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PostPosted: 10 Sep 2008, 11:41
by Litude
Yeah I know but that was not my point. My point was that the game never brings resources to a building when it already has five of it.
Training a citizen from the school reduces the gold amount to four so a serf starts taking more gold to the storehouse and when you cancel the training it's set at 6.
The quarry and butcher's also has some 6 or 7 of wares under certain conditions.
PostPosted: 10 Sep 2008, 11:56
by Thunderwolf
yes, but it does mean that KaM CAN handle more than 5 goods in the building.
PostPosted: 11 Sep 2008, 10:50
by Lewin
yes, but it does mean that KaM CAN handle more than 5 goods in the building.
Yes, but some where there is a limit to say how many wares the serfs will deliver. (if there are less than 5, deliver new one)
As for wares produced, well I think that is a separate limit. I think it is either 7 or 8. (judging by the way the stone mason/butcher works)
What I am really interested in is where these values are stored. Are they hard coded in the EXE, (which Litude seems to imply) or is it set in houses.dat? As for everything only taking 5, well it's possible that every building is set to 5 in houses.dat. Don't just assume that it's hard coded. (Although I think it probably is)
RX Files: Don't know anything about them.
Oh, I suppose you don't. I kind of assumed you did because of the graphical changes but I guess you were just using Harold's Graphics reader.
Yeah, this could prove a bit troublesome though as there are more than one save format.
Yes, that will be complicated. And I assume the formats vary more than just simple things. (especially from TSK to TPR)
Define files: I think that JBSnorro and Krom also know some stuff about these files we don't.
Yes, Krom posted some info somewhere, and I think Harold/JBSnorro understand the mapelem.dat file (stores info about map objects such as trees) too, because Harold was trying to help me for my editor.
I collection of this information would be great, but SR3 is a higher priority. (IMO)
Lewin.
PostPosted: 12 Sep 2008, 20:35
by Krom
Keep in mind - every house has as much as 5 pics for goods, meaning if you have 10 items you won't see them graphically.
I wouldn't touch save format, it's clearly pointless.
PostPosted: 13 Sep 2008, 06:28
by The Dark Lord
You can't see the number of stones in the towers anyway...
PostPosted: 13 Sep 2008, 13:29
by Krom
Right. Good point, though I see it as a flaw. KaM charm is in all these small details, not in macro-economy. It's only an IMHO.
About save format - I was quick in writing without knowing situation. I take my words back. Surely, fixing multiplayer saves would be cool.
PostPosted: 13 Sep 2008, 13:52
by Litude
Just to make it clear, I have no plans to try making a tower capable of holding eight stones.
PostPosted: 14 Apr 2009, 17:53
by Krom
I was wondering if maybe there are any plans to graphically add stones to Tower ingame? So we could see how much stones each tower has by quick glance ..
PostPosted: 15 Apr 2009, 20:32
by H.A.H.
can ypu please upload the training hall picture again? nit can't be showed
PostPosted: 16 Apr 2009, 11:16
by Lewin
I was wondering if maybe there are any plans to graphically add stones to Tower ingame? So we could see how much stones each tower has by quick glance ..
That sounds like a good idea, it would make it much easier to see how full the towers are.
However, someone would have to make the images and fit them in with the current tower image. The images could probably be made by using parts of the stone masons images or something.
I support this change if someone is willing to make the images and if they look good.
Lewin.
PostPosted: 16 Apr 2009, 12:11
by harold
I tried, but it seems like there is very little space to put the stones..
If you had the pictures, could you really make KAM use them? I haven't tried this but isn't the tower hardcoded to use only 1 image?
PostPosted: 16 Apr 2009, 12:15
by kuba11100
@Guest: on the first page Lewin wrote how to show it in game - just get some hex editor, like XVI32 and go!
@Krom and Lewin: I don't think it's a good idea, being able to see how many stones are in enemies' watchtowers at the moment, and making them visible only in player's team isn't possible I think.
And where should the stones be kept?
Some pics of stones from construction sites may also be used.
//edit: Harold was faster...
PostPosted: 19 Apr 2009, 19:44
by The Knight
http://knightsandmerchants.de/include.php?path=kam/lostfeatures.php
Please could anybody upload the alpha houses please! I also can't see it in game!
PostPosted: 26 Apr 2009, 02:48
by Lewin
@Krom and Lewin: I don't think it's a good idea, being able to see how many stones are in enemies' watchtowers at the moment, and making them visible only in player's team isn't possible I think.
And where should the stones be kept?
That's a good point, I didn't think of that. I agree, you shouldn't be able to see the how many stones the enemy towers have, and anyway, the recruit would keep them in the tower with him so that he doesn't have to run down the stairs each time he wants to throw one.
So I've changed my mind, keep it as is.
Please could anybody upload the alpha houses please! I also can't see it in game!
Which alpha houses are you talking about? I assume you have the ones that Star Gazer posted. If you're talking about the Training Hall then we can't help. No one has the image. (except maybe Joymania) This discussion was about only parts which are left. (the text in the LIB file)
Lewin.
PostPosted: 26 Apr 2009, 05:40
by Krom
Sounds right

It's always intriguing to attack AI towers with archers knowing that one wrong move too close and there's a stone throwing down.. Makes sense to leave "as is'
