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Re: KaM Remake nightly build

PostPosted: 19 Jan 2014, 12:47
by Hargon
Today in 60pt game make 30+ swordmen. =45 Xbows. What's is better? => swordmen = dead unit in game. So do test in this logic numbers please and you will see. Today you can make everything. Only Xbows make for example 1-3number of unit for fun to snipe something. I choose 45 Xbows against 30swormen and axemen will be more weak against Xbows.

So top players on 60pt game will make 40+ Xbows and cca 40 axemen. So it will change priorities. =>swordmen is dead and you change swordmen against Xbow = NO WIN. Or give them reduction of 0.25shield bonus for example.

Re: KaM Remake nightly build

PostPosted: 19 Jan 2014, 12:51
by The Dark Lord
Well now we are talking. :) If crossbowmen turn out overpowered (which I doubt) their boost should indeed be decreased. But to know that we need to test it first. @MaxDeus hopefully I'll soon be able to test things too. :)

Re: KaM Remake nightly build

PostPosted: 19 Jan 2014, 12:52
by MaxDeus
You´re right. Yesterday i was waiting for some players, but the only game i found was a 2 coop game and a closed 6 player game. what shall we test if this happens? Nothing. But how will you change this? You cannot, thats the problem.

But i thin the results of this "16 vs. 16" are more "clean", because you have no bow + xbow working together against some units, or other mixed troops.
Other bugs can only be found by playing together/against each other.
@Lewin: which sort of test do you want? I made this one, or do you really want more tests with playing against each other?
GR
MaxDeus

Re: KaM Remake nightly build

PostPosted: 21 Jan 2014, 17:46
by Killer!!
Hello I problably found a bug in the nightly version of the remake.
When you start to play TSK7 on multiplayer (maybe also on singleplayer but didn't test it) the AI allie get''s attacked by Some lances.
Now what the problem is, is that 6 of the lances who are attacking the stable are going to your allies storehouse and kill all of the serfs.
The militia of your allie just come to late to help his population.
So your allie is already destroyed at a couple of minutes.

Re: KaM Remake nightly build

PostPosted: 21 Jan 2014, 19:17
by pawel95
Haha Lewin reported that bug to me already, some days ago. I played tsk07 some days ago in normal multiplayer, without any found bugs(except for mixed colors in comparision to original tsk). So I will take a look into the coop maps soon :D

Re: KaM Remake nightly build

PostPosted: 21 Jan 2014, 21:22
by RandomLyrics
Kinda bug?
Timber in sawmill are full but serfs didint want transport them to the storehouse, im using takewaresfrom and deliveryblock and wareblock on that storehouse
Image
Image

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 01:52
by Lewin
@RandomLyrics: Can you send me a save (or mission) showing the bug? Then I can debug it easily. There's probably an issue with one of the script commands.

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 10:51
by RandomLyrics
Maybe something is wrong with Roads, bug in not connected houses.

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 13:11
by Lewin
Maybe something is wrong with Roads, bug in not connected houses.
Yeah it could be. Press F11 then drag the slider to "canWalkRoad". You will need to be in singleplayer to do this (it's blocked in multiplayer to prevent cheating), so maybe create a save and copy it to the Saves folder so you can load it in singleplayer (or start your map from singleplayer if that's possible). Then make sure the green highlighted squares form a continuous connection between the storehouse and the sawmill.

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 16:54
by woloszek
This is annoying!!!!! :@ :@ :( Do you guys will improve it? :wink:
Bez tytułu.jpg

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 16:59
by Ben
Maybe I'm just can't see what's in plain sight, but I can't figure out what you are referring to. Could you give us a better description other than "this" :P

By the way, very nice landmark. Looks good :)

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 17:17
by woloszek
Maybe I'm just can't see what's in plain sight, but I can't figure out what you are referring to. Could you give us a better description other than "this" :P

By the way, very nice landmark. Looks good :)
Omg, sorry xDDD I have strange day, perhaps thats why I forgot about it :mrgreen:

Now, you know what is annoying? :|
Bez tytułu.jpg

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 17:28
by Ben
This has already been addressed. In fact, it was in this very topic. here: http://knightsandmerchants.net/forum/vi ... &start=120

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 17:39
by woloszek
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 :(
Yes Ben, I know... but Im not sure about Lewin's opinion... This is annoying when in editor we can see this f.... problem ;/ (not only in the game, but in the editor too) :'(

Re: KaM Remake nightly build

PostPosted: 22 Jan 2014, 18:37
by pawel95
Some of us players thought about an economy game in like 1 hour in the nightly. We think there were no serious 8p map (except tactic or special) Game yet :P and those xbows are waiting to be tested, so look at 20:00 clock in the Nightly lobby, maybe we can get enough people :mrgreen:



Pawel95