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Re: Official KaM Remake Bugs topic
PostPosted: 23 Jul 2013, 05:07
by Krom
Send us the map along with description please.
contact@kamremake.com
Re: Official KaM Remake Bugs topic
PostPosted: 28 Jul 2013, 14:56
by Thomas
AI Bug in TSK 18:
The AI attacks the second store house right at the beginning, with no chance to defend it. Even worse: their crossbows tried to destroy my school - fortunately AI is no human, so I won finally

As far as I remember (and also from the messages during the game) the enemy should attack that store house far later (after about 1 hour).
Re: Official KaM Remake Bugs topic
PostPosted: 28 Jul 2013, 16:33
by Remake 2012
New map - [e.g. 80x80] use water and make in all area water, save, close editor and load this map. Will be error.
Re: Official KaM Remake Bugs topic
PostPosted: 11 Aug 2013, 09:27
by Bence791
Yesterday we played a game. I watched it again and looked at the statistics. I found the following:
As you can see, I produced more food than 200, but less than 300. Now comes it, I produced 300+ sausages. I also had some wine tho (30+). What does the "Food" count? Or is it a bug?
Re: Official KaM Remake Bugs topic
PostPosted: 11 Aug 2013, 11:31
by Lewin
As you can see, I produced more food than 200, but less than 300. Now comes it, I produced 300+ sausages. I also had some wine tho (30+). What does the "Food" count? Or is it a bug?
Food counts the "food value" of each item as a percentage (0.0 - 1.0). So sausages are 0.6, fish 0.5, bread 0.4 and wine 0.3. That's why it's lower.
Re: Official KaM Remake Bugs topic
PostPosted: 11 Aug 2013, 12:05
by Bence791
Oh thanks, I thought it counts the amount of food produced

Re: Official KaM Remake Bugs topic
PostPosted: 11 Aug 2013, 12:16
by pawel95
As you can see, I produced more food than 200, but less than 300. Now comes it, I produced 300+ sausages. I also had some wine tho (30+). What does the "Food" count? Or is it a bug?
Food counts the "food value" of each item as a percentage (0.0 - 1.0). So sausages are 0.6, fish 0.5, bread 0.4 and wine 0.3. That's why it's lower.
It isn´t a big deal with it, because not many guys are looking at it, but seriously question. Wouldnt it make more sense, when it would just show the "total amount" of food, so it does not matter if you make sausages or bread, because if you want to see who made the food with the "biggest quality" you can just watch the seperated points under sausage,bread,wine,fish.
It´s same like at the army graph, you also don´t see if sado made most army(but 80% milita XD) in that game, you only see that he had most troops at some specific time, but when someone wants, he can just go to the special point like "Swords produced" or "Shields produced" so he can guess how many "quality" his army had
Btw was my idea declined or accepted to show each army type under the army graph so you can see how many milita,bowmen.... each player had?
Pawel95
Re: Official KaM Remake Bugs topic
PostPosted: 11 Aug 2013, 14:12
by Krom
@Pawel95: Probably declined. There are quite too many charts already.
Re: Official KaM Remake Bugs topic
PostPosted: 11 Aug 2013, 15:02
by The Dark Lord
I agree with Pawel, 'total food' should show number of loaves + sausages + wine + fish, not some weird values combined.
And I would also like the other graphs Pawel suggested. I don't think there are too many graphs already; in fact, KaM statistics are quite limited and could be even more interesting. I wouldn't mind if all these ware graphs got replaced with more useful ones (I for one do not care how much stone or coal I made in a game...). This would fit better in the suggestions topic though.
Re: Official KaM Remake Bugs topic
PostPosted: 11 Aug 2013, 16:27
by Ben
I also agree with Pawel's idea on the graphs.
Re: Official KaM Remake Bugs topic
PostPosted: 04 Sep 2013, 00:13
by Ben
I have found another bug that is caused by phenomenon only. Say a player has two bases on two separate, unconnected islands: islands A and B. If he builds a barracks on island A but not on island B, then the serfs on island B will, of course, not bring weapons to the barracks on island A. This isn't a problem. The problem is that the serfs on island B won't bring the weapons to the storehouse on island B either. This is because the player already has a barracks, so the serfs understand that bringing weapons to the storehouse is a bad idea. However, since they can't reach the barracks, the weapons just end up in an overflow in the weapon makers.
In the past, this didn't matter. Now with dynamic scripts, one may wish to make a map like this, so it should be fixed

Re: Official KaM Remake Bugs topic
PostPosted: 04 Sep 2013, 16:04
by pawel95
I have found another bug that is caused by phenomenon only. Say a player has two bases on two separate, unconnected islands: islands A and B. If he builds a barracks on island A but not on island B, then the serfs on island B will, of course, not bring weapons to the barracks on island A. This isn't a problem. The problem is that the serfs on island B won't bring the weapons to the storehouse on island B either. This is because the player already has a barracks, so the serfs understand that bringing weapons to the storehouse is a bad idea. However, since they can't reach the barracks, the weapons just end up in an overflow in the weapon makers.
In the past, this didn't matter. Now with dynamic scripts, one may wish to make a map like this, so it should be fixed

Really nice finding Ben

Re: Official KaM Remake Bugs topic
PostPosted: 05 Sep 2013, 01:03
by Lewin
Our delivery system currently has no official support for disconnected villages of any kind. Checking if the barracks is on the same road network would have a serious performance impact (every time a serf checks for a job hundreds of possible deliveries need to be considered, so the calculation needs to be efficient. We might consider supporting disconnected villages eventually. We might also allow a lot more players in singleplayer so you can have lots of players with the same colour for different villages, which is probably an easier solution for dynamic script missions.
Re: Official KaM Remake Bugs topic
PostPosted: 15 Sep 2013, 06:38
by thunder
Hey!
Does it bug for the market?
sometimes start to trade something and switch wares before finish the first trade. There will be sticky wares. Need unfinished trades and closed storehouse.
For example.
Trade 4 iron bars to 1 horse, but after the 3rd itronbar switch to ironbar to leather jacket(2:1). In this situation there are 3 ironbars in the market, and those are hanging. You can set to delivery out, but the market can't work with these 'sticky wares' just if you set back horse(4ironbar) or larger value wares.
If you set leather jacket then immediatly should to trade one leather jacket from 2ironbars start to wait +1ironbars for the ssecond jacket.
This isnt only ironbar's problem. All wares working on the same way.
Re: Official KaM Remake Bugs topic
PostPosted: 03 Oct 2013, 23:14
by K@T
I'm not sure, but ...
I have two inns. One empty, the other has some goods. The employee enters into an empty, but with nothing to eat (no food), he back into the building(work) and back to the inn for the second time.
I think that the employee should go automatically from the first inn (empty) to the second inn (full), without losing time to return to work.