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Service Release 3 - It's (might be) coming!

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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 24 Dec 2007, 10:56

The screenshot only seemed to show a blue icon for the ironmine, right?
I believe the whole Dutch forum knows how to do that by now (yea I kinda leaked my program.. oh well, it doesn't seem to hurt)
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SlayerofMoose

Woodcutter

Posts: 18

Joined: 10 Jul 2007, 22:00

Location: Under your bed

Post 24 Dec 2007, 20:21

Oh well, I'm hoping that he is indeed working on a patch. It seemed to me like he had already fixed the multiplayer bugs.
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harold

Knight

Posts: 562

Joined: 19 Nov 2007, 23:00

Post 24 Dec 2007, 21:08

If he did, that would be quite awesome
I admit I took a look at the disassembly of TPR, but it's several MB's worth of assembly so I didn't get very far. It's a pity there still aren't any native-C++ decompilers that really work (boomerang for example can not even decompile itself when I last tried it, let alone KAM)..
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Templar

Laborer

Posts: 12

Joined: 28 Dec 2007, 23:00

Post 29 Dec 2007, 13:12

nice job my friend i am waiting for service release 3 for fixed multiplayers bug knights and merchants TPR is better than knights and merchants TSK becouse new building townhall and catapults building but when we go out of syhnc i hate .
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merchant_992

Pikeman

Posts: 162

Joined: 11 Nov 2006, 23:00

Location: Rinsumageest, Nederland

Post 05 Jan 2008, 14:49

Now the original patch is not coming any more. Are you still making a patch Litude? I'd like some map fixes.
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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 07 Feb 2008, 14:53

I did work quite lot on it but fixing the TPR campaigns turned out to be far from easy which pretty much took away my motivation :( I'll see if I can do something about it...
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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 07 Feb 2008, 15:48

HEy, welcome back^^

BTT
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merchant_992

Pikeman

Posts: 162

Joined: 11 Nov 2006, 23:00

Location: Rinsumageest, Nederland

Post 07 Feb 2008, 15:58

I did work quite lot on it but fixing the TPR campaigns turned out to be far from easy which pretty much took away my motivation :( I'll see if I can do something about it...
I understood that you fixed the TSK maps? Maybe you can make a patch existing just of that fixes. Every improvement is good.
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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 08 Feb 2008, 21:26

I think I have pretty much everything in TSK campaign nailed down expect some possible AI fixes in mission 17.
The main problem I was having with the TPR campaign was that the original attack scripts were just way too hard to be used like that, and tuning the difficulty level to appropiate was just so time consuming...:(
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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 09 Feb 2008, 07:14

Hey Litude. :)

You could try to set the recrut count about... 10000 higher. The AI will now train recruts later, so you have some more time (a quarter) to train your own troops.
Or you could just delete some of the attacks. Not every player has to attack.
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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 09 Feb 2008, 16:58

One thing that would really help would be to know how much 1 KaM Time is in real life. Does anyone know?
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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 09 Feb 2008, 17:04

10.000 is about a quarter. It is like 2:3: 2000 is about 3 minutes.
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MrVV

Axe Fighter

Posts: 72

Joined: 29 Feb 2008, 23:00

Location: Zealand, Denmark

Post 16 Mar 2008, 09:03

It's souds interesting... ( Service release )
But its long time ago since the first post...
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Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 16 Mar 2008, 09:59

I'm not sure I like the idea of applying major changes. I always thought a patch would fix bugs in a game, but any more than that and it's more of a mod / hack.

For instance, I'm not keen on the idea of changing the iron mine icon from red to blue.

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