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Service Release 3 - Beta testing has started!

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Litude

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Post 13 Aug 2008, 20:34

From what I can remember, the AI always stopped producing weapons after a certain amount of time in the original The Shattered Kingdom making it kind of hard to find out.
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kuba11100

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Post 14 Aug 2008, 08:08

When I was testing 6 TPR, enemy also stopped producing weapons after long time (they had timber and leather).
---edited---
4 TPR:
- When protecting the most-to-the-east gold mine, northern yellow enemy takes more troops
- Too short breaks between attacks
- After 4:00 "drunk soldiers" (excluding northern-east yellow) and two yellow enemies (edit: green too) attacked at one time

F8 can make problems during battle (that's why I'm not using it there):
- more randomness (for example 10 barbarians vs. 30 militias - without it all barbarians survived, with it - some militias survived)
- "marking soldier as dead" fails - try with killing bowmen - sometimes arrows keep being shot from the ground :)
---edited once again---
I think I've discovered new game engine bug: ranged soldiers refuses to attack enemies.
Check also attacks of the most northern-east, who's training only bowmen. They attacked me once (I don't know, it could be the other pale yellow enemy). They shouldn't.
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The Dark Lord

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Post 14 Aug 2008, 15:32

I think I've discovered new game engine bug: ranged soldiers refuses to attack enemies.
This bug is caused by the too-many-units-at-the-map-bug (drunk soldiers). They do not refuse to attack, they only are a little bit slow (read: terribly). They do attack if you try to attack a building, isn't it?
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kuba11100

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Post 14 Aug 2008, 16:18

Yes, they can attack buildings, but not soldiers - suddenly they stop.
Also, enemy isn't affected with this bug (as far as I've seen).
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Litude

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Post 14 Aug 2008, 18:28

4 TPR:
- When protecting the most-to-the-east gold mine, northern yellow enemy takes more troops
Noted
- Too short breaks between attacks
Hmm... I will try increasing recruit counts and in case that doesn't do it, I guess it's up to manual timing.
- After 4:00 "drunk soldiers" (excluding northern-east yellow) and two yellow enemies (edit: green too) attacked at one time
Fixing the bug with the yellow bowman team could slightly help, but I guess I'll have to decrease the soldier amount of at least one team.
Check also attacks of the most northern-east, who's training only bowmen. They attacked me once (I don't know, it could be the other pale yellow enemy). They shouldn't.
I guess it was team because the original script said they had to attack, but obviously they shouldn't :P.


Oh and how did you feel about the wares that I added to the storehouse? I guess adding 30 skins was a bit too much and I'm considering changing it to 10 or 20, but what did you think?
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kuba11100

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Post 15 Aug 2008, 09:39

After 5:00 mission becomes completely unplayable due to this bug. Only bowmen on the hills stayed on their position... They also behave differently when loading game again.
About wares: maybe 20 skins?
---edited: 4 TPR tested almost fully---
- too many serfs of brown ally and northern enemy
- too less serfs of green enemy (5? 6? more will be better)
- some of northern player's bowmen died because no one delivered them food (maybe related with drunk soldiers bug)
- two eastern enemies run out of gold before using all their weapons
- mysterious, maybe related with the previous one: they also ran out of gold, but recruits from destroyed watchtowers weren't going to barracks, there were also some near inns, and the barracks were empty. Maybe it's not important, because their workshops weren't working
- maybe all workers in AI villages should be placed at the beginning? They always have some lazy workers, because of long distance between school and another building.
- too less stone... I wasn't able to use all coal and gold in the map, village wasn't very big...
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kuba11100

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Post 20 Aug 2008, 21:48

1 TSK:
- Yellow enemy doesn't have defense position for melee groups - they go under the stone mountain
- Yellow enemy's barracks can be destroyed by shooting arrows above the stone mountain
- Sometime - problems after attacks - single soldiers get to player's base
They also run out of resources after 3 hours and attacking groups are very small - but it's first mission, it should be easy.
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Litude

