
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
The "training hall" in-game

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
Crossbowman
Posts: 233
Joined: 22 Jan 2008, 23:00
Website: http://thunderwolf.freehost10.com/KaMMissionBuilder/index.php
Location: Netherlands
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
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
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
I'll have to see about adding one of the alpha buildings in the place of the removed ones. Might be more of a mod than a patch but I guess they could give some nice possibilities for scenario design.
@Michailoff: You're right, a lot of decoding progress has been made but I don't think I'll update it before the 1.60 patch has been released.
King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
- Outpost, with a recruit working in it. Once built it will have a huge explore radius that will reveal a very large amount of the map. (e.g. a 50+ tile radius) Might be useful because you could explore part of the enemy base in some missions. Could be bad because it would reveal too much.
- Alternative watchtower. If we just copy the watch tower code from houses.dat and then change the image to be the one with the grey roof, we can have two different watchtowers. Also, we could change the amount of stones they can hold. We could make one hold say 8 stones but cost more to build, to balance it out.
Does anybody know if the instructions for what the building does are contained in houses.dat? I mean stuff like the quarry would say that the occupant will go and collect stone, then come back and chop it up, and then produce 3 rocks. And that the GUI for the weapons workshop has buttons to order weapons. Are the instructions and image indexes for all these things contained in the DAT files? There seems to be a large amount of data for each item, including sequences that could be animation indexes.
- Houses/Units.dat Merchator knows quite a lot and you must know a bit of extra stuff as well.
- Font files. I see that you've written some instructions for how to add the &NBS; but some full decoding info would be great.
- RX files. Only have some simple information that is in need of an update.
- Save files. We know very little, but we might as well document everything that we do know.
Crossbowman
Posts: 233
Joined: 22 Jan 2008, 23:00
Website: http://thunderwolf.freehost10.com/KaMMissionBuilder/index.php
Location: Netherlands
I don't think this is possible. The game most likely has a hardcoded limit that serfs never take wares to buildings that already have five of it.
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