Siegfred has finished Lazarus compilation guide - give it a try!
At the moment I'm struggling to get some nice images for the layout. And then there's the javascript I want to put into a nice working shape.
Siegfred has finished Lazarus compilation guide - give it a try!
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
however, i quickly noticed something: the enemy will not build anything.
I gave them a place to eat on the 2nd edit so they wouldn't die right away. but it does nothing but stock that (so thats in place)
I'm guessing a structure for the builders is missing?
Code to make the AI find places for every building and structure a useable village is very complicated to write, I haven't even attempted it yet. It will take a lot of planning, thinking and discussion to make it work well, and I plan to make it better than the original KaM.however, i quickly noticed something: the enemy will not build anything.
I gave them a place to eat on the 2nd edit so they wouldn't die right away. but it does nothing but stock that (so thats in place)
I'm guessing a structure for the builders is missing?
I am very busy with school for the next few weeks, but in my spare time I have been working on AI defence. The AI now positions and formats troops according to the script commands. I'm still trying to work some stuff out such as whether each position should be filled in order or whether groups should have new soldiers added to the randomly. (whether I should do what KaM does or work out a better way for it to function)
Also almost all script commands are now loaded and saved again if you edit a mission using the map editor. Not all of them are used by the engine yet (such as AI attacks) but they are loaded from and saved to the script. We've done a little bit on the map editor too.
Lewin.
+ Occasional crash when loading due to listener not being initialised
+ Mouse wheel for scrollbars now works much better and in more places
+ Added repositioning of units and houses in the map editor by right clicking with them selected
+ Right clicking on the train button in the school now fills the queue with the unit (I always wished I had this for recruits)
+ Allow to use replacement sprites for cursors [Krom]
+ Main menu would reset on resize
+ Default team colors are not like in KaM [Lewin]
+ Added V-Sync option
+ Some houses would not show all fire animations [Lewin]
+ Added French translation by Sylvain Domange
+ Savegames names would not initialize properly sometimes
+ Crash when loading mission scripts with a space on end (TSK19)
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Very, very nice remake... though one problem is exceptionally annoying. When I merge newly trained military units into bigger troops, I sometimes get "Range check error" messages. And sometimes I get five of them in a row. It's really annoying.
BTW, is it possible to appoint the nearest to the building serf to a delivery task? Right now it seems that the first on the list of free serves is appointed.
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Mission difficulty could be set via soldiers strength, but wouldn't this look unfair to player? I.e. on easy setting 10 vs 10 militia fight player wins, on medium - stakes are equal, on hard - AI wins.
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