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Re: Official KaM Remake Bugs topic
PostPosted: 31 Oct 2013, 02:03
by Nissarin
@thunder
The idea is not new, some players even though about building double barracks and use one for iron and the other for leather. I don't consider such strategy bug or exploit, on the contrary, I think players wouldn't have to resort to such "tricks" if that part of the game mechanics worked good in the first place.
The way it works right now any kind of traffic jam near the barracks/idle serfs, buildings, direction your troops will have to go (I try to leave some free space below barracks - forest works best - as temporary gathering point) etc. will cause huge delay in training troops and that's IMHO the real "bug" here.
I remember one game I played on Paradise Island when I was completely obliterated, because the enemy simply walked straight down to my city while my troops were "fighting" against the traffic. I think that a lot of the rush strategies utilize the fact that certain locations allow for better barracks placement allowing easy/fast access to the enemy (especially on smaller maps). Yes, you can always build it closer to the edge of the town but that's not always the most efficient way (too far from production facilities and/or takes too much time) and I see no reason why players are being "penalized" for it.
Re: Official KaM Remake Bugs topic
PostPosted: 31 Oct 2013, 02:29
by Ben
Okay, not to sound mean, but it starting to get on my nerves when people say that the barrack crowding is too severe. Even a crowded barrack with no space in front of it (only one tile for the road) can still easily pump out soldiers. All you need to do is have only one road leading to the barrack. Having two roads makes crowding very bad indeed, but that's where planning becomes important. I have attached a replay showing this example.
Now, as for barrack deletion, are we really going to make a problem out of nothing? Seems like players want to make rushing punishable by hanging when it comes to KaM. Builder rushes and market rushes were taken out of the game, and militia have been indirectly nerfed, and now we're going to take barrack deletion out? It's totally unnecessary. If you are playing on a map where you are very close to your enemy, then you should be be prepared for a rush.
I hope I have said enough to convince

Re: Official KaM Remake Bugs topic
PostPosted: 31 Oct 2013, 07:28
by thunder
MAybe i wasn't enough clear with my problems. I dint talked about trafiic jams:S
1st was when you have 120++units in the barrack. normally this is 2-3 mins while coming out. but if you delete after a fast trainind they come out immediatly. Seems Really fair if the enemies dont do this. If you have 200 units in the barrack (only milities after 75minsPT) and train them all at the same time then they will come out from the barrack more than 5 minutes and not because the trafficjam, but if you delete that barrack just leave that immediately all??? i don"t thnk this is fair. Seems planned if the player had two barracks but that walking out time counting a lot when you have this rush...
I attached what did i mean. the pictures are show nearly 10 seconds while the replay shows nearly 3 minutes training time...:S
2nd was the entrances blocking with one or few soilders. and you cant train out your 40 souilders or something...this is in the regular game, it is a tactical decision, or the mainly destiny, block the enemy barrack and destroy that as soon as....
Re: Official KaM Remake Bugs topic
PostPosted: 31 Oct 2013, 10:01
by Nissarin
@thunder
You were clear about that, both me and Ben (and probably other too) agree that this is not a problem.
@Ben
My point is, training troops is normal activity, I don't like the idea of having tacking some special precautions when planning barracks location or training troops just make it work efficient.
PS:
I was unable to load the replay, not sure why..
Re: Official KaM Remake Bugs topic
PostPosted: 31 Oct 2013, 15:49
by Ben
@Ben
My point is, training troops is normal activity, I don't like the idea of having tacking some special precautions when planning barracks location or training troops just make it work efficient..
Alright, but I disagree with you. The whole game revolves around proper planning. Why should the barrack be excluded from that?
Re: Official KaM Remake Bugs topic
PostPosted: 05 Nov 2013, 22:19
by Nissarin
I noticed this while watching the replay... not sure if anyone reported it before.
Re: Official KaM Remake Bugs topic
PostPosted: 06 Nov 2013, 06:16
by sado1
It's a feature, thanks to that I've been able to hang a flower on a storehouse on Frozen Waters unintentionally.
Re: Official KaM Remake Bugs topic
PostPosted: 06 Nov 2013, 07:42
by thunder
I noticed this while watching the replay... not sure if anyone reported it before.
Do you mean the emptymind serf???

