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Re: Official KaM Remake Bugs topic
PostPosted: 07 Feb 2014, 20:31
by thunder
Hi again!
Im sorry again but did i see well the situation? When i start to shuting an AI units then the AI units start to moving/attacink to me before the first shot touch him/them. I don't know is it important or not, but for me interesting:)
Re: Official KaM Remake Bugs topic
PostPosted: 07 Feb 2014, 21:17
by Tiank
If you were playing in newer nightly builds, then it's okay. AI was supposed to be changed and behave like that. When you're close enough, they will attack you.
Re: Official KaM Remake Bugs topic
PostPosted: 08 Feb 2014, 01:32
by Lewin
Hi again!
Im sorry again but did i see well the situation? When i start to shuting an AI units then the AI units start to moving/attacink to me before the first shot touch him/them. I don't know is it important or not, but for me interesting:)
That's a feature from TPR that was added, if you stand too close to the AI they will attack you. This makes it harder to sneak into the AI's village in the campaigns. You can control it in the map editor AI tab, it's called "auto attack range".
Re: Official KaM Remake Bugs topic
PostPosted: 08 Feb 2014, 10:40
by thunder
Many thanks, I didnt know this. I just saw this in the Mutiplayer when chose play with AI and bows fired from the max distance. Something new for everyday:)
Re: Official KaM Remake Bugs topic
PostPosted: 09 Feb 2014, 09:26
by Jeronimo
*Small misstranslation for spanish version description in Singleplayer menu: Allies -> Aliados (not Alidados).
*Btw, what about always priority timber over stone, when serfs deliver materials to a blueprint?
A complaint I have is the new "Charge effect"... traspassing/ignoring units while running, makes the Charge even less convenient to use.
Is not about seeing how far does the unit reach, is about moving fast (like a cavalry) but in straight line till hits an enemy and initiates combat earlier.
Re: Official KaM Remake Bugs topic
PostPosted: 09 Feb 2014, 11:20
by Lewin
*Small misstranslation for spanish version description in Singleplayer menu: Allies -> Aliados (not Alidados).
Thanks, I fixed it.
*Btw, what about always priority timber over stone, when serfs deliver materials to a blueprint?
I already implemented that today:
viewtopic.php?f=24&t=794&p=35649#p35624
A complaint I have is the new "Charge effect"... traspassing/ignoring units while running, makes the Charge even less convenient to use.
Is not about seeing how far does the unit reach, is about moving fast (like a cavalry) but in straight line till hits an enemy and initiates combat earlier.
Change (storm attack) running past enemies without stopping to fight them is a bug in r5503. It is fixed in the nightly/tournament demo (if it's still happening let me know).
Re: Official KaM Remake Bugs topic
PostPosted: 09 Feb 2014, 15:26
by zaamoot
Just played on the new release of the tournament and found a small bug when whispering to someone.
When you want to select a player, but than click the window for chatting away. The selection of players stays open.
It can be seen in the attachments. Just a minor bug in my opinion

.
Re: Official KaM Remake Bugs topic
PostPosted: 10 Feb 2014, 00:47
by Lewin
Just played on the new release of the tournament and found a small bug when whispering to someone.
When you want to select a player, but than click the window for chatting away. The selection of players stays open.
It can be seen in the attachments. Just a minor bug in my opinion

.
Fixed, thanks.
Resources from second storehouse not used
PostPosted: 13 Feb 2014, 09:12
by Mike89
I don't know for sure if this is a bug or I am doing sth wrong. In some missions(4 and 6 so far), you get a second storehouse with some resources in it. Problem is that my serfs do not bother to deliver resources out of it. I finished mission 6 with the same amount of coal, iron ore or gold ore as I started, although the storehouse was linked with a road. What could be the problem? Is it a bug?
Re: Official KaM Remake Bugs topic
PostPosted: 13 Feb 2014, 15:55
by Ben
Did you have coal mines? If so, it is of higher priority for serfs to take wares out of producing buildings instead of the storehouse, itself. In your case, serfs will grab coal from the coalmines over the storehouse.
Re: Official KaM Remake Bugs topic
PostPosted: 13 Feb 2014, 16:31
by Mike89
This also happen even when all my coal mines depleted their resources. Production of iron and gold stopped although there were 300 bags of coal in the other storehouse. Also, weapons were not delivered to the barracks.
I don''t know about you but certainly consider this an issue that must be addressed.
Re: Official KaM Remake Bugs topic
PostPosted: 13 Feb 2014, 16:59
by pawel95
Well haha. These storehouses are quite far away from the center of your city, for sure. So just make like maaaany serfs
If you have serfs that are just standing in your city and do nothing, you have enough serfs. So try this and when the problem still exist, write again here. I hope I could help you

Re: Official KaM Remake Bugs topic
PostPosted: 13 Feb 2014, 17:31
by Mike89
Yes, you were right. I needed a lot more serfs! I reached 160 and still everyone of them had something to do, none were idling. At first I had 60 serfs and things ran smoothly, except the stated problem. Only after reaching about 110 serfs did they bother exploring the storehouse in question.
Thank you for your reply, although I'm not sure I will double the number of serfs I usually use!
Re: Official KaM Remake Bugs topic
PostPosted: 13 Feb 2014, 18:40
by pawel95
XD Well 160 means you have a huge city, or not good streetconnections/buildingplacement, so your serfs have to go further for a recource. Also you should block stones for example in the storehouse.

Re: Official KaM Remake Bugs topic
PostPosted: 13 Feb 2014, 20:56
by Mike89
I trained 160 serfs just for fun

. As I said, 60 were doing a decent job. Maybe 80-100 would have been an optimal number. Thanks for your help!