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Lewin

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Post 10 Nov 2008, 06:24

Once you know about it, it's hard not to notice. But I don't know my way around the units.dat though...
Merchator knows a bit, and I think Harold and JBSnorro might too. The indexes for each unit have been documented somewhere, so you can find the right section.
I gave them one more inn already and from my testing it seemed that it was only the first time when the workers had to eat when this delivery shortage occured. Did it conitnue through the mission for you?
Yes, it continued for about 2-3 hours. (then I destroyed their base) The inn never filled up over that time and the storehouse was very crowded.
Yeah... But the army they attack with is gigantic so a 15 minute warning sounds reasonable for me. I mean for the one who is prepared that 15 minute wait will be an annoyance, but if you aren't prepared 15 minutes is enough to get an army going.
Ok, that's fine.
Weird, did he have the equipment? When I tested the mission the top right team did attack me some 10-15 minutes after the warning message was sent so he had to be making troops.
Yeah, they attacked for me too after the message. Don't they start with troops? If they don't then I guess the training must be working and we can just assume it's a once off bug.
I have no way of telling if they have equipment, but I think they did. (I think serfs were delivering it)
EDIT: In fact they MUST have been training troops, because they were refitting the pikemen squad near the auto build enemy. Perhaps loading a save caused them to stop making troops near the end, or maybe I'm just wrong. Ignore this bug...
BTW, look at the plough field
What's with that? Is it because you've minimised KaM? That sometimes causes the painting function to stop and you need to scroll around a bit before it will update.
- start positions of AI players are all in the same place - on the hill near our storehouse
Perhaps they are all supposed to attack the same area?[/quote]
@Lewin: I checked this thing with blocking areas that are not accessible. There are some problems with this as this will remove all map objects from the area and any possible animals (mostly crabs) that might have been placed on such locations. Should I still go ahead and do this, or only do it for areas without objects or animals?
Here is my opinion:
- If there were animals on before (not ones added in SR3) then don't block any of it.
- If there are no animals but some map objects then block all the squares except the ones with objects on them. (then it is unlikely people will notice, as they must click on the base of the tree) That would make the most sense, because there's no reason to leave the squares without objects unblocked.
- If there are no animals or objects then block the whole lot.

Sound ok?
Lewin.
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Litude

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King Karolus

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Post 11 Nov 2008, 07:24

Merchator knows a bit, and I think Harold and JBSnorro might too. The indexes for each unit have been documented somewhere, so you can find the right section.
Yeah I'll need to try.
Yes, it continued for about 2-3 hours. (then I destroyed their base) The inn never filled up over that time and the storehouse was very crowded.
Okay i'll need to see about finding space for another inn.
Here is my opinion:
- If there were animals on before (not ones added in SR3) then don't block any of it.
- If there are no animals but some map objects then block all the squares except the ones with objects on them. (then it is unlikely people will notice, as they must click on the base of the tree) That would make the most sense, because there's no reason to leave the squares without objects unblocked.
- If there are no animals or objects then block the whole lot.
Great idea.
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JBSnorro

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Post 11 Nov 2008, 22:04

Why not check the topic called "units.dat Editor" if you want to know about Units.dat? :wink:
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Litude

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King Karolus

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Post 12 Nov 2008, 10:54

Yeah, unfortunately there's no information on any sound effects, but the address for the rogue should give me a good start.
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kuba11100

Sword Fighter

Posts: 286

Joined: 16 Jul 2008, 22:00

Location: Poland

Post 15 Nov 2008, 10:25

Found stone traces appearing due to improperly placed terrain tiles:
2 TSK:
http://img523.imageshack.us/img523/5606/2tsk1wc9.png
http://img523.imageshack.us/img523/5594/2tsk2qf1.png
4 TSK: http://img372.imageshack.us/img372/5093/4tskwk3.png
9 TSK: http://img388.imageshack.us/img388/4822/9tskep5.png
11 TSK: http://img388.imageshack.us/img388/7840/11tskqu3.png
6 TPR: http://img372.imageshack.us/img372/1096/6tprun7.png
9 TPR: http://img388.imageshack.us/img388/8803/9tprtz4.png
Single missions: (I don't know correct English names)
http://img388.imageshack.us/img388/448/acrossthedesert1ne2.png
http://img142.imageshack.us/img142/1836/acrossthedesert2da6.png
http://img142.imageshack.us/img142/6114/acrossthedesert3zw8.png
http://img142.imageshack.us/img142/6969/mountain1ek2.png
http://img379.imageshack.us/img379/7267/mountain2wy9.png
http://img379.imageshack.us/img379/6813/river1vq9.png
http://img379.imageshack.us/img379/5859/river2uy7.png

Anyway, have I reported the little bug that happens only in custom/multiplayer missions? When the player's colour is different than red, in school queue the icon of actually trained unit is still red (other 5 are correct).

