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PostPosted: 04 Sep 2008, 16:47
by Litude
Firstly, you need to get winrar from
http://www.rarlabs.com. Navigate to the downloads section and then download "WinRAR 3.80 beta 5". Just save the file to your desktop or something and then run it and follow the instructions to install the software.
Then download the patch into your game folder (I recommend making a backup of your old copy of the game) and extract the .rar into the game folder. When it asks whether to replace, just put yes to all.
Once the extracting has finished double-click on SETUP.BAT and then just run the game normally.
The final version of the patch won't have an installation this complicated.
PostPosted: 04 Sep 2008, 17:19
by angel
How can I tell if the game was updated or not?
PostPosted: 04 Sep 2008, 18:29
by Litude
If it says 1.6 BETA in the upper right corner in the main menu.
PostPosted: 05 Sep 2008, 06:43
by Danjb
Even if I knew such a difference, I can't relate it to a number without counting, so how would I know if it's been increased or decreased? Anyway, it doesn't matter anymore, I was mistaken, but now I understand.
I'm not trying to fight, just stating my opinions, but if that's not allowed then I guess I'll shut up.
As for the fish, I don't think I agree with that even if the fisherman's hut is enabled - starting food quantities make all the difference as to my build order, so messing with them changes a lot for me.
Again, just an opinion.
PostPosted: 05 Sep 2008, 13:19
by kuba11100
Some more translation:
-
new town tutorial part of readme
-
Polish setup.bat
By the way, isn't compressing using ZIP better? (I mean that it works with more programs, even Windows ME and newer have native ZIP support).
PostPosted: 05 Sep 2008, 14:57
by Krom
ZIP has far worse compression ratio that RAR. Best ratio I've know of is from 7zip LZMA compression, it can be made as SFX package as well (hint-hint)

PostPosted: 06 Sep 2008, 00:11
by AZA
Russian version tested, seems that all is ok

PostPosted: 06 Sep 2008, 00:43
by Lewin
From my point of view I can add that TPR houses in TSK campaign are unacceptable with no doubt (Fishermans hut included).
Hmm... I can kind of see what you're saying, but I think that people will dislike not having the new buildings.
Decreasing LOS for scout - 12 looks like fair compromise.
Yeah, and it's not a lot more than 9 anyway.
Changing Iron logo to blue - I dislike it, but think it's a thing we can get used to, after all it makes good sense

Yeah, I'm not too sure about this one either. It DOES make more sense, and for new players it is a good idea. But we will get used to it I suppose...
Blocking houses that don't make sense on certain maps is a bad idea IMHO, if player wants them - let him have them

What kind of houses do you mean? I think it is good that KaM introduces the buildings slowly, as it means that their is something new and exiting for each missions.
Do you have any specific examples of where this is a bad idea?
I'm not trying to fight, just stating my opinions, but if that's not allowed then I guess I'll shut up.
Please don't be like that, we value your opinions! Continue to state them.
As for the fish, I don't think I agree with that even if the fisherman's hut is enabled - starting food quantities make all the difference as to my build order, so messing with them changes a lot for me.
Yeah, and I would suggest that Litude removes the same amount of other food (e.g. bread) when he adds fish. (for the human player that is) That should fix that issue, because you are quite right, starting quantities must be perfect.
As for the thing with adding animals, what is your problem with that? It hardly affects the game at all, and it makes it look more interesting. I would say that in most cases they were just forgotten by Joymainia.
@Litude: Someone reported that mission 2 TSK was really tricky, have you fixed that? It should be quite easy and the enemy should only attack every hour or so. It's only the second mission, don't make it too hard...
Lewin.
PostPosted: 06 Sep 2008, 07:53
by Krom
Krom wrote:
Blocking houses that don't make sense on certain maps is a bad idea IMHO, if player wants them - let him have them
What kind of houses do you mean? I think it is good that KaM introduces the buildings slowly, as it means that their is something new and exiting for each missions.
Do you have any specific examples of where this is a bad idea?
I keep in mind Fisherman's huts:
- Fisherman's hut cannot be built, there's no water
If they were allowed in previous mission it's a bad idea to disallow them again. Thats only IMHO.
Same I think about adding fish to TSK missions