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Post 20 Aug 2008, 22:46

After 5:00 mission becomes completely unplayable due to this bug. Only bowmen on the hills stayed on their position... They also behave differently when loading game again.
I'll have to limit the soldier amount by quite a lot it seems.
About wares: maybe 20 skins?
Sounds fair.
---edited: 4 TPR tested almost fully---
- too many serfs of brown ally and northern enemy
Okay.
- too less serfs of green enemy (5? 6? more will be better)
Right.
- some of northern player's bowmen died because no one delivered them food (maybe related with drunk soldiers bug)
I believe this is indeed the case.
- two eastern enemies run out of gold before using all their weapons
Okay, need to check this. It's only the fourth mission so it shouldn't be too difficult.
- mysterious, maybe related with the previous one: they also ran out of gold, but recruits from destroyed watchtowers weren't going to barracks, there were also some near inns, and the barracks were empty. Maybe it's not important, because their workshops weren't working
Hmm... Never encountered this bug, maybe a side-effect of the drunk soldiers bug?
- maybe all workers in AI villages should be placed at the beginning? They always have some lazy workers, because of long distance between school and another building.
Don't really see this as a problem and the AI does have "unlimited" food so having lazy workers shouldn't pose a problem.
- too less stone... I wasn't able to use all coal and gold in the map, village wasn't very big...
Yeah I can also remember this being a slight problem in the map. I guess the only possibility would be to make the mountain bigger?
1 TSK:
- Yellow enemy doesn't have defense position for melee groups - they go under the stone mountain
So that is why it happens :shock:. I was always under the impression that they were trying to attack me but for whatever reason never took the correct path :D.
- Yellow enemy's barracks can be destroyed by shooting arrows above the stone mountain
So the barracks should be moved?
- Sometime - problems after attacks - single soldiers get to player's base
They also run out of resources after 3 hours and attacking groups are very small - but it's first mission, it should be easy.
Sounds like some defense radius problems and 3 hours sounds like enough resources for the first mission.
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kuba11100

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Post 21 Aug 2008, 08:38

Yeah I can also remember this being a slight problem in the map. I guess the only possibility would be to make the mountain bigger?
And some more to the first storehouse (because if it's stone in the second one sometimes serfs take it from there for the laborers even if the first storehouse is closer).
So that is why it happens :shock:. I was always under the impression that they were trying to attack me but for whatever reason never took the correct path :D.
I guess that there's no defense position for them - they're not moving from the barracks entrance (except attacks).
So the barracks should be moved?
1 square up should be enough (or block those 2 squares where the bowmen can be placed). There's the same problem with the inn, but they're taking soldiers then.

//edit: 2 TSK
- enemy attacks only twice (once at the start, once later)
- runs out of gold after about 4h
- sometimes, when placing 1 or 2 bowmens to shot some of enemy soldiers, enemy don't react.
- ability of shooting enemy through the water
- some stone-parts are staying also after stonemason's get them (10,90; 23,88; 23,82(?); 56,87 - I think)
- (?) after initial enemy attack there's no scouts at the near north-east of the bridge - it's possible to place soldiers behind the iron mountain and destroy enemy's barracks - without his reaction

3 TSK: OK

//edit#2: almost forget - 2 TSK - enemy has at the start/trains laborers
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Lewin

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Post 22 Aug 2008, 04:43

- enemy attacks only twice (once at the start, once later)
It is the second mission, I don't think that's a big deal. But I suppose it would be better if they attack more.
- runs out of gold after about 4h
In that case I'd give them some more. They should keep training troops forever.
- sometimes, when placing 1 or 2 bowmens to shot some of enemy soldiers, enemy don't react.
Weird, never had that.
- ability of shooting enemy through the water
I think you should be able to lure the enemy across the water. Anyway, you can only do it when they have lots of troops. I don't think that should be changed.
- some stone-parts are staying also after stonemason's get them (10,90; 23,88; 23,82(?); 56,87 - I think)
Never had that either.
- (?) after initial enemy attack there's no scouts at the near north-east of the bridge - it's possible to place soldiers behind the iron mountain and destroy enemy's barracks - without his reaction
Maybe you should put a group with a larger defence radius, so they will go and stop you.
//edit#2: almost forget - 2 TSK - enemy has at the start/trains laborers
I think that's good. It looks kind of cool, and they don't cause any harm. If they were building things then I'd say no, but otherwise who cares? I remember thinking the first time that they must have been building there base with them. It's one of the few times the AI has labourers and I think they should stay.

