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"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

Pascal 97.21% HTML 0.35% JavaScript 0.25% Inno Setup 1.11% PHP 0.33% C# 0.38% Batchfile 0.05% C++ 0.30% Hack 0.01%
kam-remake delphi rts strategy-game remake strategy game knights-and-merchants opengl indie

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kam_remake's Issues

KaM doesnt generate aftergame stats for all the players

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

AI tends to run out of stone

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

Serfs prefer to bring all the required building materials to a site except the last one needed

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...

image

Reported by Ben at http://www.knightsandmerchants.net/forum/viewtopic.php?f=26&t=2654

AI Auto-Defense Missing melee storm solution

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)[]

Compiling issues Embarcadero RAD XE8

After adding the proper new define in KaM_Remake.inc, which is:
{$IFDEF VER290} {$DEFINE WDC} {$ENDIF} //Define Windows Delphi XE8 compiler

Pull request for that will follow.

I get a rather big list of errors and warnings and compilation fails.

Here an image of the list:

screenshot_1

Space AI auto-defense group positions depending on groups size

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

Slow speeding up replays with speed higher than x10

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

Mission 6:TSK Single Player bug

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.

Missing README

This awesome repo should have a readme :-)

(talking about a README.md for the frontpage)

Dynamic script to change house/unit owner

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

The AI sometimes starves

(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.

New food source

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)

Replays should allow to rewind and fast-forward

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.

Bug: Actions.UnitKill and invalid groups

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.

Mine depleted message issued too soon?

(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...

It takes 3+ minutes to enter the Multiplayer mode

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

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