King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
Recruit
Posts: 30
Joined: 20 Sep 2008, 22:00
KaM Skill Level: Average
ICQ: 336397721
Location: Germany
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
I love this patch <3 Thank you very much to everyone who works on it!
I've played German version (completed Tutorial, TSK Mission 1-3 and TPR Mission 1+2) and found no bugs, yet. =)
I do have one question: Is it possible to add a message, when the fisherman don't get fish anymore (fish in water is empty) and stop him to go out of his hut (because, when fish is empty, he still try to go fishing)?
Recruit
Posts: 30
Joined: 20 Sep 2008, 22:00
KaM Skill Level: Average
ICQ: 336397721
Location: Germany
Great! Remember to report if there's some change you disagree with.I love this patch <3 Thank you very much to everyone who works on it!
Seems like my playtesting paid off .I've played German version (completed Tutorial, TSK Mission 1-3 and TPR Mission 1+2) and found no bugs, yet. =)
Hmm... The way the system works would make this extremely difficult. To my understanding it checks if a certain terrain type exists and the fish isn't terrain which is why it now only checks if the fisherman is close to the water. It would probably require recoding the whole system which would just be ways too difficult .I do have one question: Is it possible to add a message, when the fisherman don't get fish anymore (fish in water is empty) and stop him to go out of his hut (because, when fish is empty, he still try to go fishing)?
Still haven't gotten around to fix the stone traces, but that should hopefully be done for next beta.
Recruit
Posts: 30
Joined: 20 Sep 2008, 22:00
KaM Skill Level: Average
ICQ: 336397721
Location: Germany
Recruit
Posts: 30
Joined: 20 Sep 2008, 22:00
KaM Skill Level: Average
ICQ: 336397721
Location: Germany
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
4 TPR (uncomplete):
- am I placing the soldiers too close, or their defense radius is too big? Still problem with radius of the northern enemy. Save attached, but the bug happens also when placing the soldiers onto the road to 2nd storehouse.
Save file (2nd slot)
4 TPR:
- Added a new lose condition, if your allied soldiers are killed you will lose
That's what in the readme, but it doesn't work...
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
4 TPR:
- if eastern players' storehouses, inns and schools are destroyed, nothing happens (it should be a lost goal there, shouldn't it?)
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Hmm... The way the system works would make this extremely difficult. To my understanding it checks if a certain terrain type exists and the fish isn't terrain which is why it now only checks if the fisherman is close to the water. It would probably require recoding the whole system which would just be ways too difficult .
Still haven't gotten around to fix the stone traces, but that should hopefully be done for next beta.
Thou hath failed! The Barron of Lauenborgs men lie dead at the feet of thy enemy. Thou must needs try harder in order to protect them![/quote]
Judging from the tutorial you get about 10-20 seconds to read it before the goal happens (you win or loose) and that would be plenty of time.
This could also be done for the other missions that involve protecting an ally.
[b]Play test report:[/b]
[b]Tutorial:[/b]
Good, but a few things I'd like to point out:
- Firstly, this is just my opinion, but isn't 16 a lot of fields? I normally place ~12 per farm. Still, it's just my opinion and with 16 your farmer will never be idle.
- Also, 16 should be written sixteen, (not just numeric) because it looks much more official. This could also be done for other languages.
- Minor thing: Maybe it should mention that a backer works in the mill, because it's a bit less obvious. If the message is full then don't worry.
- Maybe it should also say near the end that if you start to run low of food you should build more food producing buildings. Also it could suggest more farms/swine farms for faster weapon production.
- This is the only real bug of the report: the max recruit setting for blue is not low enough. When I destroyed his barracks the recruits overflowed covering about 4 barracks worth of space.
[url=http://lewin.namsys.com.au/kam/Temp/m0stat.gif]Statistics[/url]
[b]Battle Tutorial:[/b]
Ok, but the last 2 messages are not good at all.
The first two are perfect, they occur just after killing the enemies you are told to. The second last is ok, (appears once bowmen die) but it seems to tell me to attack the enemy right away. The last message (for me) displayed about 1-2 minutes after that one, and was just giving me some more guidance on how to attack. I checked the script, and this happened because the last one is sent the normal way, whereas the other is sent once the bowmen die. (meaning the timing is almost always out)
This can be solved simply, by putting two goals instead of a goal and a message:
[code]!ADD_GOAL 4Â 1Â 527Â 3
!ADD_GOAL 4Â 1Â 528Â 3[/quote]
I tested this, and both messages appear at once, and that is far better than messed up timing.
