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View Code? Open in Web Editor NEW"KaM Remake" is an RTS game remake written in Delphi from scratch.
Home Page: http://www.kamremake.com
License: GNU Affero General Public License v3.0
"KaM Remake" is an RTS game remake written in Delphi from scratch.
Home Page: http://www.kamremake.com
License: GNU Affero General Public License v3.0
by Grzegorz Sadowski
not sure if that was reported already but KaM doesnt generate aftergame stats for all the players on the map Cube.
the map has 12 pickable locations and my theory is that the stats screen doesnt pay attention to locs 9-12 it generated 4 players in an 8 player game
The soulution would be making AI Building market and trading leather for stone like for 50 stones
The AI Will already build more farms and swine farms if there isn't enough amount of leather armor per sec
Using them more than once in the same Tick sometimes selects enemy units, which is normally impossible.
Each time two melee units exchange blows, OnUnitAttacked procs 4 times instead of 2.
Also, it would be nice if it procced when arrows or bolts hit their target instead of while they are still flying.
I think it is caused by serfs' priority. A serf "examines" a build sites to see what they need. There is only one: A coal mine with 3(timber)/1(stone). However, by time time he goes to deliver the last needed stone, another coal mine is ready to be made and it has 0/0 wares. Since this coalmine "needs" more timber and stone, it has a higher priority and thus gets the wares! Serfs won't delivery building materials to the first coal mine until the second one gets 3/1, and then they usually end up bringing the last stone to the first one anyway. This is ridiculous as buildings aren't worth anything until they are finished.
You can see four coal mines (and an iron mine that recently had the problem) that aren't finished. I didn't even build them at the same time. There was quite some time between starting them. Yet it matters not, my serfs screw me over. This caused coal problems in my base for the next 20 minutes or so...
Reported by Ben at http://www.knightsandmerchants.net/forum/viewtopic.php?f=26&t=2654
For now there is none
-How it worked back in tpr? Heres everything explained below-
[]The AI would make the melee troops storm if conditions are met:[]
1\ The bowman group must be moving
2\ The group leader wich hold flag is in straight line with the bowman group leader
3 \ The distance can't be bigger than 20 tiles from the bowman to the melee group
[]If they are met the melee group will storm after 2.5s after getting attacked, AI will continue to do this till the bowman group is dead[]
[]However this can be used for other group types like anti-horse other melee group or even for mounted(But It mostly would fail to catch the horse group because of its speed)[]
Game results "Warfare made" counter does not include horses.
Game results "Warfare" chart includes horses.
Decision should be made and reasoned, if horses do count as warfare.
All warfare instances should be checked and synced.
For example don't suggest new type of building, food etc,
don't post about retriving siege workshop or the townhall
Step 6 should not highlight the new house (but still could bring to that location?).
How about adding custom auto defense space between them instead of being always 4 tiles
The values such as Army amount and Collumns can be readed from AI formation settings in editor OR even better from the current amount of soldiers in group and make it dynamic space
(Army amount/Collumns ROUND UP) + 1 = Next auto defense position [instead of static 4]
By this AI could dynamicly expand formation size like in tpr was 5 collumns 30 soldiers
The technology has already made fasters processor than they were before
and KaM Remake doesn't realy use extra cores/processing power on replay speed up on x300 makes game output no frames at all when using it but today cpu's can atleast handle at least 1 frame with x300 speed
Like speeding up for 1 sec should bring you 300s ingame time it does only bring you back half of it so 150s or less
In the remake the computer AI can be starved to death by hiding your archers on the right of the screen whereas in the original most of the enemy lances/axe throwers and a small contingent of archers could outlast the human player, cheers.
This awesome repo should have a readme :-)
(talking about a README.md for the frontpage)
I am surprised there is no such script? Imo it would be a very basic script... I know I can silently kill/destroy a unit/group/house and replace it with one from another player... But that's pretty ugly.
The Dark Lord
Allow to rename replays from the replays menu.
Serfs should go for the stone/wood when Builders start digging (like in TPR)
AI should only rebuild them when theres iron ore available or an active Iron ore mine
Edit: Happens also with store house
(version r6720)
I've noticed that the AI, if left on its own and with no peacetime, tends to make little food for the citizens and troops it recruits, and sometimes ends up starving.
It probably isn't really an issue (better realism and better town management when its troops aren't left alone by the player?), just thought it would be something worth reporting anyway.
The problem is when the AI location is cut off any exit on start even when the blocking tile will be gone AI won't defend itself thro the tile changed to walkable
Is it possible at all?
This will help when player runs out of stone
What do you think about adding bee hive, which generates honey? Hive should only work if there's fields nearby or trees. Also provide different grade honey depending on (fieds || trees)
The game does not allow us to set demo time arbitrary but we should try to introduce it.
Watching replays is painful without possibility to go back or to fast go forward.
I can inspect the code and try to implement this for future release.
Maybe game could keep the last entered password and show it as a default option when creating a room.
Right now GUI remembers last selected unit for ALL schools / barracks, which is inconvenient if player has 2 schools, each dedicated to different units (e.g. serfs/recruits)
Workers could own fields/trees when they are coming instead of when they are at it. This could potentially make their work more efficient
Affects:
Woodcutter's
Farm
Vineyard
Trees added via dynamic script (Actions.MapTileObjectSet) don't grow.
The same thing could be true for corn/wine.
WIFI IRON MINES
Video https://youtu.be/gKCWgeYgGXg
Map by Ben http://www.knightsandmerchants.net/forum/viewtopic.php?f=5&t=2655
The map has no script file so its real.
To reproduce bug play map as green place iron mine there and youre done
Using Actions.UnitKill on a newly equipped Warrior before he joined a group creates an invalid group that exists and is alive, but has 0 members and is hungry.
(version r6720)
Could the mine depleted message please be issued after the serf took the last piece of ore instead of when he takes up the job?
This way, when the message is received the mine is more reliably ready to be demolished...
Is there a way to make the campaigns from here http://lewin.hodgman.id.au/kam/index.php?go=knights_and_merchants_editor_missions working with the remake version?
Hey guys,
I have two computers. On each I have a copy of KAM Remake. On my first computer I've been playing the game for a long time now, including the multiplayer games with the whole community.
However, on my second computer the singleplayer works normally, like it was supposed to, but I am having difficulties with the multiplayer mode. When I'm in the main menu (main screen) and try to press the "Multiplayer mode" button, the game freezes all over! Then I have to kill it with the task manager. And no matter how many times I restart my computer, or uninstall and reinstall the game the problem doesn't seem to go away. It just reoccurs everytime.
Has anyone ever encountered a similar issue and how did you solve it? Is there a solution to it? I really don't know what to do. :| :( :?
Hope you guys can help me out.
unchien51
Something like this could work http://www.youtube.com/watch?v=QoJZEMGTwE0
To make repeated attack
1s delay
1 men
X pick all
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