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KaM Fighting system analyses

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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 17 Nov 2010, 10:20

Earlier you said that range depends on direction (+/- 1 tile) is that true for Towers?

@Harold: Circle range is a must-have :)
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KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 17 Nov 2010, 17:54

Earlier you said that range depends on direction (+/- 1 tile) is that true for Towers?
You mean what I noticed as a bug in KaM? Well if you look at the tower picture you see that there is one tile more to the right. Bowmen&etc have a one tile larger range if they look to the leftside. But the range of bowmen&etc should be always the same in remake, I hope you didnt mention that :wink:

@harold
I think using the terrain in battle situations makes KaM more interessting. Maybe we have to change a few singleplayer missions. For example it improves TSK mission 19 where the enemys crossbowmen standing on a wall.

You could made an option to enable/disable different range.


@Troop range
Image
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Krom

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Knights Province Developer

Posts: 3280

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 18 Nov 2010, 06:24

This is very interesting!
One thing for sure - it's used to speed up calculations (only 1 of 10 units scans in radius for enemies, and this is quite costly calculation).
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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Humbelum

Lance Carrier

Posts: 60

Joined: 15 Jul 2009, 22:00

Location: Germany

Post 18 Nov 2010, 11:30

Makes sense.

I tried to get the number of bowmen on the left/right side of the platoon leader which will start shooting if there is something in range. What I get was a strange bug in KaM...

Image

If there are more then 9 bowmen in a row(4 next to the leader on each side) the attack-range is different...

On my screenshot are 40 crossbow in a row and nobody starts shooting.

If there were less than 30 they started shooting but the attack range field was very small.

If there are just 9 crossbows the attackrange works fine(street=start attack, field=keep fire but dont start attack)

This must be a bug because it doesnt make sense.

Maybe we can solve this problem like this:
1. every 5th unit in the first row is a "platoon leader" which scans the area
2. All of the bowmen in range start shooting
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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 18 Nov 2010, 11:42

Now this is funny - such a weird bug noone met before! :D
Perhaps squad can start shooting only if all front-line members can hit the target?

P.S. We will try to make each bowman to look for the enemy, cos there might be formations (deliberate or accidential) where single units are standing far from each other.
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 02 Jan 2011, 00:54

I actually had noticed this before, and in TKE I also have implemented that all longrangeplatoon members search for enemies, not just the platoonleader.

I don't think the rule is that all frontline bowmen must have the target in reach, because if you'd make the platoon ever more wider, eventually no tiles would be in reach of all of the frontline bowmen. And obviously there is a much more sound reason from the perspective of the programmer of KaM. He programmed in 1996, where CPU cycles were very valuable. The programmer almost certainly considered it too costly to check for enemies for each seperate platoonmember, instead of per platoon.

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