@Litude: When's the next beta out? I'd like to test it.... (and I'd like to see how my EXE change went)
Lewin.
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kuba11100

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Post 22 Aug 2008, 10:34

4 TSK:
- serfs are not taking skins to tanneries, making mission easier (less attacks)
- enemy has laborers
- some stone-pieces remain after collecting the whole mountain (brush 140 in Krom's editor)
- building gold mine is impossible on one place (can't build a road) - but I don't know it's bad, there's less coal than gold on the map
- townhall is allowed (barbarians/warriors vs. axe/lanceman... too strong I think)

Tutorial (haven't tested fully, but some things that I remember):
- building watchtowers and stables is allowed (it wasn't in the original one)
- less gold (why 400 instead of 700? tutorial has to be easy)
- I don't know is it fixed, but since SR2 it can't be won (nothing happens after destroying buildings and troops)

The TSK campaign in TPR is bugged with new engine bugs :/ I've never had serfs not taking skins to tanneries and not reacting AI soldiers when shooting them with 1 bowman (I've completed the TSK first time using this method, luring them to my watchtowers). I also remember that in 2 TSK enemy was attacking more than twice. I'll have to compare those missions in TSK and TPR...

Lewin: really you never had that little stone parts where no street or building can be placed?
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Thunderwolf

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Post 22 Aug 2008, 12:34

really you never had that little stone parts where no street or building can be placed?
I have had those many times. Don't know what causes them though.
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Litude

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Post 23 Aug 2008, 23:04

Mission 2
//edit: 2 TSK
- enemy attacks only twice (once at the start, once later)
Okay, seems like there were four attacks scripted but I guess the requirements were too high for the attacks to take place. I added a TYPE 0 attack at the end.
- runs out of gold after about 4h
Whilst this might seem a bit cheap, I think that as the second mission 4 hours should be enough.
- sometimes, when placing 1 or 2 bowmens to shot some of enemy soldiers, enemy don't react.
To my knowledge, the enemy soldiers might not always initially react, but once you kill of one of their soldiers they should attack you.
- ability of shooting enemy through the water
I increased their defense radius by quite a bit. They should follow you correctly now.
- some stone-parts are staying also after stonemason's get them (10,90; 23,88; 23,82(?); 56,87 - I think)
Honestly, I have no idea how I would go about fixing these problems :(.
- (?) after initial enemy attack there's no scouts at the near north-east of the bridge - it's possible to place soldiers behind the iron mountain and destroy enemy's barracks - without his reaction
I increased his defense radius so you should at least be attacked if you try to destroy his barracks now.
//edit#2: almost forget - 2 TSK - enemy has at the start/trains laborers
Actually, I'm not completely sure about how things are in The Peasants Rebellion Engine, but back in the original The Shattered Kingdom, the AI did use these laborers to repair damaged buildings.

Mission 4
4 TSK:
- serfs are not taking skins to tanneries, making mission easier (less attacks)
I've decided that adding a butcher's is a better solution for this after all. Makes the production of weapons happen at normal speed.
- enemy has laborers
Don't think they really have to be removed. I agree with Lewin, they kind of give the effect that the town was actually built.
- some stone-pieces remain after collecting the whole mountain (brush 140 in Krom's editor)
Same problem here, no idea how to fix.
- building gold mine is impossible on one place (can't build a road) - but I don't know it's bad, there's less coal than gold on the map
Yeah I also remember there being plenty of gold ore on the map so I won't be fixing this.
- townhall is allowed (barbarians/warriors vs. axe/lanceman... too strong I think)
Good idea, I disallowed the building. Whilst at it, I also disallowed the siege workshop from mission 5 TSK.

