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Re: KaM Remake nightly build

PostPosted: 15 Jan 2014, 14:10
by Vas
It was designed like that so the map author doesn't have to set how many players they want (unused ones would simply be removed when you saved). But as you've found it doesn't really work now that we have dynamic scripts. I guess we need a way to force that player to be active even though they have no units or houses. Any ideas?
maybe its not the most elegant way but what about another checkbox "Retain player [x]" in menu?

do you allready have a solution for AI Start Positions? :)

an other little aspect:
winefields. if I put object number 55 or 56 on a wine field, the farmer will harvest the field when the fruits are mellow.
if I put object 57 on a field, it won't be harvest and the field has no function anymore..

Re: KaM Remake nightly build

PostPosted: 15 Jan 2014, 15:04
by gold1
anohter bug when using the map editor.

the defenese radius is not show when adjusting(the circle on the map).

Re: KaM Remake nightly build

PostPosted: 15 Jan 2014, 17:19
by woloszek
We (I and Luki) played game (coop map in r6108) and found few bugs.

1. AI dont feed ranged units, if they shooted our units during scouting.
In example, i used 1 horse to explore map, and when i was close, enemy xbows/bowmen shooted me, so i moved back to avoid arrows.
After that, those groups, which shooted me( and only those) didnt stayed well on their position, and AI serfs didnt feed them, so they died.
Whole game was that.
2.Also during scouting, when explore terrain, we can see weird things, when we see terrain near fog. I cannot tell more about this. Just start any mission and explore terrain.
You will find what i mean fast.
3.During building, when serfs didnt deliver all, in example bakery need 1 more stone, and builder coming and finish his job with just those goods, buildings sometimes looks totally weird.
Look: Image

Replay:
for the horde.rar

Re: KaM Remake nightly build

PostPosted: 15 Jan 2014, 17:38
by MaxDeus
The same problem with the building i told lewin also, i fact t is not always the same sort of building, sometimes the same building next to each other react different (one diappear, one not).
And what do you mean with the weard things near fog, because i played some missions now and never realized something..
GR
Max

Re: KaM Remake nightly build

PostPosted: 16 Jan 2014, 13:05
by Lewin
For those that don't know there are currently two known bugs, we don't need reports for these because we know how to reproduce them ourselves (we just haven't got around to fixing them):
1. Houses are sometimes partly invisible during construction:
Image

2. Trees look funny at the top edge of the map before you have revealed it properly:
Image

If your bug is not like one of these then please report it.
It was designed like that so the map author doesn't have to set how many players they want (unused ones would simply be removed when you saved). But as you've found it doesn't really work now that we have dynamic scripts. I guess we need a way to force that player to be active even though they have no units or houses. Any ideas?
maybe its not the most elegant way but what about another checkbox "Retain player [x]" in menu?
A work around for this is to place a tile of road for that player somewhere. That will stop them getting deleted but won't harm the game (although it will show up on the minimap with their colour). Is that sufficient? I guess it's not very intuitive/obvious.
do you allready have a solution for AI Start Positions? :)
I've added it to the MapEd. Seems like a waste when it's only used for targeting attacks, maybe we can figure out a better way to do that later.
an other little aspect:
winefields. if I put object number 55 or 56 on a wine field, the farmer will harvest the field when the fruits are mellow.
if I put object 57 on a field, it won't be harvest and the field has no function anymore..
Fixed, thank you :)
anohter bug when using the map editor.

the defenese radius is not show when adjusting(the circle on the map).
Fixed, thanks :)
1. AI dont feed ranged units, if they shooted our units during scouting.
In example, i used 1 horse to explore map, and when i was close, enemy xbows/bowmen shooted me, so i moved back to avoid arrows.
After that, those groups, which shooted me( and only those) didnt stayed well on their position, and AI serfs didnt feed them, so they died.
Whole game was that.
Fixed, thank you :)

Re: KaM Remake nightly build

PostPosted: 17 Jan 2014, 14:08
by Vas
map editor is destroying buityful bridges with roads on it while saving the map :@ :mrgreen:
Image

Re: KaM Remake nightly build

PostPosted: 17 Jan 2014, 14:31
by Lewin
map editor is destroying buityful bridges with roads on it while saving the map :@ :mrgreen:
Image
Roads automatically flatten the ground, otherwise they look very uneven and stretched/bumpy (take a look at some of the campaign missions in the map editor and notice how the roads look different). The flattening is applied when the game starts since if it was applied in the map editor it would "damage" your terrain if you remove the road later (the units/houses/roads you can place in the editor should have no affect on the terrain in the editor).