I don't really like the content of the messages though, because they both explain the same thing at the start. Here is my suggestion: (old above, new bellow)
527:
[code]Attack the enemy forces which lie in waiting to the west. Watch for enemy bowmen for they have entrenched themselves behind the infantry! Send thy scouts to the north that they may encircle the enemy and attack from the rear.
----
Attack the enemy forces which lie in waiting to the west with all thy troops at once. Watch for enemy bowmen for they have entrenched themselves behind the infantry! Send thy scouts to the north that they may encircle the enemy and attack from the rear.[/quote]
528:
[code]Now thou shalt launch an attack with all thy forces at once. Place thy bowmen behind thine infantry to drive back the enemy lines. If thou art glorious, the battle tutorial is complete.
----
Place thy bowmen behind thine infantry to drive back the enemy lines. If thou art glorious, the battle tutorial is complete.[/quote]
Currently the both tell you to attack, without acknowledging that the last message already said that.
Don't you think it looks odd at the moment?
A part from that, all is well. (making the messages appear once goals are complete is an excellent idea)
[b]Mission 10 TSK:[/b]
- The village in this mission is supposed to be the same village as the one in the start of mission 11, right? (the buildings are in the same positions, and the terrain is very similar) Mission 11 is supposed to occur just after mission 10, at the same place. (a bit like the first 3 TPR missions) Therefore, it would be logical for the storehouse to contain exactly the same number of wares in mission 10 as in 11, wouldn't it? However, mission 10 is quite different and I think you should make them match exactly. (copy 11s wares to 10)
Also the villages do not match exactly. Some roads, such as the woodcutters, are not the same. Apart from that it is a very close match and I think they are meant to be the same.
The terrain varies a bit too, (trees especially) but I guess that's harder to fix.
[b]Mission 11 TSK:[/b]
About 3 hours in, and all is going well. (enemy is mining stone fine now!) Attacks are good, and quite difficult. Only one thing to report:
- Just by looking at the burned village you can see where each building was. However, when my brother tried to place the sawmill on what is obviously the ruins of it, (we always do that, for the roads already exist) there was a pine tree in front blocking it. This tree should be removed, for the sawmill was only destroyed a few hours ago and a tree can't grow that quickly. :wink: Another option would be to move the sawmill, but I'd rather delete the tree.
I'm starting on TSK 1 next, and will be playing up to 9. (my brother's doing 10-20)
More bug reports coming!
Lewin.
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
I will be reporting any stone traces I find, but it should be easy enough to fix it just by looking at the mountains.
I have some more suggestions for the patch:
- What about including a BAT file in the root directory that swaps the battle tutorial file with the town tutorial file. This way noodbies can play the battle tutorial too. Then they can just execute the BAT again and it will swap it back. What do you think?
- In mission 5, since SR2 you must defend Lauenborg. However, if his lance carriers die and you weren't watching, (there is no warning) it may not be obvious why you suddenly loose. Therefore I propose attaching a message to that lost goal, something along the lines of this:
- Code:
Thou hath failed! The Barron of Lauenborgs men lie dead at the feet of thy enemy. Thou must needs try harder in order to protect them![/quote] Judging from the tutorial you get about 10-20 seconds to read it before the goal happens (you win or loose) and that would be plenty of time. This could also be done for the other missions that involve protecting an ally.[/quote] Is this truly needed? Thought that you'd realize quite fast that you messed up with defending your allies if you suddenly lose. [quote="Lewin"][b]Tutorial:[/b] Good, but a few things I'd like to point out: - Firstly, this is just my opinion, but isn't 16 a lot of fields? I normally place ~12 per farm. Still, it's just my opinion and with 16 your farmer will never be idle.[/quote] Well 16 is the amount the official messages suggested, so... Besides my fields are usually 14 or 15 squares. [quote="Lewin"] - Also, 16 should be written sixteen, (not just numeric) because it looks much more official. This could also be done for other languages.[/quote] In certain languages it looks weird to write any numbers above 10 or 12 with letters, but for the English version probably. [quote="Lewin"] - Minor thing: Maybe it should mention that a backer works in the mill, because it's a bit less obvious. If the message is full then don't worry.