Tutorial
- building watchtowers and stables is allowed (it wasn't in the original one)
Yeah I forgot to put the updated file into beta 3 :x.
- less gold (why 400 instead of 700? tutorial has to be easy)
You're right, I never realized SR2 decreased the amount. Back to 700 it goes.
- I don't know is it fixed, but since SR2 it can't be won (nothing happens after destroying buildings and troops)
Now that is interesting. From what I can see, the goals are identical and all so I have no idea why it doesn't work :?.


Oh and I thought I'd report some other changes I did:
Mission 4 TPR
- You now start with 100 stones and I changed the mountain so that it has some more stone.

Mission 9 TPR
- I made the player allied with the team that owns only the burning storehouse. I always thought it was completely strange how you could attack the building as I think it's obviously a remnant of the friendly villages that were torn down by the rebels.

Mission 12 TPR
- I added 250 of each iron ware to the blue team that previously didn't train soldiers. This naturally means that he now will, but that the amount he can train is limited.

Mission 13 TPR
- Added full condition to all your and your opponents soldiers to prevent the annoying feed soldier messages from appearing.

Mission 14 TPR
- After doing another search through the original dat, I figured out that the enemies were indeed supposed to attack you, so I naturally enabled the attack scripts.
- Because the briefing of the mission says that the enemy is unaware of your presence, I added a message to the mission saying that the enemy has discovered you to avoid being unexpectedly attacked.
- One of the enemy teams didn't have any weapons in his barracks. I added these now.
- We all know that the mission was left unfinished when released and I figured they had forgotten to put animals into the mission, so I added some wolves and fish into the water

General Changes
- Russian version of patch has been created.
- Scout line of sight has been decreased to 12. After doing some testing, I felt that even 14 might be a bit too much, so I changed it to 12.
- Reorganized messages in the text.lib file. They are now chronologically ordered (hopefully no custom missions used the original messages).
- All teams that produce leather soldiers and had the skin -> tannery bug have now got a butcher's to fix the problem
- I disabled the fisherman's hut from missions where no water was present. These were mission 8, 9 and 16 of The Shattered Kingdom.
- Fixed some formatting errors of messages.
- A nice little surprise courtesy of Lewin :wink:.

Tutorial
- Totally removed the last message and replaced the second last with the official message about creating soldiers. Now follows the TSK demo tutorial as close as possible.
- Tutorial now uses the improved defense positions from the TPR version of the tutorial.


By the above I meant to indicate that I'm close to releasing beta 4. Just need to check a few things and waiting for some missing translations :wink: (Russian version will use English scripts as place-holder where necessary :().
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Lewin

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Post 24 Aug 2008, 05:48

Good idea, I disallowed the building. Whilst at it, I also disallowed the siege workshop from mission 5 TSK.
I was thinking, they never really updated the TSK campaign for when you can build the new buildings in TPR. I think everything should be slow....

Here's how I think it should be:
Mission 2: Introduces full wooden weapon production and fisherman's hut
Mission 4: Introduces gold production and stables
Mission 5: Introduces iron weapons (but not knights)
Mission 7: Introduces Watchtowers, Knights and an active ally
Mission 8: Introduces barbarians (the enemy has them) and you can build siege equipment
Mission 9: You start with some barbarians, and get to play around with them (but not train more, forcing you to use them sparingly)
Mission 11: Introduces the town hall
Mission 12-20: Nothing more to introduce

So things I think should be changed:

- Mission 4-9 Block town hall. I know, that's a very long time to have it blocked, but please read me explanation before you say no. :wink: I loved the way you start with a few barbarians as a teaser in mission 9. They were really valuable and I felt very sad if one died. :( If you were able to build them from mission 5 onwards, it would spoil that fun. After all, there's still almost half the campaign left to play around with them. :wink:

- Mission 5 and 7 Block siege workshop. There are plenty of new things in mission 7. This would add a nice new toy to play with in mission 8, (right now there's none :() and there are lots of buildings to destroy so that would be a suitable time to introduce it.

- Mission 1 Block fisherman's hut. I think that it just adds a new complication and this would be a good new thing to have in mission 2. I don't really mind about this one though, so you decide.

