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Re: Scripting demo release candidate

PostPosted: 08 May 2013, 00:04
by Ben
Or maybe even, the percentage of tiles around the building should matter as well - after all, it's these tiles that we see, and who cares when under the building there's snow, if around it there's a lot of grass.
I agree! This is a splendid idea. Perhaps even up to 5 tiles away in all directions of the building. This would also be useful in making snowy coal mines :D

Re: Scripting demo release candidate

PostPosted: 09 May 2013, 05:57
by Jeronimo
Respect Snowy buildings... Can we have the chance to disable this feature at game's Options?
The graphics are nice, but I don't like much the white reflection of all roofs in my eyes, besides it complicates to find your sawmill, etc since all distinctive colors are lost due heavy snow transformation. I'd agree to allow/disable these house graphics at Options.

Re: Scripting demo release candidate

PostPosted: 09 May 2013, 08:18
by The Dark Lord
@Jero I think we just have to get used to the snowy buildings. Give them some time. ;)

Re: Scripting demo release candidate

PostPosted: 09 May 2013, 09:56
by Ben
I disagree with Jero; agree with The Dark Lord: We just need to get used to it. I hated it when snow was implemented into AoE with the conquerors expansion. It looked very weird but now I'm used to it. Your difficulty in finding the buildings comes from the sprites being different, and that is normal for any game. Whenever a new block is implemented into Minecraft, it is hard for me to find in the Creative mode because I'm not used to it, but it doesn't take long to learn.

And I think that your sawmill will be fine without your finding it :D

Re: Scripting demo release candidate

PostPosted: 09 May 2013, 20:48
by zaamoot
After we played a game and I lost (a bit) quickly, I want to watch rest of the game.
1. Maybe when you had the lost screen you can show the whole map to the person.
2. Also when I was dead I get messages that people aren't in the houses. Can you disable this?

Just some thoughts ;-)

Re: Scripting demo release candidate

PostPosted: 10 May 2013, 03:34
by Lewin
After we played a game and I lost (a bit) quickly, I want to watch rest of the game.
1. Maybe when you had the lost screen you can show the whole map to the person.
2. Also when I was dead I get message that people are in the houses. Can you disable this?

Just some thoughts ;-)
1. We are concerned that people could use it to cheat by telling their ally's what the enemy is doing. Maybe we could disable team chat and whispers if you have lost and decided to continue playing? What do people think?
2. Good idea, thanks :) I also disabled messages that your soldiers are hungry.

Re: Scripting demo release candidate

PostPosted: 10 May 2013, 07:25
by zaamoot
1. We are concerned that people could use it to cheat by telling their ally's what the enemy is doing. Maybe we could disable team chat and whispers if you have lost and decided to continue playing? What do people think?
2. Good idea, thanks :) I also disabled messages that your soldiers are hungry.
I thought about this before posting those two points, but it has two sides.

Positive:
-The player is not able to post crucial information in-game about the enemy's to the allies and is able to watch the game (and after the game yesterday this is highly appreciated).

Negative:
-The dead teammate can also be on teamspeak/Skype and discussing the map with teammates there. People can abuse it and die on purpose when they know that it is a lost game for them and cheat with this possibility.
-Also you can't talk to people (allies and enemy's) anymore about the game which can make the interaction more difficult.

A option is to give rights to the host about giving the map overview. This way there is a extra check before giving the option to view the whole map.

Another thing is the messages. After a while I cannot see the different between old and new. Is it possible to remove the message when the action has been executed?
An example: A house is not occupied, but when you build the right person for the house. that the message about this missing person automatically is removed.

And a question which is ask likely before and is not on-topic about the demo release, but why is it not possible to make more then four teams?
Yesterday we played with five players and four teams aren't optimal then. Why can we make 8 (or at least 6) teams?

