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PostPosted: 24 Dec 2007, 10:56
by harold
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)
PostPosted: 24 Dec 2007, 20:21
by SlayerofMoose
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.
PostPosted: 24 Dec 2007, 21:08
by harold
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)..
PostPosted: 29 Dec 2007, 13:12
by Templar
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 .
PostPosted: 05 Jan 2008, 14:49
by merchant_992
Now the original patch is not coming any more. Are you still making a patch Litude? I'd like some map fixes.
PostPosted: 07 Feb 2008, 14:53
by Litude
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...
PostPosted: 07 Feb 2008, 15:48
by Merchator
HEy, welcome back^^
BTT
PostPosted: 07 Feb 2008, 15:58
by merchant_992
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.
PostPosted: 08 Feb 2008, 21:26
by Litude
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...

PostPosted: 09 Feb 2008, 07:14
by The Dark Lord
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.
PostPosted: 09 Feb 2008, 16:58
by Litude
One thing that would really help would be to know how much 1 KaM Time is in real life. Does anyone know?
PostPosted: 09 Feb 2008, 17:04
by The Dark Lord
10.000 is about a quarter. It is like 2:3: 2000 is about 3 minutes.
PostPosted: 16 Mar 2008, 09:03
by MrVV
It's souds interesting... ( Service release )
But its long time ago since the first post...
PostPosted: 16 Mar 2008, 09:59
by Danjb
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.