I believe this would improve the game greatly, and spread out the introductions of new units/buildings very well. Please let me know what you think of this.
NB: It's been ages of since I played passed mission 9, so some of this could be incorrect. Also, the team numbers I am using are the ones from my editor, not the script. So the first player is 1, not 0.

Another thing that they never did was make you start with some fish. You start with every other food type, so why not fish? I think if you added some fish to the storehouse in missions 4-20 (not 2 as fish are new there, and the first one should be one you catch yourself) it would be a good improvement. You should probably reduce some of the other food though, to make up for the extra. Maybe not, but it looks kind of odd to me not starting with fish.

Other things I noticed:

The animals in the tutorial are placed very oddly:
- There are some wolfs in the water!! I'd remove them, as units in wrong places can have bad effects on the engine.
- There is nothing in the water above the waterfall (a few fish would be nice) Although maybe in real life they'd just be washed over, and you shouldn't add any as it would look strange? (it might look odd if they are swimming against the current)
- The fish/sea snakes are in a straight row in the sea where you start. An observant person might notice that when they start, you should move them around a bit.
- You should place some wolfs around the place. (pine forests look best) I think if you place them on some surfaces (like sand) they don't work, but that's unconfirmed. (like the way crabs won't place on anything but sand)
- Oh, and the swamp needs a few lily flowers/lily leaves/ducks, don't you think?

Also, the tutorial has a piece of player 2's road in the sea at the top left. It serves no purpose and should be removed. (IMO)

TSK:

Mission 1 might be improved by adding a wolf or two to the pines forests

Mission 3 has no animals at all. I think you should put a few wolfs. (crabs would look odd inland :wink:)

Mission 4:
- There are no animals bellow the water fall or in the ocean at the bottom. You should put lots fish, some sea snakes and some sea stars.
- You should place 1 crab on each beach about the bridge, it makes them looks more interesting :)
- The three beaches in the enemy bases could also have crabs, but that might be over doing it. What do you think?

Mission 5 might look nicer with a wolf in the pine forest, but you choose.

Mission 6, like 3 has no animals what so ever. I would suggest a wolf or two.

Mission 8: (don't know if these have been fixed or not) Top left enemy has no tannery or butchery. Bottom right enemy has no butchery (don't this stop the tannery or something?)

Mission 9: This is not really a problem, I just found it interesting: There are clear ups all through the enemy bases, but they are in the enemies section so they have no visible effect. Does anyone know if they do anything? Currently my editor doesn't deal with them nicely, (if you re-save then they will be put under the human team section!) so I'll have to fix that.

Mission 10: Sigh... They really don't like putting animals in battle missions do they? A few wolfs methinks...

Mission 12: I think there are not enough animals in the water. Down the bottom there are very few. Also, why no ducks? (maybe it's too warm?)

Mission 13: The water down the bottom right doesn't flow correctly. (it swirls randomly, not flowing in one direction) Would it be possible to change the tiles so it does flow right? It would be a lot of work with a hex editor, but I don't think that any of the map editors are reliable enough to use. (we don't want to risk any other data being changed. What about JVK's? Does it save identical files?

Mission 15: The river has no ducks or lily flowers/leaves. And the beach near the centre could do with a crab or two. Also, maybe a few more wolfs, one near where you start perhaps?

Mission 17: Needs wolfs. They would look nice in the snow. Also, there are two map tiles totally out of place in the top left, but I guess you never go there? (can't remember) Still, wouldn't be hard to change them, as they'd be some of the first.

Mission 18: Maybe a few ducks in the river. And a couple more wolfs wouldn't hurt, it's quite a large map.

Mission 19: Badly in need of animals in the river. I'd put some wolfs too, as most of the snow maps have them.

Mission 20: The last mission, and no animals!! I'd really recommend adding some, it's just not the same without them.

Mission 99: (battle tutorial) Yes, I know you can only play it by swapping files, but I think there should be a wolf or two in the pine forest.

Whew, that's TSK done. BTW: If you want an easy way to add animals, then you can place them in my editor and then go to the script tab and copy just the animal code into your hex editor.

