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Project TSK Coop Campaign Updated28/2 - Delayed

PostPosted: 08 Feb 2012, 20:34
by Wesley762
NOTE This project has been delayed until the next release since this will bring me ALOT more possibilties and oppertunities for making better coop campaigns.
in the meantime i will only work on the Terraforming of the maps.


Hello Folks,

in this topic il keep you all updated on my progress on my project "TSK Coop Campaign".
this is my first KAM project and i hope ive come to the right place to get some feedback and suggestions for my work.
im really looking forward to working on this project as i really enjoy KAM and il probly never stop enjoying it.

For now my goal is to make all 20 missions playable with 2 players in coop.
The plan is to keep it lore friendly but also harder then the original since your with 2 players now.
which requires me to make suitable locations for the 2nd human player and adjust the map accordingly to make it look natural.
Im also going to adjust and beef up the AI and adjust them to fix problems il run into (like pre-programmed autobuild).
And make new ingame messages to cover the lore and difficulty adjustments feel natural and exciting. - delayed till further notice.

So i hope i can count on lots of feedback from you all so that i can deliver you all the full TSK Coop Compaign in all its glory !

Future Plans :
- Finish mission 1/2/3/4/5/6/7/8/9/10/11/12/13/14/15/16/17/18/19/20.
- Make all missions playable with an Coop AI.
- Adjust some favorite missions even further to allow more humans to join the fun.
- The Peasants Rebellion Campaign.
Changelogs of past updates and installation instructions in Readme in the downloaded rar's.

Here are some screenies of rescent updates.
Image

Updates and Known Issues :
- Mission 1 the AI of the 2nd human Player is also somewhat programmed for testing purposes in Single player.
- Screen Center is not functional in any missions yet. FIXED
- All fightng missions are on hold till i find a way to make them challanging with the current AI. Ideas ? let me know.
- issue of AI troops returning when out of combat for a few seconds cannot be fixed until further notice il do my best to work around this.
- i will be taking a small break from 17/2 to 21/2 to celebrate carnaval :) Cheers

Download TSK 1 Release 1.4
Download here - Filefront
Download here - 2Shared

Download TSK 2 Release 1.2
Download here - Filefront
Download here - 2Shared

Download TSK 4 Release 1.2
Download here - Filefront
Download here - 2Shared

Download TSK 5 Beta 0.6
Download here - Filefront
Download here - 2Shared

Download TSK 9 Beta 0.5
Download here - Filefront
Download here - 2Shared

Mission 5 - Beta 0.6
- working on landscape/terrain -Done
- Configuring and adjusting AI - Done
- Tweaking AI Troops and Beta Testing

Mission 9 - Beta 0.5
- tweaking terrain/AI
- tweaking AI positioning.
- AI 4 has to much serfs.



Please dont hasitate to criticize or comment all feedback is appriciated !

Updated Daily.

Re: Project TSK Coop Campaign Updated 8/2

PostPosted: 08 Feb 2012, 21:21
by caykroyd
Player 2 on the mission seems good! :mrgreen:

Concerns:
- Does he have enough build space??
- Does he begin with those bowmen?? If he does, it doesn't seem balanced to me, because player 1 doesn't.

Mainly this. hope you continue :)

caykroyd

Re: Project TSK Coop Campaign Updated 8/2

PostPosted: 08 Feb 2012, 23:06
by Wesley762
Thanks for your feedback il do my best to explain my reasons behind this.
- Does he have enough build space??
in my opinion i dont see this as a balancing issue. infact im trying to make both sides a diffrent experience in the same mission.
so this is on purpose. in this mission player 1 gets more combat but as its coop player 2 can help him with the extra bowmen he has.
so this is what im trying to acomplish with these coop missions. true cooperation helping eachother with there weakneses.
- Does he begin with those bowmen?? If he does, it doesn't seem balanced to me, because player 1 doesn't.
Yes he does, altho player 2 has more bowmen. he also has less bows/leathers in his barracks.
so eventually player 1 can still make more bowmen but he has to recruit them first.
and as i said since its a coop campaign player 2 can use those bowmen to help defend player 1 and visa versa.

Thanks for your feedback i really appriciate it.
another update comming soon.

Re: Project TSK Coop Campaign Updated 8/2

PostPosted: 08 Feb 2012, 23:22
by caykroyd
Your explanation seems reasonable... So most of the attacks go to the red player then?

I am waiting anxiously for your update :P

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 08 Feb 2012, 23:26
by Wesley762
For now the attack go fairly equal but yes red does get an extra notch on the head sometimes.
and well maybe in mission 2 it will be the other way around :D.

i still got some questions posted in the Kam remake forum tho which i hope to get some answers to so that i can script the AI well.

- Wesley762

Update 0.4 released. im done for today :)

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 00:54
by Into_The_Battle
I can't download the map, file unavailable in the link you've posted.

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 06:05
by Wesley762
I can't download the map, file unavailable in the link you've posted.
Thanks for letting me know.
seems filefront is having some hickups ive added a mirror.

- Wesley762

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 07:08
by Kridge
I can't take a close look, but the preview look good!

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 08:34
by Infidelius
Maybe an odd question but, where can i change or set the AI scripting ?

You do that with the in-game editor in Remake ? Or with Lewins ?

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 09:40
by Wesley762
i use kroms map editor and lewins mission editor since the ingame map editor isnt finised yet.
for the AI scripting i use lewins mission editor u can adjust and set the AI there in treeview or the script tab.

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 10:24
by Thomas ( new kid )
Many thanks !

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 18:39
by caykroyd
just remember there are some co-op missions already made... it would be a shame to make a map twice because of distraction :D

Re: Project TSK Coop Campaign Updated 9/2

PostPosted: 09 Feb 2012, 19:10
by Wesley762
i am indeed planning to contact Lewin for his premission to adjust his Coop map a bit to make it fit in the complete campaign.
and if not that is ok to i am indeed not planning to do the exisiting coop maps.

Re: Project TSK Coop Campaign Updated 10/2

PostPosted: 10 Feb 2012, 08:36
by Siegfried
That's a very good project, I like it a lot!

I think that most of the Coop maps were not made by Lewin himself, but I'm not entirely sure.

Re: Project TSK Coop Campaign Updated 10/2

PostPosted: 10 Feb 2012, 08:58
by Wesley762
thanks siegfried,

yes im planning to consult lewin and the possible original mapmakers for there premission to edit the coops maps,
lore wise to make player2 fit in my campaign etc.