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Re: Official KaM Remake r2736 Bugs topic

PostPosted: 26 Jun 2012, 14:30
by Lewin
Same with tree trunk and wooden planks. They have the same exchange. So if i make planks out of my trees i get more from that tree. Seems quite strange.
If you take the time to saw up the tree into planks, then you have added value to the resource, so it becomes more valuable. Every step of processing adds value to a resource, and for this reason trees/planks end up at about the same value.
So if you spend the extra time to saw up the wood you get more for it per tree because it takes more effort to produce.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 26 Jun 2012, 14:42
by Private.NL
Same with tree trunk and wooden planks. They have the same exchange. So if i make planks out of my trees i get more from that tree. Seems quite strange.
If you take the time to saw up the tree into planks, then you have added value to the resource, so it becomes more valuable. Every step of processing adds value to a resource, and for this reason trees/planks end up at about the same value.
So if you spend the extra time to saw up the wood you get more for it per tree because it takes more effort to produce.
Thanks for the explanation. Makes sense now :)

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 30 Jun 2012, 19:17
by The Dark Lord
30 tiles at normal zoom is 1200px, which even at 1920x1080 resolution is at least half a screen away from visible area. At 1024x720 it's even farther. I suggest distance is half screen minimum size at selected resolution (540/40 and 360/40 in given examples).
I'm not sure how it will be, but improvements are required. Today I lost half of my crossbowmen because I didn't hear anything. By the way, what if... I'm annoying my enemy with a scout on the left side of the map and he shoots at me with archers, while at the same time another enemy starts attacking my troops on the right side of the map? Will it say 'your troops are under attack' even though my scout is under attack as well and that's in my vision?

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 01 Jul 2012, 06:38
by Piko
Today I lost half of my crossbowmen because I didn't hear anything. By the way, what if... I'm annoying my enemy with a scout on the left side of the map and he shoots at me with archers, while at the same time another enemy starts attacking my troops on the right side of the map? Will it say 'your troops are under attack' even though my scout is under attack as well and that's in my vision?
I think it should also be marked on minimap where player's units are attacked. Maybe it should be crossed swords where units fight (it can have other colours for other player - red where player's units fight, blue where ally's units fight, and green where enemies fight against each other).

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 01 Jul 2012, 07:04
by FeyBart
Today I lost half of my crossbowmen because I didn't hear anything. By the way, what if... I'm annoying my enemy with a scout on the left side of the map and he shoots at me with archers, while at the same time another enemy starts attacking my troops on the right side of the map? Will it say 'your troops are under attack' even though my scout is under attack as well and that's in my vision?
I think it should also be marked on minimap where player's units are attacked. Maybe it should be crossed swords where units fight (it can have other colours for other player - red where player's units fight, blue where ally's units fight, and green where enemies fight against each other).
Or maybe a red circle for where your or your ally's troops are fighting, and maybe a yellow circle for stuff that needs your attention, like that thing with the occasional "This house is not occupied".

Shall I propose it in the ideas thread?


EDIT: I might have asked this already, somewhere, but in the original TPR, your serfs wouldn't use the enemies' roads to walk on, and sometimes I like to play KaM as a kind of city builder, so whenever I conquer an enemy village, I try and link it up with mine. But that doesn't work if your villagers can't use it. I know it's really no big deal, but could this be solved somewhere this decade? It's really no problem at all, though. It holds a very low priority if it'd even get done at all. Also, I didn't know if this was a bug, or something intentional, so I proposed it here. If it's not supposed to be here, I will bring it up in the ideas topic.

Re: Official KaM Remake r2736 Bugs topic

PostPosted: 01 Jul 2012, 08:48
by sado1
EDIT: I might have asked this already, somewhere, but in the original TPR, your serfs wouldn't use the enemies' roads to walk on, and sometimes I like to play KaM as a kind of city builder, so whenever I conquer an enemy village, I try and link it up with mine. But that doesn't work if your villagers can't use it. I know it's really no big deal, but could this be solved somewhere this decade? It's really no problem at all, though. It holds a very low priority if it'd even get done at all. Also, I didn't know if this was a bug, or something intentional, so I proposed it here. If it's not supposed to be here, I will bring it up in the ideas topic.
I'm not sure I understand. Now in KaM Remake you CAN connect your city with enemy's city, you can use his roads etc. I used the very feature in yesterday game so I'm sure about it - I could build few iron mines and fishmen at destroyed enemy's roads. Now, what's the problem - you want or DON'T want this to be enabled? (Or I'm an idiot and the buildings were built OK, but no one of the serfs actually takes any produced items from them? It's possible, I didn't watch what was happening down there)

