that u can have 3 villages. one for food, one for warstuff and one mixed (for exemple).

Is it possible to intigrate this in kam remake and TKE when its finished, or is it to hard?
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 13 May 2009, 13:20

Well on one side it's very easy to make the mission support it (it does so by default)
On the other side, it's somewhat more complex to give serves correct tasks in that case. For example, euclidean distance means nothing - even if there are only like 10 tiles in between, the distance could be infinitely large.
I think (but I'm not too sure) that TKE already handles this correctly. If it doesn't, well, path calculation for serves is hard enough as it is, really, so I can't make any promises..
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 23 Jun 2009, 08:57

I think thats not gonna work if villages are connected by roads. There's always uneven amount of tasks in villages, so there will be always a flow of serfs between these villages..
As for unconnected villages - maybe :)
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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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 23 Jun 2009, 17:13

It would be possible if buildings and serves are assigned to villages. Then they would be able to operate as if they were allies, but they could be controlled by the same person/CP.
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Krom

User avatar

Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 23 Jun 2009, 17:24

Actually yes, thats a good idea :)
Several player-controlled players would be fine
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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The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 15 Aug 2009, 07:52

Don't know if I'm too late with this, but hey:

- The possibility to change the controller of certain units/buildings at a specific moment.

- The possibility to change the amount of wares in a storehouse at a specific moment.

I had a whole bunch more, but forgot it all. It's not worth trying to remember if I'm too late with this, so please let me know. :wink:
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Bolgaren

Post 15 Aug 2009, 14:17

Hello, I have also some ideas, just might post them.

- Extra Mission Goals, like: kill a certain amount of units, survive for some minutes.
- Possibility to disable certain weapons, like spears, while you can make axes or bows.
- Possibility to disable units and houses with the AI.
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Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 16 Aug 2009, 14:22

It would be nice if you could say to the AI where he should build sth. Like after xx minutes he builds some watch towers at a certain place.
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 22 Aug 2009, 16:05

@TDL: ok the second is possible with the "current new" format (timer+addwares), the first I am not too sure about, I would like to have that but it may be a little harder to implement (may require tricking the game into destroying the thing and respawning a copy of it but with the owner changed, because the original owner has to "lose" it and the new owner has to "acquire" it)

@Bolgaren: first is already possible with the "current new" format, the rest is noted, the AI thing is still empty so it shouldn't be hard to add

@Humbelum: noted, we should definitely have this, otherwise for any complex structure it would have to all be present at the start.. which makes it impossible to "race" against the AI..

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