Single Missions
1: Needs some wolfs in the pine forests.
2: Needs lots of animals
3: Hmm... More drowning wolfs... I'd put those wolfs on the land and put some animals that know how to swim in the water...
4: Animals are ok I guess. I like to see some ducks and lilies in more than one water body.
6: Needs wolfs
7: Needs wolfs too

Multiplayer Missions
0-5 are the same as the single missions, so do the same things with the animals.
6: Needs animals of all sorts (except for crabs)
7: Needs wolfs
8: Needs wolfs also
9: Same map as single player 7. It needs wolfs

TPR:
1: Needs wolfs, and the fish at 8,63 should be removed as it is not in the water. There are also some places with 2 animals on 1 square but I don't know if that will have any ill effects.
2: Needs wolfs
3: Plenty of animals in water at the bottom, but none up the top. Also, as always, wolfs needed. (BTW: Some of these missions probably don't need wolfs, I am just pointing out where there are none. You don't have to add them to every mission if you don't want to)
5: No wolfs in this mission
6: Bottom water needs animals. (there is a fisherman's hut, but no fish to catch!!)
7: No fish to the left of the bridge on the right side. I don't think they'll swim under it as it is the wrong kind of bridge. The wolfs are quite closely grouped, and it wouldn't hurt to spread them out a bit. (there are none in the bottom right corner)
8: There is no !SET_HUMAN_PLAYER 0 for the first player!! KaM mustn't mind this, but my editor was somewhat confused... I'd add it, as I see no reason why it isn't there. Oh, and this mission could also do with a few wolfs.
9: No wolfs, but as I said, only add them if you think it's necessary.
10: No animals above the water falls, I guess they were washed over. :wink: That might be more realistic, so it probably doesn't need changing.
11: Hmm.. I guess you don't find animals in caves. Still, wolfs live in caves don't they? You decide...
13: There are no animals in the water, and no wolfs on the land. I'd add some if I were you.
14: Once again, last mission, no animals!! Please fix...

That's the lot checked for animals. I've had enough now.

I found all these by having a quick look in my editor, I didn't play test the missions. As you can see, I was mainly checking animals.
Please tell me if you disagree with any of these changes.
A nice little surprise courtesy of Lewin :wink:
He he, I love surprises! (especially ones with my name on them) Now I wonder what it could be...

I look forward to beta 4.
Lewin.
P.S. Mega post!!! (I've been typing for hours!)
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Litude

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Post 24 Aug 2008, 09:03

TSK Campaign Buildings
Mission 2: Introduces full wooden weapon production and fisherman's hut
That doesn't sound like half of a bad idea.
Mission 4: Introduces gold production and stables
Right.
Mission 5: Introduces iron weapons (but not knights)
Yeah.
Mission 7: Introduces Watchtowers, Knights and an active ally
Hmmm... It might make sense to block siege equipment.
Mission 8: Introduces barbarians (the enemy has them) and you can build siege equipment
Sounds like a good idea.
Mission 9: You start with some barbarians, and get to play around with them (but not train more, forcing you to use them sparingly)
Storywise it would make a lot more sense to enable town hall in this mission, but I'm a bit undecided.
I believe this would improve the game greatly, and spread out the introductions of new units/buildings very well. Please let me know what you think of this.
You're right, the TSK campaign was almost untouched when TPR was released.

TSK Campaign
Another thing that they never did was make you start with some fish. You start with every other food type, so why not fish? I think if you added some fish to the storehouse in missions 4-20 (not 2 as fish are new there, and the first one should be one you catch yourself) it would be a good improvement. You should probably reduce some of the other food though, to make up for the extra. Maybe not, but it looks kind of odd to me not starting with fish.
Actually I already did this but forgot to mention it :D. Interestingly, TPR added starting fish to a few misisons (at least 11). Oh and I also added fish to the enemies.

