If you let those two groups of militia go to the coded place, that buildings will survive.
Oops, sorry, my mistake.
Let's leave it for the old English revision, I'm so bored of messing with the formatting of messages...
Ok.
I was thinking something like making the last message appear when you have killed the back line of bowmen of the main army as the last message told you to kill the bowmen. But perhaps I should just revert it back to how it was, if only there was some kind of developed trigger system in the game...
Nah, I don't think that's a good idea because they will send their other soldiers if you attack their bowmen. (Or won't they?) If they don't then yes, it's a good idea. (but you might need to change the content of the messages a bit to fit with that) Maybe if you move the bowmen back a bit it will work?
I still don't see the problem with two groups of bowmen, although the two messages might still go unnoticed I suppose.
What ever you do, I don't think you should revert it. It is much better now with messages appearing at the right time.
The third message should be changed to make it more clear that you need to take the scouts to attack the bowmen. Currently it uses some weird wording.
Yes, it does.
Hmm... I'm not really sure about this one.
Well I can't see what harm it will do, and I think it's quite noticeable that the buildings/roads change a lot. It's your call though.
Perhaps it's easier to remove dead rotten trees than green ones? Dunno but I think this could cause problems with current missions.
Yeah, although it doesn't look that rotten. I'd leave it as is, because changing it could have some nasty consequences.
They survive for me? :shock:
As kuba pointed out, that was my mistake entirely. :oops: Sorry.
There has never been any sausages in the mission.
Ok then, leave it.
D'oh, I put the wrong map file into the beta patch, just something I was messing around with. I ended up increasing the defense radius of the enemy soldiers to fix it.
Heh, good, I thought it looked a bit unfinished.
Well the script is exactly as it was in TSK though...
Oh well, maybe I attacked them differently.
Yeah it's a bit troublesome when the bowmen like to stay behind...
Well at least they actually shoot you. (I remember in some missions bowmen just walked straight into my troops)
The value was 5, but I have a feeling that watchtowers and recruit counts do not work well together.
Yeah, so how about only using recruit count in missions without watchtowers. Lots of recruits isn't so bad, it gives your men something to do. :twisted:
Okay, think this might be a problem in other missions as well.
It's only a problem in mission 4 because you have a sawmill but you don't have a woodcutters hut. (in fact, what use is a sawmill without one? Seems kind of weird to me...)
- The AI will now take all wares to their storehouse
Is this reason, why AI in mission 11 TSk don't tak stones from stone man's house?
Yes it is, but now it's been fixed! (mission 11 works fine now!)
- In-game messages have been reorganized
mh, what?
This is just an internal thing. Litude has moved the messages in text.lib into the same order as they are displayed in the game. This should have no effect to game play, only to people who want to edit the LIB files.
Could you also use F12 for pausing game?
I have been trying to fix this, but EXE hacking is much harder than it sounds. Assembly is difficult to read, and so far I haven't even found the code that specified which key to use. I am using an old version EXE (1.52 I think) in which screenshot does work to locate the code.
Could you make the screen dark if game is paused, like in TSK game?
I doubt it. That would require some serious hacking, and it was possibly removed for XP compatibility reasons.
Could you deactivate the NET-GAMES Button? Net Games lobby is death since years, so new players don't know what is wrong with the lobby.
Maybe I could remove it all together, but for the amount of effort it would take I don't think it's worth it.
Lots of old games have shut down online play, (AOE for one) I think that new players will cope.
Get hungry soldiers fishes to eat?
Once again, we have been looking at that but so far no luck.
does that mean all wares? i cant remember but the enemy still take no stones to the warehouse. i don't remember if there are other wares that wasnt take to the warehouse. i usually give an enemy some gold and it looks like he isnt motivated to take the gold ressources nor the cole to the goldmelthouse
Yes, all wares will be delivered. The stone bug has been fixed in beta 6. As for not taking coal to the metallurgist, well that could be because of the default distribution of wares. Sometimes that can result in wares being delivered quite slowly.
and well, whats with that fight totourial? is there a possible way to play it in the german version of the game? i really like to play. until now no one could give me a map or a script ever.. is that inincluded in Beta 6? i havent tested yet. perhaps it dosen't, because you have no button in the main menu for it, otherwise you have no choise in overwriting the build totourial. Im interested in getting this fight level some day.
Currently the only way to play the battle tutorial is to swap it with the normal tutorial:
1. Rename mission0.dat to mission0-old.dat (in data\mission)
2. Rename mission99.dat to mission0.dat
3. Play the tutorial
To revert:
1. Rename mission0.dat to mission99.dat
2. Rename mission0-old.dat to mission0.dat
That's why I'm suggesting Litude includes a BAT file to do this automatically.
I might have a look to see if I can add an extra button to the main menu, but I don't think I will be able to.
I have found some more problems in mission 4:
- After 1 hour I had my entire village finished and I was making troops very fast. (I have 2 weapons workshops and 2 armour workshops)
- After 1:32 the enemy still hadn't attacked. That's a bad thing, I think they should attack much earlier. (after 30 mins maybe, and then every half hour or something) So I lured them.
- When I lured them they took everything, so I lost my army.
(not a problem, in fact it's good)
- The grass above and to the left of the waterfall is not blocked, meaning that I can tell me troops to walk there but they won't. You should add blocks to it.
- One stone trace (so far) in northern mountain:
Screenshot.
- No recruits in the barracks here, because they were all trained.
I have broken through the first line of defence, will let you know when I reach the final base.
My brothers having fun on mission 11, the attacks are working really well. (it's a tough mission)
Whew, big post.
Lewin.