Re: Official KaM Remake Bugs topic
PostPosted: 06 Nov 2013, 11:29
by pawel95
Lol nice bug found.
To thunder: Maybe when a "spawn point" would be implemented, the problem with stopping soldiers would be fixed a litte little bit .P i have made that idea sometimes ago, not sure if it is on any to do list or got declined. However this problem occurs only in KaM just because of the Peacetime Xd so you can go back to sados topic, and discuss how to delete pt Xd
However the placement of these barracks aren't optimal. One tile to the right, one tile to the right. So eveb strange that all weapons were in the barracks in time.
Well on one side I think it should be really fixed, because he had a big advantage just because of destroyed barracks. Just imagine 50 knights be all out 2 sec after PT .p but this fixing could cause problems: sometimes when an enemy is attacking your barracks and you equip soldiers, they cant go out but will be there when the barracks are destroyed, so player would loose their army because of one milita blocking the entrance of the barracks Xd
Maybe it should be a difference when the owner deletes the building, or an enemy destroys it.
Re: Official KaM Remake Bugs topic
PostPosted: 07 Nov 2013, 00:01
by Lewin
I noticed this while watching the replay... not sure if anyone reported it before.
Getting the Z-order right with 2D sprites pretending to be 3D is harder than you'd think

We've made a number of changes and tweaks to the system over the years but there are still a few minor issues like this. It's probably not worth the time it would take to fix it, it's quite rare and minor.
Re: Official KaM Remake Bugs topic
PostPosted: 10 Nov 2013, 15:48
by Remake 2012
BUGS in r.5922
1) open map, put in map storehouse, roads, helpers and put to storehause raw material - save map. load - nothing
all settings disappear. We have clean map with object.
In .dat file we have this: ĐĐĐT_ĐAĐĐĐdĐtĐĐmiĐĐiĐĐĐĐmĐĐĐĐHĐtĐĐĐĐĐmĐĐĐĐĐĐĐĐT_ĐAX_ĐĐAYĐĐĐĐĐĐĐĐĐT_HĐĐAĐ_ĐĐAYĐĐĐĐĐĐĐĐĐĐĐT_CĐĐĐ_Đ . . .
2) we open map, copy area, open large map and do mirroring. Ok map is great but.. There is a problem with the tiles. When you want to paint something on the map. (jpg)
KaM 2013-11-10 16-43-19.jpg
3)If we open r5503 we see : (jpg)
KaM 2013-11-10 16-44-06.jpg
(I overwrite files when copying 5922)
4) Rotating tiles does not work. It only works in two directions - up and down.
Re: Official KaM Remake Bugs topic
PostPosted: 10 Nov 2013, 17:53
by sado1
3)If we open r5503 we see : (jpg)
KaM 2013-11-10 16-44-06.jpg
(I overwrite files when copying 5922)
WARNING: Make a backup of r5503 folder since texts and fonts are updated and might break the r5503 functionality!
Re: Official KaM Remake Bugs topic
PostPosted: 10 Nov 2013, 18:19
by Krom
1, 2: Are you sure you did used r5922? Because when I test these are not reproducing..
3. I specifically warned about that in first post - make a backup of r5503 before installing nightly update
4. Will be fixed, thanks )
Re: Official KaM Remake Bugs topic
PostPosted: 10 Nov 2013, 21:30
by Remake 2012
1, 2: Are you sure you did used r5922? Because when I test these are not reproducing..
3. I specifically warned about that in first post - make a backup of r5503 before installing nightly update
4. Will be fixed, thanks )
1)Still not work properly
KaM 2013-11-10 22-27-05.jpg
3) Too late :/
4. Thanks
And small sugestions:
Please add: When I make new map in editor - starting area eg. water, sand, snow, grass
Please add: Large paint brush 12 is too small in map 256x256... :/
Please add: Select the custom area to be folded (For now, we can choose a square and circle) I would like to hand select the closed area which is to be increased.
Re: Official KaM Remake Bugs topic
PostPosted: 10 Nov 2013, 21:42
by sado1
Please add: Select the custom area to be folded (For now, we can choose a square and circle) I would like to hand select the closed area which is to be increased.
Just use 1 tile brush.