So I don't think we will be changing anything here. You could possibly counter it by making the middle of the bridge higher. The flattening algorithm works by basically averaging tile heights around it.

Re: KaM Remake nightly build

PostPosted: 17 Jan 2014, 19:05
by Ben
For what it's worth, I agree with Lewin on this: The roads shouldn't automatically change the elevation. It would make pre-building while making maps impossible.

Re: KaM Remake nightly build

PostPosted: 18 Jan 2014, 07:36
by Krom
Maybe we should disable auto-flattening after all? I mean there's passability overlay showing if roads are walkable and it's up to mapmaker to create proper elevations. While in MapEd perhaps we could display a roadblock sign on roads that are unwalkable?

Re: KaM Remake nightly build

PostPosted: 18 Jan 2014, 08:08
by CuDi
Maybe we should disable auto-flattening after all? I mean there's passability overlay showing if roads are walkable and it's up to mapmaker to create proper elevations. While in MapEd perhaps we could display a roadblock sign on roads that are unwalkable?
Wouldn't this disable the ability to use roads to flatten spaces in order to be able to construct a building in that space? This is vital in many of the maps that have already been created to utilize the most amount of space in small areas. (Single player maps, campaigns, and multiplayer maps alike)

Re: KaM Remake nightly build

PostPosted: 18 Jan 2014, 10:10
by Krom
This will not affect the game. This kind of flattening we are talking about is applied only when mission is loaded for the first time and players assets (including roads) are placed.

Re: KaM Remake nightly build

PostPosted: 18 Jan 2014, 11:54
by Lewin
This will not affect the game. This kind of flattening we are talking about is applied only when mission is loaded for the first time and players assets (including roads) are placed.
I'm not sure that's a good idea because if you look at many missions in the map editor the roads look all wonky because they never got flattened. I much prefer the way the roads look after they've been flattened, like they do if you build them in the game. I'm not sure what to do about Vas' poor flat bridge though :(

Re: KaM Remake nightly build

PostPosted: 18 Jan 2014, 17:13
by Ben
This will not affect the game. This kind of flattening we are talking about is applied only when mission is loaded for the first time and players assets (including roads) are placed.
I'm not sure that's a good idea because if you look at many missions in the map editor the roads look all wonky because they never got flattened. I much prefer the way the roads look after they've been flattened, like they do if you build them in the game. I'm not sure what to do about Vas' poor flat bridge though :(
Do buildings and roads spawned with scripts cause the ground to be flattened?

Re: KaM Remake nightly build

PostPosted: 18 Jan 2014, 19:02
by CuDi
This will not affect the game. This kind of flattening we are talking about is applied only when mission is loaded for the first time and players assets (including roads) are placed.
Ah, alright. My mistake.

In which case I feel as though it should flatten the land whether it's when the map is loaded in game or in the editor. It makes sense that it would work the same way and act as if it were flattened when it was theoretically built by the laborers. (Meaning if the town was constructed in actual game time rather than the editor.)

Re: KaM Remake nightly build

PostPosted: 18 Jan 2014, 20:27
by Hargon
In my opinion boost Xbows in that way (+dmg against shileds) can RUIN actual nice balance. If we want boost Xbows, boost them +1hp and +dmg against archers. If everyone start spam Xbows it can't be fun. Today good player make archers, axemen, swordmen, pikes + horses. If Xbow will be OP it will crush actual battle balance.

Problem of Xbows are: they are iron units, which die really easily. So fix this problem +1hp and if you want battle balance GIVE them advatage against archers (little +dmg against archers). This is my opinion how to make xbows GOOD and NO OP. Xbows might be "scissors" on "paper" archers.

I really DON'T WANT spam xbows+lances. Really NO. Today everyone makes everything even horses and it's nice and make this game BETTER (xbows are rare, because they really fast die, even though they cost iron).


PS: if you want change units.. give Vagabund (militia on horse) to castle. It will do nothing to today battle balance. It will be rare to use them, but this option will be nice.