//edit:
Object 61 on the biggest stone mountain in tutorial map should be removed.
7 TPR: http://img60.imageshack.us/img60/9431/7tprou6.png
kuba11100 wrote:
BTW, look at the plough field

What's with that? Is it because you've minimised KaM? That sometimes causes the painting function to stop and you need to scroll around a bit before it will update.
No, it's not because of minimising. The field is useless - farmer ignores it. Stonemason cut the corn? :D

//yep, another edit:
I don't remember were that bugs repotred:
- rogue uses the crossbow (shooting the bolt, not crossbowman) sound when destroying a building (thanks for @rTeq from Polish forum for reporting it)
- when rogue is 'looking' on enemy's unit, he'll be shooting stones at him and he won't listen to player's commands
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Tomo2008

Vagabond

Posts: 92

Joined: 23 Nov 2008, 23:00

KaM Skill Level: Veteran

Location: England

Post 24 Nov 2008, 14:32

just random, for some reason after installing SR3 the crossbowman voice disappeared for no reason, also from the fisherman. don't know if anyone has already said, but thought i might say :D
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Litude

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King Karolus

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Post 24 Nov 2008, 19:21

Yeah the installer doesn't work correctly if you're using Windows 95/98/ME. Next version will fix it.

@kuba11100: Great! Those will help me a lot.
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Lewin

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KaM Remake Developer

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Post 26 Nov 2008, 01:19

I don't remember were that bugs repotred:
- rogue uses the crossbow (shooting the bolt, not crossbowman) sound when destroying a building (thanks for @rTeq from Polish forum for reporting it)
- when rogue is 'looking' on enemy's unit, he'll be shooting stones at him and he won't listen to player's commands
There seems to be quite a lot of problems with the rouge. Another thing is when you tell them to attack a building they will always use a different sound than when you tell them to attack a soldier.
How's that for random?

I think most of these things will be defined in units.dat, which should be fixable. @Litude: You said you were going to look into this. Have you done anything? I would be quite happy to try stuff too, assuming you haven't found a solution.
I'll let you know if I discover anything.
Lewin.
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The Knight

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Pikeman

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Post 28 Nov 2008, 10:16

what is the latest stand of patch? :)
news?
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Lewin

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KaM Remake Developer

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Post 29 Nov 2008, 07:04

Hi,
TSK Mission 12 and 13 tested:

Mission 12
- Some of the defence positions outside the lower green base overlap each other when they are full. (the troops were pushing each other around) Maybe you could spread them out a bit more?

Mission 13
- Some places to the north need blocking, but I guess you'll do those when you do all of the maps?
- It seemed very easy. I didn't plan my troops or even move them much. The green crossbowmen shot a lot of my troops because I was late in destroying them, but still I won with over half my army left. But hey, I don't remember this mission very well so maybe it's always been easy. But I'd say mission 6 is WAY harder than it.

Currently testing mission 14.


Are you still working on the patch? We don't get many news updates. With the stone traces, I wouldn't worry too much. Sure, fix the easy ones but as for the ones which only sometimes happen, (the elevation ones) don't bother! It's not really big problem if there are some square you can't build on. Kind of realistic too.