Re: Official KaM Remake Bugs topic

PostPosted: 02 Jul 2012, 05:10
by Krom
Serfs (and all other units) can use ANY roads. If they don't - this is a bug and we need replay/savegame/screenshot clearly displaying it. )

Re: Official KaM Remake Bugs topic

PostPosted: 02 Jul 2012, 14:12
by FeyBart
Like I said, this was in the original TPR. If it's already in it, you're just too awesome to have me propose stuff. Thanks for clearing up!

Re: Official KaM Remake Bugs topic

PostPosted: 02 Jul 2012, 16:30
by Lewin
Serfs would use enemy roads in TSK/TPR too, I used to connect my village to the enemy's after defeating them. Enemy fields wouldn't be used, but they will in the Remake.

Re: Official KaM Remake Bugs topic

PostPosted: 02 Jul 2012, 17:07
by FeyBart
Serfs would use enemy roads in TSK/TPR too, I used to connect my village to the enemy's after defeating them. Enemy fields wouldn't be used, but they will in the Remake.
Weird. In that case, I must have done something wrong in my city planning in that game. Ah well, it's been about four years since I played that one. :P

Re: Official KaM Remake Bugs topic

PostPosted: 02 Jul 2012, 17:10
by Da Revolution
When you don't have enough serves longer distances will be neglected first which it probably was

Re: Official KaM Remake Bugs topic

PostPosted: 02 Jul 2012, 17:34
by FeyBart
When you don't have enough serves longer distances will be neglected first which it probably was
Or I just severely mismanaged my shit. :P

Re: Official KaM Remake Bugs topic

PostPosted: 04 Jul 2012, 15:02
by kocsis1david
Image

The game crashed again, last time I could send the crash report, but I can't now. As I see it's an AV. It happened when the push instruction was executed, so I think a stack overflow occured.

Disassembly:
00407798 push ebx
00407799 push esi
0040779A add esp,0FFFFF004h
004077A0 push eax
004077A1 mov esi,edx
004077A3 mov ebx,eax
004077A5 test ebx,ebx
004077A7 je 004077E6
004077A9 cmp dword ptr [ebx+4],10000h
004077B0 jge 004077DC
004077B2 push 1000h
004077B7 lea eax,[esp+4]
004077BB push eax
004077BC mov eax,dword ptr [ebx+4]
004077BF push eax
004077C0 mov eax,dword ptr [ebx]
004077C2 mov eax,dword ptr [eax]
004077C4 call 00406C44

EDIT:
The error code is EXCEPTION_ACCESS_VIOLATION, but there's also EXCEPTION_STACK_OVERFLOW, but I have no idea how could it be other than stack overflow.

Re: Official KaM Remake Bugs topic

PostPosted: 04 Jul 2012, 23:11
by Lewin
Yes silent crashes like that are usually stack over flows in my experience. There is one known (but very rare) stack overflow which we haven't fixed yet, in regards to flattening stonehills after mining so units don't become stuck. It does it recursively until no one is stuck, which works well in 99.999% of cases, but there are some situations which can't be solved (e.g. near houses which can't be flattened) and that results in a stack overflow. It's not a "neat" algorithm (just keep flattening everything until it is solved) and definitely needs rethinking. We will fix it, but because it's so rare it hasn't reached top of the priority list yet.

Of course it could be a stack overflow somewhere else, I don't know of any others but there could be some. I looked up the crash location, it's in LoadResString which is used to get a string out of the string table. (so a constant string) The problem is this might not be the cause of the crash, it could be trying to load an error message in the exception handling but failing due to having no stack space.

Thanks for your report!
Lewin.

Re: Official KaM Remake Bugs topic

PostPosted: 06 Jul 2012, 09:52
by hedgehog
Hi,
when I want to play Vortamic single map, so the cuts and is not smooth. It happens to anyone else?
I tried a map on two computers, maps, and the result is the same. Other maps are ok.
You do not know what to do please?
Remake KaM 4th Multiplayer Demo r.3392