Tutorial
The animals in the tutorial are placed very oddly:
- There are some wolfs in the water!! I'd remove them, as units in wrong places can have bad effects on the engine.
I actually already moved them to dry land.
- There is nothing in the water above the waterfall (a few fish would be nice) Although maybe in real life they'd just be washed over, and you shouldn't add any as it would look strange? (it might look odd if they are swimming against the current)
I was considering this but it seems like tops of waterfalls are always empty of fish pointing to the fact that in real life they'd just fall down.
- The fish/sea snakes are in a straight row in the sea where you start. An observant person might notice that when they start, you should move them around a bit.
Well I doubt anyone would really notice it but I guess I could do it :D.
- You should place some wolfs around the place. (pine forests look best) I think if you place them on some surfaces (like sand) they don't work, but that's unconfirmed. (like the way crabs won't place on anything but sand)
I think I could move around the wolves a bit.
- Oh, and the swamp needs a few lily flowers/lily leaves/ducks, don't you think?
You mean that place on the eastern edge of the map? There's not much room for stuff but some decoration could do.
Also, the tutorial has a piece of player 2's road in the sea at the top left. It serves no purpose and should be removed. (IMO)
This was one really weird bug. If you test in game the road is not visible (obviously it isn't because it's underwater), but when I searched for the road piece in the script it wasn't found.
Now if you look at how the roads have been scripted they're quite a mess. So when I spaced up these lines the road piece mysteriously disappeared :?. Makes me wonder if it could be a bug in the way you read the mission files?

TSK Campaign:
Mission 1
Mission 1 might be improved by adding a wolf or two to the pines forests
It's such a small map... Maybe one or two.

Mission 3
Mission 3 has no animals at all. I think you should put a few wolfs. (crabs would look odd inland :wink:)
Yeah, noonew would see them but it doesn't matter :D.

Mission 4
- There are no animals bellow the water fall or in the ocean at the bottom. You should put lots fish, some sea snakes and some sea stars.
I actually did this already.
- You should place 1 crab on each beach about the bridge, it makes them looks more interesting :)
Good idea.
- The three beaches in the enemy bases could also have crabs, but that might be over doing it. What do you think?
Guess putting one crab on each of them shouldn't matter.

Misson 5
Mission 5 might look nicer with a wolf in the pine forest, but you choose.
Okay.

Mission 6
Mission 6, like 3 has no animals what so ever. I would suggest a wolf or two.
Okay.

Mission 8
Mission 8: (don't know if these have been fixed or not) Top left enemy has no tannery or butchery. Bottom right enemy has no butchery (don't this stop the tannery or something?)
Yeah I mentioned having added butcheries to all missions that needed them, this mission was no exception. I did however forgot to check whether they had a tannery! :shock:

Mission 9
Mission 9: This is not really a problem, I just found it interesting: There are clear ups all through the enemy bases, but they are in the enemies section so they have no visible effect. Does anyone know if they do anything? Currently my editor doesn't deal with them nicely, (if you re-save then they will be put under the human team section!) so I'll have to fix that.
No idea, I've always thought the enemy knows where everything is from the start without any clear ups.

Mission 10
Mission 10: Sigh... They really don't like putting animals in battle missions do they? A few wolfs methinks...
I guess they though they'd might be in the way or something.

Mission 12
Mission 12: I think there are not enough animals in the water. Down the bottom there are very few. Also, why no ducks? (maybe it's too warm?)
Yeah the amount is quite small. I know there would be some naysayers if I added a few more fish, but meh...

Mission 13
Mission 13: The water down the bottom right doesn't flow correctly. (it swirls randomly, not flowing in one direction) Would it be possible to change the tiles so it does flow right? It would be a lot of work with a hex editor, but I don't think that any of the map editors are reliable enough to use. (we don't want to risk any other data being changed. What about JVK's? Does it save identical files?
Actually, Qages editor only saves the bytes which have been modified so it seems quite reliable. Now it might be slightly hard with his editor but should be possible. JvK's is a bit too unuserfriendly for me :D

Mission 15
Mission 15: The river has no ducks or lily flowers/leaves. And the beach near the centre could do with a crab or two. Also, maybe a few more wolfs, one near where you start perhaps?
Some flowers could be added.

