King Karolus
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Location: Finland
It doesn't have to make perfect sense...
Also, since when did KaM contain simple english??
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
It doesn't have to make perfect sense...
Also, since when did KaM contain simple english??
King Karolus
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Location: Finland
Anyways, if you're gonna disable the watchtower, at least don't then enable the siege workshop... I don't think TSK missions should be edited to allow TPR buildings...
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I don't know is it a good idea, they'll empty the whole sea and there won't be enough for human player. Making disconnected fisherman's huts (like in 10 TPR) or belong to other player (like brown's quarry in 9 TPR) will be better in my opinion.
I prefer them to auto-build, rather than have a city laid out for them right at the start; that way it's just like the campaign, just the player against a bigger (but stupider) opponent.
Hmmm... What about
Mission 2: Fisherman's hut, leather, sausages
Mission 4: Scouts, gold production
Mission 5: Iron production, ally
Mission 7: Stables, active ally
Mission 8: Watchtowers (siege workshop?)
Mission 9: Limited Barbarians, siege workshop
Mission 11: Town hall
Hmm... In one of the multiplayer maps there is indeed fish above the waterfall and the waters do look empty without fish . Wonder what to do...
You are so right at these missions being merely some fill-up material that pretty much noone bothers to play (honestly I've only finished three of the skirmish missions), so some real big changes should be done to them in order to make them worthwhile.
Changing these missions would really require quite a lot of work, so I will start looking at the possibilities after beta 4.
If the AI has pretty much every building already pre-built, do they still decide to continue building if you add that piece of scriot?
Hardly, this bug did not exist in the TSK engine, actually it came to the game in the 1.56 patch for TPR so that's by no means the reason.
- some purple enemy's soldiers on horses does not keep positions
This would be really hard to make possible in a bug-proof way, thing being that the new AI is pretty much not interested in detroying allied buildings, only troops. This means that I'd have to hardcode attacks on each of their buildings and if one of the attacks fail the enemy won't be defeated.
Before you ask, yes, the battle missions have hardcoded attacks for destroying the buildings. It won't break in these as they are a lot less random than normal missions.
The dastardly attack by thy enemies hath indeed left a cruel mark on the village of thine ally.
I stress upon thee that thou must needs protect thine allied troops from further attacks, or otherwise they shalt be deeply humiliated and crushed by thine enemies![/quote]
The second message is excellent!
[quote="Danjb"]Guys, I think it's great that this patch is being made to fix many of the bugs and inconsistencies in the game, but I'd just like to try and discourage you from changing too much. It can be very easy to go a tad too far... [/quote]
You're raising a good point Danjb, we must be careful.
[quote="Danjb"]I've not read through everything, but one example I can think of is the watchtowers in level 7. I can see why you might consider disabling them because of the plot that follows, but I'm sure I used watchtowers in that mission and I'd hate to see them disabled. I'm sure the makers of the game knew at least roughly what they were doing, so let's not undo too much of what they've done. [/quote]
But did you use them effectively? I was never able to. I built some near my top storehouse and tried to lure the enemy to them, but it really didn't work. There is just too much distance between bases in mission 7, and the enemy doesn't attack you that much. I think it would make little difference disabling them, and would make much more sense story wise. BTW: I ended up putting bowmen behind the allies militia and luring the enemies into them. It worked really well, but I don't think my allies would agree. :wink:
[quote="Danjb"]You're forgetting my "invisible upgrades" explanation :wink:
Just because we don't notice a change in the watchtowers, doesn't mean there can't be one (well, I mean I know there isn't, but we can pretend there is on the inside). [/quote]
Come on, that's just silly. Here's how I see it: You get watch towers in mission 1, but you can't build any more. This makes me think that we don't have an easy way to construct them, or the engineer didn't come on the campaign :wink: Anyway, so once you find the blue prints, they tell you have to make them easily, so you can now construct them.
I remember thinking when I play TSK the first time that it didn't make sense, but I just accepted it.
[quote="Litude"]The siege workshop will most likely be available in mission 11 (or 12 if I decide to take it really far), but I disagree with disallowing the TPR buildings.
Sure, it's not faithful to the original TSK campaign, but because they decided to include the campaign in TPR I'm sure they also wanted it to benefit of the new features in the expansion. [/quote]
Well, if you're going to put the town hall in mission 11, then I'd recommend putting the siege workshop in 12. (or 9) The town hall AND siege workshop is far too many new things for one mission, they must be in different ones. Should we put a message at the start saying that we've found the designs for siege equipment? (like the watchtowers) Might make it more interesting...
Lewin.
P.S. Do you have a planned date for beta 4?
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
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Location: Finland
I agree, it would be bad if they empty the sea. However, in cases where their water source is different to yours (e.g. mission 5 TSK) then I think they can have a functioning fisherman's hut. I think it would be better if it belonged to a different player, rather than disconnected road. Disconnected road looks really bad.
Yes, maybe you're right. But still, we could give them some watchtowers (they don't build these very well in auto build mode)
We can still improve other things, such as attacks, defence settings, etc.
That sounds good. Maybe holding off on the siege workshop until mission 9 would be a good idea. Or, if we REALLY want to spread things out then we could only introduce it in mission 12. (then it's more like one new thing per mission) I dunno though, it's hard to decide.
