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Re: Official KaM Remake r2736 Bugs topic

PostPosted: 09 Apr 2012, 05:27
by Garnu_Thorn
Those tiles are all too steep to build on, that's how it works in KaM too. You can flatten them by building road there. This is kind of one of the charms of KaM but it can be annoying.
Will the coal still be there, under the road?

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 09 Apr 2012, 06:00
by Krom
Yes, in Remake coal under roads and houses is preserved.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 09 Apr 2012, 07:11
by Lewin
Yes, in Remake coal under roads and houses is preserved.
Same in KaM TSK/TPR

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 09 Apr 2012, 16:50
by Garnu_Thorn
Thanks for the heads up, a mystery solved.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 30 Apr 2012, 17:55
by Danjb
Hey, sorry I haven't read through the whole topic but I had a game the other day and noticed a few things:

1) My citizens didn't seem to get hungry for quite a long time... they seemed to last a lot longer than in TSK before requiring food.
2) Sometimes troops would stand there and do nothing while their comrades were engaged in a fight.

These may have already been addressed, or (1) may be my imagination, but these were my observations anyway.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 30 Apr 2012, 18:11
by Krom
We have measured (1) from KaM long ago - full condition bar is 45min. Default start value is 75% of it.
Not sure about (2), perhaps thats just unit interaction thing - they wait till they can reroute around "busy" units ;)

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 30 Apr 2012, 19:51
by Danjb
I expected you would have measured (1).

As for (2), at one point I attacked 1 militia with 2 militia. One of my militia started fighting, and the other just stood there, literally right next to him, doing nothing :/

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 30 Apr 2012, 22:52
by Lewin
Units won't fight if there is a tree in the way (it looks bad graphically because they are both hitting the tree not each other) so maybe that was it. Usually they do figure out a way around the tree though.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 01 May 2012, 10:43
by Danjb
Ah... after re-watching the reply I can confirm that there was indeed a tiny stump in his path!

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 05 May 2012, 11:26
by kocsis1david
Image
This bug happened when I linked up the soldiers to a troop that attacks a building.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 05 May 2012, 15:02
by Krom
I fail to understand from the pic - so what is exactly happened? Did the soldier started attacking your School?

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 05 May 2012, 15:17
by HellRacer
I saw this too a few times:
They do not really attack, it just does the attack emote once, I guess, then walks to the group where it was linked on (which is attacking a building).

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 05 May 2012, 15:36
by Lewin
I've seen this too, as HellRacer said it just shows a frame or two of the attack animation then the unit realised what he is doing and walks to the target house. Yet another one of the issues with soldiers that needs to be sorted out once we refactor them into TKMGroups.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 27 May 2012, 22:07
by The Dark Lord
We all know about this 'bug' etcetera etcetera, but I want to emphasize once more that this is quite frustrating. Surely you can say that I shouldn't build so close to the water, but if you don't know the map it is possible that you don't see the water before you're building there. And it is impossible to guess how far the water reaches.
Image

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 27 May 2012, 22:37
by GreatWhiteBear
Gniffle