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knights_province's Issues

Add movement trigger event

There could be some "event starter" placed in MapEd, which would trigger a scripting event when unit steps on it. Could be some rectangle with OnUnitEnter OnUnitLeave events?

Exception: Unable to set the pixel format.

From(http://www.knightsandmerchants.net/forum/viewtopic.php?p=47333#p47333)

I don't experience crashes at start, but I do get an Exception if I'm switching between windowed and FullScfeen mode and changing the Antialiasing setting at the same time. If I change these separately there is no exception raised.
So I assume the bug lies in code used to reinitialize renderer. My guess is that at certain point during this process there is no valid handle either to game window (I noticed it gets recreated every time) or there is no valid handle to the underlying API (OpenGL or DirectX). The later would also cause such exceptions on computers which are automatically switching between integrated and dedicated graphics card since rendering handles get recreated.
Here is part of the long indicating what is happening at the time:
CODE: SELECT ALL
04:53:05.406 6,393s 5136ms gMain.ReinitRender
04:53:06.089 7,076s 682ms Init render at: 1936x1056
04:53:06.243 7,230s 154ms Exception occured: Exception: Unable to set the pixel format.
04:53:08.113 9,100s 1869ms gMain.ReinitRender
04:53:08.144 9,131s 30ms Init render at: 1936x1056
OpenGL Vendor: ATI Technologies Inc.
OpenGL Renderer: AMD Radeon (TM) R9 200 Series
OpenGL Version: 4.5.13416 Compatibility Profile Context 15.300.1025.0

And some info on my graphics card logged by game
CODE: SELECT ALL
04:52:59.323 0,311s 6ms Init render at: 1366x788
OpenGL Vendor: ATI Technologies Inc.
OpenGL Renderer: AMD Radeon (TM) R9 200 Series
OpenGL Version: 4.5.13416 Compatibility Profile Context 15.300.1025.0

After dinner, blanks don't go back home.

In alpha 8.2, blanks do not go back to their cottage after having dinner in the tavern. They just hang around the tavern wondering what to do.

Will update this with a screenshot later.

Porters entered infinite loop providing resources for Builders

Got a situation when servants try to reach builders and can't do it. They switch, but it does not help and they don't go to deeper switch. Even building canceletion did not help - servants with resources where still stuck.
Builder died trying to build road :(

Such situations in KaM had a solution with more deep place switching if close place switching did not allow servant to do his job.

save in attach
saves_build_stuck.zip

Unable to build on some tiles

It is impossible to build on some tiles. I noticed this in Dusty Day, especially west of the starting position. To me it seems the tiles are corrupt or something: I cannot own them, nor walk on them. In the attached screenshot, ownership and passibility are shown. Using the map editor, I tried smoothing the area (didn't help) and repainting the area with grass (didn't help). There are no objects to delete.

If the tiles are made unavailable on purpose, my suggestion would be to add a visual element to make clear the tiles are blocked. For example, some rocks or vegetation.
nobuilding

About gold

Have you thought about what Gold could be used for in KP?
If not, what about making it so that Gold could be (optionally) used for instantaneous civilian training?
(Maybe in a School analogue, some sort of Treasury, which would also act as a storage for Gold.)
It should give a reason to mine and stockpile it, thus making it possible to pump out huge amounts of Recruits in a short amount of time, in case you want to put up a fast defence or have made a town that is constantly about to starve (which would make stockpiling Recruits or Warriors unviable).

Suggestion: food and battle effectiveness

What about making it so that warriors are most effective when about halfway full?
It would make bread better without actually changing it (assuming that in KP it doesn't just feed to full as in KaM... didn't check) and would make suicide runs from starving troops (instead of just feeding them) a much weaker strategy.

All warriors will face South if units undo is used in MapEd

If you have already placed military units and you will use undo button they will all rotate on south
update: only if you use undo for units section - like if u remove deer after removing forest it work as suppose
only visual bug map data are same so they are in right direction

Sometimes game window fails to register mouse click

Sometimes game window fails to register mouse click as it should and therefore the mouse click is registered by background window (most often the KP splash window). Can't successfully reproduce this to track the possible cause. Havent experienced this by any other game.

Suggestion: Food Carriage

What about adding a specialized civilian unit whose only purpose is to feed warriors (obviously serfs would get the task to feed the troops only if there are no carriages available), maybe that also moves faster than serfs and can feed more than 1 warrior per trip?

It would make feeding warriors, especially far away ones, faster and less disruptive on your town's economy.

Trees stop growing

Hello Knights Province team,

I already mentioned this bug on the website:

I have been playing the rivals mission for about 3 hours now. Trees seem to have stopped growing. I have 6 woodcutters with quite a forest around them. No wood is produced anymore, ans the small trees seem to stay small.

In checked every normal problem. In addition to this, I played the game for another 15 minutes to test if anything was changing. I had the coalmaker "stopped", to see if more trees would go to the sawmills. I also enabled it again. Then it was creating coal, but it continued to say that it has 5 trees in stock, without any trees being delivered to it.

I attached the savegame files.

Regards,

Sybe

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