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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. 

 
			 
			
					
				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. 

 
			 
			
					
				Re: Official KaM Remake Bugs topic
				PostPosted: 04 Jul 2012, 15:02
				by kocsis1david
				
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