If you ask me - keep TSK missions way they were in TSK release

PostPosted: 06 Sep 2008, 08:20
by kuba11100
If they were allowed in previous mission it's a bad idea to disallow them again. Thats only IMHO.
I think it should remain blocked, as quarry is blocked in 20 TSK.
Yeah, and I would suggest that Litude removes the same amount of other food (e.g. bread) when he adds fish. (for the human player that is) That should fix that issue, because you are quite right, starting quantities must be perfect.
The problem is in the soldiers not eating fish.
PostPosted: 06 Sep 2008, 09:21
by Danjb
Thanks Lewin, a very balanced post, and I very much agree with what you said about the building being unlocked slowly - it made me want to play on in order to get the new buildings.
And blocking the fisher's hut on levels with no water does sound sensible.
As for the thing with adding animals, what is your problem with that? It hardly affects the game at all, and it makes it look more interesting. I would say that in most cases they were just forgotten by Joymainia.
I don't have too much of a problem with this, and you're right, it's not a big deal. But I always like seeing the little wolves running about, and putting them on every level makes them seem a tad less special

I don't really disagree with it as a change, in fact thinking about it, it does seem like quite a nice change to be honest. But I wouldn't say it's a fix, and I don't think we can assume they were forgotten. But yeah, not a big deal.
If you ask me - keep TSK missions way they were in TSK release
That's exactly what I think (except for actual bugfixes like whole AI towns starving, etc., and maybe some script improvements), but while I don't agree with TPR buildings being allowed, I do see where people are coming from, and it's good that they've been disabled towards the start.
And for us classic players, we can always just ignore them

It's not just the same anymore when someone says "I've completed TSK campaign", because to be honest I consider that an achievement, but with siege weapons, etc. allowed, it's probably significantly easier.
PostPosted: 06 Sep 2008, 09:28
by kuba11100
Just wanted to say that I almost never use new buildings - soldiers don't eat fish, townhall soldiers are slowing down their reaction, siege machines are making game too easy. But it's my opinion and I also think that some people want to use that buildings in TSK campaign, so don't block them.
PostPosted: 07 Sep 2008, 03:02
by Lewin
If you ask me - keep TSK missions way they were in TSK release
That's exactly what I think (except for actual bugfixes like whole AI towns starving, etc., and maybe some script improvements), but while I don't agree with TPR buildings being allowed, I do see where people are coming from, and it's good that they've been disabled towards the start.
I let you in on a little secret: I agree with you. I think that if someone really wants to play KaM then they should buy TSK first, finish the campaign and THEN buy/play TPR.
The reason why I agree with leaving them enabled is this: "Hey, I just bought KaM. Sounds like a great game, I've heard you have fisherman and siege equipment, they sound cool. Ok, I'll play TSK campaign first. What? I can't build any of those cool buildings? That sucks. I'm going to play the other campaign so I can try them out, this TSK one is really outdated. Oooo! Siege equipment is really powerful! I don't want to play TSK any more, it's so boring without them and my current tactics don't work."
My only real objection is the siege equipment. They are too good, like super archers. The should make them kill your own men far more often or something to balance it. (so they are useless against troops but great against buildings) Fisherman hardly effect the game at all, and the town hall is not that good, because it costs lots of gold to make an army that way, and the troops are not very good.
I don't think we can assume they were forgotten
Yeah, you may be right there. Some of the maps may not need them, (like fighting ones) but I'm kind of undecided with this. I certainly think that we should add fish, because: A) fisherman can't fish without them. B) the water looks boring without fish.
So I am kind of undecided on all these topics, I agree with both sides...

Lewin.
PostPosted: 07 Sep 2008, 16:38
by kuba11100
1 TSK:
- fisherman's hut is enabled again
- once one enemy militia went under the mountain
Attacks:
intended:
- 3 times 1 melee group with 9 soldiers and 1 ranged group with 7 soldiers
unintended:
-? before all intended attacks, 4-, 2- and 1-soldier(s) group attacked
- one time lanceman went to the base (I think it was due to the moving new group, it can stay)
- suggestion: sometimes, when enemy attacks and player's soldiers go to the north when fighting, the lanceman group (that in the base, not guarding between mountains) joins - maybe they should have smaller radius?
PostPosted: 09 Sep 2008, 05:49
by Litude
Okay, thanks for the report! Will fix those bugs.