Re: Scripting demo release candidate

PostPosted: 10 May 2013, 08:16
by Menszu
And a question which is ask likely before and is not on-topic about the demo release, but why is it not possible to make more then four teams?
Yesterday we played with five players and four teams aren't optimal then. Why can we make 8 (or at least 6) teams?
Well, if you played 5 players and wanted 5 teams you don't have to set up teams, it's ffa. In all other cases always there wil be players alone in the team - therefore no need for team number. For example 7 players 2x2x1x1x1 - just two first teams need to set team, the rest leave it empty.
4 is ultimate number of teams as long as there's max 8 players ; )

Re: Scripting demo release candidate

PostPosted: 10 May 2013, 10:08
by Lewin
Letting the host choose doesn't solve the problem, the host can't really tell if people are going to cheat through Skype or something similar. Some thoughts:
1. Being defeated means you lost your storehouses, schools and barracks, so if a player has already been defeated it won't be early in the game and most of the map is probably explored, the defeated player can't give too much useful information to his team members through Skype/TeamSpeak since they can probably see most of the enemy's army already.
2. If a player has been defeated then that team is probably losing badly (it takes quite a lot of time to destroy all those buildings), so a small amount of information if players do choose to cheat isn't exactly going to change the course of the game.
3. In the worst case if players are really worried about it they can leave the player with 1 storehouse undestroyed so he doesn't actually get defeated.
4. In a lot of games everyone says "gg" and quits as soon as it becomes obvious that one player will be defeated.

Old messages in the log are darkened compared to unread ones, but maybe we can find a way to make it more obvious. We're open to suggestions.

There is no need for more than 4 teams if you can only have 8 players, because a "team" with just 1 player doesn't need to be set as a team (just leave it as "-"). You only need a team if there are 2 or more players. If we eventually increase the player limit we'll increase the number of teams available.

Re: Scripting demo release candidate

PostPosted: 11 May 2013, 18:40
by Islar
Hi

I have found a bug. When the AI enemy attacked my city i saw this. See picture. The xbows attacked from too close.
Also they attacked with 8 xbows. Some died because the other one shot on them.

Re: Scripting demo release candidate

PostPosted: 11 May 2013, 18:52
by Islar
Hi

Soon after i discoverd the xbow bug i found this bug. See picture. The school is destroyed when i trained a farmer. A serv is in the building delivering gold when the school was destroyed. The bug is that the serv AND the farmer came out when the building was destroyed and i attacked the pikemen with my bows. When the pikemen walked away the two villagers just appeard. then they died by the pikemen.

Re: Scripting demo release candidate

PostPosted: 11 May 2013, 19:06
by Ben
That's no bug. Units always appear out of buildings when the building is destroyed. Unless you are referring to how the serf and farmer are "inside each other"? Because that looks quite strange indeed.

Re: Scripting demo release candidate

PostPosted: 11 May 2013, 19:12
by Islar
That's no bug. Units always appear out of buildings when the building is destroyed. Unless you are referring to how the serf and farmer are "inside each other"? Because that looks quite strange indeed.
Yes, i know that the units appear when the building is destroyed. but the building was already destroyed and they don't appeared. Only when i hit the pikemen with my bowmen they appeard.

Re: Scripting demo release candidate

PostPosted: 11 May 2013, 19:40
by Bence791
Actually when you train citizens in your school (for example you had 5/6* gold in it, so you trained 5-6 of them, plus there can be serfs stuck inside because they can't come outside) and they can't come out because there are enemy troops that attack the school from the 3 tiles in front of the door, they will appear immediately after the school is razed, just unlike the barracks, they will be on the same tile (the one which was the door of the school). Whenever they need to deliver something or go home (other citizens) or build, they will move away. There is no connection between hitting the attackers with any troop and the citizens appearing :)


*There is a way to get 6 gold into your school. I mean there was in the original game (I am unsure about the Remake), sometimes I did it for fun :P

Re: Scripting demo release candidate

PostPosted: 11 May 2013, 21:54
by Lewin
The crossbowmen can shoot the house because the bottom right tile is within their range. I think I remember this happening in TSK/TPR too. Maybe we'll fix it one day, but it doesn't seem worth worrying about right now.
Yes, i know that the units appear when the building is destroyed. but the building was already destroyed and they don't appeared. Only when i hit the pikemen with my bowmen they appeard.
It sounds like the serf was in the process of walking out and had already chosen to walk to where the pikeman was when the building was destroyed, and so he didn't get placed automatically when the building was destroyed because the game thought he was in the process of walking out. But I can't really see how that could happen from the code, it should realise he's waiting for the pikemen and place him anyway. Could you send us the replay please? (contact@kamremake.com) The game didn't crash so I'm not too worried about it (it just looks odd to the player), but there could be some related bug there which needs fixing.