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Re: Official KaM Remake Bugs topic
PostPosted: 04 Oct 2013, 07:32
by Bence791
Yes, you aren't sure. That's because, at the moment when the hungry citizen left his workplace, there was food in the "empty" inn. And I guess that one was closer to his place than the other. And I'm not completely sure if it would be better if that guy rethought what's up and went to the full one, in case of that there would be much bigger jams in front of inns.
Re: Official KaM Remake Bugs topic
PostPosted: 04 Oct 2013, 07:35
by dicsoupcan
Actually the employee does exactly what you suggested. But the thing with inns can be tricky, one time they are full, a few seconds later they are empty. The most logical conclusions that i can make based on this story is that your inn was full when you looked at it, and then became empty by many hungry workers resulting in you worker going back to his home first.
Re: Official KaM Remake Bugs topic
PostPosted: 04 Oct 2013, 10:10
by sado1
By the way; it would make sense if citizens didn't walk out of their buildings if someone already had walked out for a piece of food in the Inn. For example: imagine there's 1 sausage in the Inn; a serf decided to go for that one, but at the moment also entire city can decide to go and try to win the race for that sausage. What if instead, only the first guy that saw the sausage, was walking to the Inn? It would prevent unnecessary traffic jams near the Inn, when half of the city is hungry and they can never enter the actual building, or they go out even if there's nothing to eat. Of course, if you prefer to leave that as it is, to punish players that have insufficient food production, I'm fine with that.
Re: Official KaM Remake Bugs topic
PostPosted: 04 Oct 2013, 10:55
by Krom
@sado1: There are many optimizations and future prediction algorithms possible (what if Inn gets food delivered in next 5sec?), but we prefer to keep it simple code-wise and algorithm-wise instead of hunting for tiny improvements and making it pain to maintain.
Re: Official KaM Remake Bugs topic
PostPosted: 04 Oct 2013, 15:32
by sado1
Well, my point was the cities efficiency, code efficiency is a different story.
Re: Official KaM Remake Bugs topic
PostPosted: 13 Oct 2013, 12:13
by Thomas
Already some time ago we had an app crash in a lan game. Attached are the crashreport files. You should also get the error when proceeding the report after it's finished.
Hopefully it's helpful to fix the problem
Re: Official KaM Remake Bugs topic
PostPosted: 16 Oct 2013, 19:40
by Sined
Greetings here
I've just bought the steam historical version and installed it.
But when I tried to install the mod, it says that the original game is not installed, so, it doesn't install the mod.
I'm on a computer which is still on xp.
Any suggestion that could help ?
Thanks
Re: Official KaM Remake Bugs topic
PostPosted: 16 Oct 2013, 20:12
by T*AnTi-V!RuZz
Greetings here
I've just bought the steam historical version and installed it.
But when I tried to install the mod, it says that the original game is not installed, so, it doesn't install the mod.
I'm on a computer which is still on xp.
Any suggestion that could help ?
Thanks
Hello
Read here:
http://steamcommunity.com/sharedfiles/f ... =185951658#
Re: Official KaM Remake Bugs topic
PostPosted: 16 Oct 2013, 20:51
by pawel95
Greetings here
I've just bought the steam historical version and installed it.
But when I tried to install the mod, it says that the original game is not installed, so, it doesn't install the mod.
I'm on a computer which is still on xp.
Any suggestion that could help ?
Thanks
Hello
Read here:
http://steamcommunity.com/sharedfiles/f ... =185951658#
HAHA I found that nice sentence at that page
But do worry! Look at the next section to solve all your problems.
Re: Official KaM Remake Bugs topic
PostPosted: 17 Oct 2013, 10:10
by sado1
I doubt that'll help, Anti. This guy wrote that steam version is fully compatible out of the box for him; what he writes afterwards is how to trick Steam into believing that KaM is running, while in fact, the Remake is running instead.
Re: Official KaM Remake Bugs topic
PostPosted: 20 Oct 2013, 12:24
by pawel95
Hey guys,
First time that I will report a bug that I didnt find myself
I´m just translating it,because on the polish forum won´t read it anyone:
The Bug was found by "Elvon":
He made a test after he saw some battle in the Remake where troops didn´t catch other troops, but they should because there is no tile between them.
He is not sure, but says that this happen at wineyeards(maybe also somtimes on other tiles?!). So in some combinations there is no attack between a citzien and a troop / between two troops.
Elvon wrote at his last sentence that with that bug he catched with a single knight(on a wineyeard !?) all bowmen of the enemy
Here is the picture he posted:
http://imageshack.us/f/824/zla1.png/
The black circles show the places where no attack is going to start.
Here is the original polish post:
http://www.knights.sztab.com/forum/view ... 1499#51499
Pawel95
Re: Official KaM Remake Bugs topic
PostPosted: 21 Oct 2013, 05:13
by Krom
@Pawel95: This is correct behavior. Wineyards, trees and some other objects block diagonals and that means units can't walk by them nor fight through them. Indeed, if there's a tree or wine bushes between you and the opponent it's rather hard to swing a sword
Re: Official KaM Remake Bugs topic
PostPosted: 28 Oct 2013, 14:17
by Remake 2012
Bug when I open my map.
Re: Official KaM Remake Bugs topic
PostPosted: 28 Oct 2013, 16:31
by Krom
You can try saving your map from old KaM Editor to fix the issue (by reducing unconnected areas count)
Re: Official KaM Remake Bugs topic
PostPosted: 31 Oct 2013, 00:35
by thunder
hm. I saw a new replay. The player had really nice and counted city, played rush game. 60+swordsmen and 60+milities after 60PT what is absolutly TOP performance . And had two barracks.
Well after the PT trained immediately 120 units and destroyed the barrack. All units came out from the barrack immediatly and win more than 2-3 mins, and just opened the second barrack for the stuffs.
Well is it fair? I think the idea is really great and well done how the player built, but 10sec or 2-4mins??? Well maybe should to rethink this part of the game. Seems not really fair for me. but its subjective.
The other thing when player just block the entrance of the enemy barrack and the trained units cant come out.
What if the trained units always come out in every situation from the barrack and the barrack is undestroyable(by the owner) while trained units are in the barrack, (and not recruits. )
The door blocking is part of the a strategy. But what could be happening if the door is always open? just for training or exit, the entrance wouldnt be possible in blocked position.
Or jut the attacking ishould be possible on the entrance tile...
etc..