Uh.. I thought we'd sorted this one out.... Maybe it depends on the case. If there is a large water body (or river) above the waterfall then we put fish, however if it's only a little bit of water then we don't. Think about it: if the fish are a little way up stream then they wouldn't be swept over, none of the water in KaM flows that fast. I'm really not sure though...
Good idea, leave them until after beta 4. If you like then I could do a bit of work on them, but maybe you'd prefer to do it yourself?
Another idea: We could make the multiplayer missions "more interesting". All of the non-battle ones are the same, you start with a set of buildings. (in village mode) We could vary the buildings a bit more, and make the villages larger in some missions. I'm just throwing ideas around, in case someone thinks one of them is good.
I THINK so... They build based on whether they've already built one, not on whether they started with one. Still, might be worth a try.
Yeah, but we believe the bug is cased by too many units, and if you add more animals then that means more units. Understand? The TSK campaign in TPR still uses the TPR engine.
Yeah, I've had that too. Once, (way back in TSK when it didn't matter if yellow died) they attacked the yellows but then didn't go back home. (they just sat where the lance carriers used to be) I think they have less defence positions than troops. Maybe giving them more defence positions would be a good idea.
I agree, I think the goals are ok. I once did have the purples attack their town, but that was in the TSK engine. Defending their troops is hard, but possible. (I think) It make more sense story wise too.
I'd like to suggest some changes to the messages your wrote. You wrote it in perspective of "our" enemies, not "your" enemies. In the TSK campaign/briefings they were always "yours" and not "ours". The narrator was independent, not a part of your team.
Also, I changed shall to shalt, but I'm not sure about that one, it kind of sounds better as shall.
I have a major suggestion: In TSK, yellow had a character. His name was The Barron of Lauenburg, and in the end he allied with you. Do you think we could give some character to the TPR teams?
My revision:
- Code:
The dastardly attack by thy enemies hath indeed left a cruel mark on the village of thine ally. I stress upon thee that thou must needs protect thine allied troops from further attacks, or otherwise they shalt be deeply humiliated and crushed by thine enemies![/quote] The second message is excellent![/quote] Shall to shalt is a good change. As for the perspective, you aren't 100% correct: ...Now that Lauenburg is our ally... ...Our enemies are soundly defeated... ...we shall be defenseless against enemy attack! ...thou shalt protect our stalwart allies... Think you got the point. [quote="Lewin"]Well, if you're going to put the town hall in mission 11, then I'd recommend putting the siege workshop in 12. (or 9) The town hall AND siege workshop is far too many new things for one mission, they must be in different ones. Should we put a message at the start saying that we've found the designs for siege equipment? (like the watchtowers) Might make it more interesting...[/quote] I'd like siege equipment in mission 9, but it makes more sense to get it after the town hall telling me to put it to mission 12. Nah that message is quite unneeded. [quote="Lewin"]P.S. Do you have a planned date for beta 4?[/quote] I'm planning to release it this weekend, but more and more stuff is needed to be done so I'll have to see about that.
(...) in cases where their water source is different to yours (e.g. mission 5 TSK) (...)
You're raising a good point Danjb, we must be careful.
But did you use them effectively?
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
Litude: I've played new 4 TPR only few minutes, but the beginning looks good. Also noticed the yellow's butchery doesn't show up.
- northern blue enemy doesn't have school and have one not occupied watchtower
- crossbowmen, who had to attack with other swordmen and pikemen, attacks some minutes too late, after initial attack
- one purple lancemen group stays at blue's base and die of hunger
- question: how our ally's attacks works? Maybe he should attack other buildings after killing enemy soldiers?
Oh and has anyone else experienced problems in mission 6 TSK that all soldiers don't always attack? This could be tough to fix but hopefully not impossible.
Huh? You don't mean they actually kill all of the enemy soldiers in mission 7 TSK? Certainly can't remember this happening,
I'm still planning to do some minor changes to the misison.
As for the yellow butchery, I forgot to include the map file Very Happy. Anyways, I did some slight changes to how the northern enemy kept his soldiers and made the elevation below the butchery a bit more natural, get the updated files from here.
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
Yes. One blue knights group and one purple axemen group. But it does't happen all the time.
I helped them - with support of 12 starting bowmen and 15 additional crossbowmen they're strong . I noticed it when there wasn't any soldiers and watchtowers in southern blue's base, allied militias destroyed only one building and then went back to their town.
Butchery is good, but why fish in the water is green and wolves are red on a minimap?!
--edit: new 4 TPR:
- when placing my soldiers on Y 53 or lower, northern enemy takes additional troops
- attacks: green attacks later, he attack our ally but he do it seconds after northern-east yellow - too big delay.
Player 2 and 6:
- maybe some more gold, so they can use all the weapons
Player 5 and 7:
- maybe less corn
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
Never had any problems with purple scouts.
About minimap colours - maybe move the water animals up in the script, for player 6?
Less corn: if you want leave yellow unchanged (he has 2000? he won't use it all), but I think that ally doesn't need 18000 of corn...
It shouldn't really matter if they have surplus supplies of corn.
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
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