[/quote] I think there's room for it, but I also thought that at some point the player has to learn to find out the correct occupant himself, right? [quote="Lewin"] - Maybe it should also say near the end that if you start to run low of food you should build more food producing buildings. Also it could suggest more farms/swine farms for faster weapon production.[/quote] Maybe, but I think something should be left to the players to figure out. [quote="Lewin"] - This is the only real bug of the report: the max recruit setting for blue is not low enough. When I destroyed his barracks the recruits overflowed covering about 4 barracks worth of space.[/quote] Oh, I thought adding a MAX_RECRUITS of 5 would make sure they wouldn't produce more than 5 recruits but I guess it is somehow like the SERF_COUNT or something. [quote="Lewin"][b]Battle Tutorial:[/b] Ok, but the last 2 messages are not good at all. The first two are perfect, they occur just after killing the enemies you are told to. The second last is ok, (appears once bowmen die) but it seems to tell me to attack the enemy right away. The last message (for me) displayed about 1-2 minutes after that one, and was just giving me some more guidance on how to attack. I checked the script, and this happened because the last one is sent the normal way, whereas the other is sent once the bowmen die. (meaning the timing is almost always out) This can be solved simply, by putting two goals instead of a goal and a message: [code]!ADD_GOAL 4Â 1Â 527Â 3 !ADD_GOAL 4Â 1Â 528Â 3[/quote] I tested this, and both messages appear at once, and that is far better than messed up timing.[/quote] The problem with sending two messages at once, will the first message be noticed? [quote="Lewin"]I don't really like the content of the messages though, because they both explain the same thing at the start. Here is my suggestion: (old above, new bellow) 527: [code]Attack the enemy forces which lie in waiting to the west. Watch for enemy bowmen for they have entrenched themselves behind the infantry! Send thy scouts to the north that they may encircle the enemy and attack from the rear. ---- Attack the enemy forces which lie in waiting to the west with all thy troops at once. Watch for enemy bowmen for they have entrenched themselves behind the infantry! Send thy scouts to the north that they may encircle the enemy and attack from the rear.[/quote] 528: [code]Now thou shalt launch an attack with all thy forces at once. Place thy bowmen behind thine infantry to drive back the enemy lines. If thou art glorious, the battle tutorial is complete. ---- Place thy bowmen behind thine infantry to drive back the enemy lines. If thou art glorious, the battle tutorial is complete.[/quote] Currently the both tell you to attack, without acknowledging that the last message already said that. Don't you think it looks odd at the moment?[/quote] Well the earlier message is IMO not trying to actually tell you to attack but to take out their bowmen with your scouts. [quote="Lewin"][b]Mission 10 TSK:[/b] - The village in this mission is supposed to be the same village as the one in the start of mission 11, right? (the buildings are in the same positions, and the terrain is very similar) Mission 11 is supposed to occur just after mission 10, at the same place. (a bit like the first 3 TPR missions) Therefore, it would be logical for the storehouse to contain exactly the same number of wares in mission 10 as in 11, wouldn't it? However, mission 10 is quite different and I think you should make them match exactly. (copy 11s wares to 10) Also the villages do not match exactly. Some roads, such as the woodcutters, are not the same. Apart from that it is a very close match and I think they are meant to be the same. The terrain varies a bit too, (trees especially) but I guess that's harder to fix.[/quote] What I hate about battle missions is that altering just something very small like a building position can make the mission very different (the AI will do very different moves)... I don't know if this is really necessary. The storehouse with 100 of each ware looks bad though. [quote="Lewin"][b]Mission 11 TSK:[/b] About 3 hours in, and all is going well. (enemy is mining stone fine now!) Attacks are good, and quite difficult. Only one thing to report: - Just by looking at the burned village you can see where each building was. However, when my brother tried to place the sawmill on what is obviously the ruins of it, (we always do that, for the roads already exist) there was a pine tree in front blocking it. This tree should be removed, for the sawmill was only destroyed a few hours ago and a tree can't grow that quickly. :wink: Another option would be to move the sawmill, but I'd rather delete the tree.[/quote] Well actually there was a weapons workshop over there which can be placed just fine. Though chances are this weapons workshop was placed there because of that tree and mission 10 has a sawmill there so I guess I could remove the tree and change it to a sawmill?
Castle Guard Swordsman
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