Keep it up!
Lewin.
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Litude

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King Karolus

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Location: Finland

Post 29 Nov 2008, 11:42

@Litude: You said you were going to look into this. Have you done anything? I would be quite happy to try stuff too, assuming you haven't found a solution.
I had a look but didn't find anything, though I'll give it another shot.
what is the latest stand of patch? :)
news?
Had exams the past week but work will now resume. Not quite ready for another release yet.
Mission 12
- Some of the defence positions outside the lower green base overlap each other when they are full. (the troops were pushing each other around) Maybe you could spread them out a bit more?
I fixed some of these in mission 15 and 20 but I think this one escaped me, thanks for notifying!
Mission 13
- Some places to the north need blocking, but I guess you'll do those when you do all of the maps?
- It seemed very easy. I didn't plan my troops or even move them much. The green crossbowmen shot a lot of my troops because I was late in destroying them, but still I won with over half my army left. But hey, I don't remember this mission very well so maybe it's always been easy. But I'd say mission 6 is WAY harder than it.
Yeah I've already fixed all of those places needing blocking that I could find. Don't think I'll alter the difficulty, IIRC it was quite okay (I have seen people getting stuck in the mission asking for help).
Are you still working on the patch? We don't get many news updates. With the stone traces, I wouldn't worry too much. Sure, fix the easy ones but as for the ones which only sometimes happen, (the elevation ones) don't bother! It's not really big problem if there are some square you can't build on. Kind of realistic too.
Yeah I'm still on it and got some nice stuff done like the Hungarian build of it. I'll take the tip of not fixing the elevation problems. If someone wants to do it, go ahead and I'll include it in the patch.
The changes are still a bit scattered around so it'll take still some time before I can do another release.
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Thunderwolf

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Crossbowman

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Location: Netherlands

Post 02 Dec 2008, 10:37

Also tried mission9 TSK

Quoted from Lewin:
- The auto build enemy had built 2 watchtowers, but they were on the wrong side of his base. (they were against the edge of the map, not towards my base) The were quite close to each other so it looked like he was expecting an attack from that direction. Are tower positions calculated based on the AI start location? Does he put them somewhere else if you move the start location towards the human base?
Yes, he WILL put them somewhere else, but the ai building is just about checking where the closest possible position is where it can build (from starting position)

Own comment:
- Northwestern swordsmen should go one square to the left and one up to help prevent sneaking in.
- They could use some more serfs as well
~old sig
MissionBuilder v0.9f2 UPDATED!!
Defend The Outer Colony. fight for your king and uncover the secrets of this land.
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MichGal

Lance Carrier

Posts: 61

Joined: 18 Apr 2008, 22:00

Post 13 Dec 2008, 20:05

I downloaded the English verison, but didn't get a readme option. How can I find it?

Thanks!
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Litude

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King Karolus

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Post 13 Dec 2008, 21:24

There should be a file called 16pb6_readme.txt in the place where you unrarred the archive.
In case you can't figure out what to do with this .rar file, you need to download WinRAR from here.
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Lewin

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KaM Remake Developer

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Post 16 Dec 2008, 09:39

Mission 14 TSK Tested:

- My ally does not have all the required units for his buildings at the start, (he trains them) which seems odd when you consider that he is meant to be a village who has been there for a while, resisting against the enemy. Also, he doesn't start with wood meaning he won't make weapons until the woodcutter has planted and felled trees. neither of these are really problems, but I thought you might like to know.
- My ally placed a group of lance carriers almost on the woodcutters hut, meaning most of them couldn't stand there. You should move the defence position a bit.
- Is the water in the bottom left meant to be the sea? (looks like it, with crabs and a beach) If so then the ducks are a *bit* out of place, don't you think? :D
- When attacking my ally, (or me for that matter) the green enemy will always "take more" troops. This is does make the mission harder though. The only problem is that once you have watchtowers plus enough troops, all of the enemies troops will come at once and die, leaving no one defending. (all the defence radii are quite large)
- I destroyed the greens first, and then attacked the black from the north. I setup 24 crossbowmen and 6 balistas at the ford, and then lured the enemy to me. They took more (well, their entire army actually!) and I had no trouble killing them. My point is, maybe the defence radii are too high here too? Maybe it's meant to be like that though.

I found the mission quite challenging, and I had to revert to an older save once because the enemy attacks with so much at the start. (only because of the "taking more" thing) So you should probably ignore my suggestion to reduce the defence radii, because this is one of the later missions and it makes it far more difficult at the start, if a little easier near the end.


I also found what I consider to be a bug, but it's not to do with this mission in particular. When I built my siege workshop, I noticed that the supplies were placed quite oddly, well outside the building outline:
http://lewin.namsys.com.au/kam/Temp/siege-build-bug.gif
All of the other buildings have the wares well inside the outline, but these are outside it. I assume the offset is in houses.dat, and perhaps you changed it accidentally when making them not place on trees? (or maybe it's always been like this) You don't have to fix it if you consider it to be ok though.

A part from those issues the mission worked great! My ally and the enemy both attacked very well. (my ally even helped me destroy the enemy base once their troops were dead!)

I'll try to play mission 15, but I think I'll be a bit busy testing the competition, so maybe I won't have time for a while. BTW: Are these beta tests helping? Is it worth my while?
Lewin.

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