Mission 17
Mission 17: Needs wolfs. They would look nice in the snow. Also, there are two map tiles totally out of place in the top left, but I guess you never go there? (can't remember) Still, wouldn't be hard to change them, as they'd be some of the first.
Yeah wolves should be added. If you look at the different maps you'll notice how many misplaced tiles many of them have. The majority of these cannot be seen ingame however.

Mission 18
Mission 18: Maybe a few ducks in the river. And a couple more wolfs wouldn't hurt, it's quite a large map.
Ducks during winter? Meh... Some wolves could do.

Mission 19
Mission 19: Badly in need of animals in the river. I'd put some wolfs too, as most of the snow maps have them.
Yeah I actually added some fish and stuff into the river, but a wolf or two could do.

Mission 20
Mission 20: The last mission, and no animals!! I'd really recommend adding some, it's just not the same without them.
Yeah I actually added quite some animals to that mission.

Mission 99
Mission 99: (battle tutorial) Yes, I know you can only play it by swapping files, but I think there should be a wolf or two in the pine forest.
Okay.
Whew, that's TSK done. BTW: If you want an easy way to add animals, then you can place them in my editor and then go to the script tab and copy just the animal code into your hex editor.
Heh, as a matter of fact this is exactly what I've been doing :D.
Single Missions
1: Needs some wolfs in the pine forests.
2: Needs lots of animals
3: Hmm... More drowning wolfs... I'd put those wolfs on the land and put some animals that know how to swim in the water...
4: Animals are ok I guess. I like to see some ducks and lilies in more than one water body.
6: Needs wolfs
7: Needs wolfs too

Multiplayer Missions
0-5 are the same as the single missions, so do the same things with the animals.
6: Needs animals of all sorts (except for crabs)
7: Needs wolfs
8: Needs wolfs also
9: Same map as single player 7. It needs wolfs
I'll look at these a bit later.

TPR Campaign:
1: Needs wolfs, and the fish at 8,63 should be removed as it is not in the water. There are also some places with 2 animals on 1 square but I don't know if that will have any ill effects.
You don't think all the fighting has scared off the wolves? And I'll move that fish group one square downwards. Oh and I have added some fish into that small water close to one of our allies.
2: Needs wolfs
I don't know, there's not too much forest in the mission and it's quite filled with enemy soldiers...
3: Plenty of animals in water at the bottom, but none up the top. Also, as always, wolfs needed.
Actually already added fish into this river. Some wolves could do fine in this mission as forests are plentiful. One thing I was wondering, should the terrain in the top left corner be changed to reflect that of mission 4?
5: No wolfs in this mission
There's really no forest.
6: Bottom water needs animals. (there is a fisherman's hut, but no fish to catch!!)
Yeah I actually already added fish to these waters.
7: No fish to the left of the bridge on the right side. I don't think they'll swim under it as it is the wrong kind of bridge. The wolfs are quite closely grouped, and it wouldn't hurt to spread them out a bit. (there are none in the bottom right corner)
They swim under certain bridges...? Yeah I could add a few fish to the otherside, but I think the wolves are quite fine, maybe add one to that coal field in the forest.
8: There is no !SET_HUMAN_PLAYER 0 for the first player!! KaM mustn't mind this, but my editor was somewhat confused... I'd add it, as I see no reason why it isn't there. Oh, and this mission could also do with a few wolfs.
Heh no idea why that one line is missing. Guess I could add a wolf or two.
9: No wolfs, but as I said, only add them if you think it's necessary.
That forest south of the brown enemy could be a suitable place.
10: No animals above the water falls, I guess they were washed over. :wink: That might be more realistic, so it probably doesn't need changing.
Right.
11: Hmm.. I guess you don't find animals in caves. Still, wolfs live in caves don't they? You decide...
Nah, it's painful enough to move around in the limited space that is there so adding wolves would just limit this even more.
13: There are no animals in the water, and no wolfs on the land. I'd add some if I were you.
Yeah I actually already added fish here, but some wolves could also do.
14: Once again, last mission, no animals!! Please fix...
As I already mentioned above, this has been fixed.


Now for a question. The briefing of mission 8 mentions that you have found blueprints of a very advanced watch tower, yet you can build watch towers in mission 7? Wouldn't it make sense to disable them?

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