Page 13 of 179
PostPosted: 12 Dec 2011, 13:21
by T*AnTi-V!RuZz
ok, and a new idea. Maybe to input the country flags also in the INGAME display, over the chat. Where the ping is of all players??
Could you elaborate on your idea? I'm trying to figure out what value that would have, but I'm not really sure there is any value..
PostPosted: 12 Dec 2011, 13:39
by pawel95
You can see the country of the players in the lobby. But if you start than the game, you can?t see anymore, who is from which country. I noticed this in the last game. I player 2 vs 2( 3 polish, 1 britain) and than i fogot that in my team someone can?t speak polish and he was a little bit angry

PostPosted: 12 Dec 2011, 19:19
by pawel95
Hey, to an othe topic. I noticed a few years ago in the original KaM that the serf mainly put the corn in the mill and if they go out of the building they take one bag of flour. In the remake it is not included, isn?t it? Because i think, that with this feature the system of transporting is a little bit better, or not?
Pawel95
PostPosted: 12 Dec 2011, 19:46
by GreatWhiteBear
It is because that task is already given to another serf. So yeah, it has to do with delivery.
PostPosted: 13 Dec 2011, 12:55
by Lewin
We are planning to improve this but it is complicated because it must predict whether a unit will be available to take the resource and other things, so at the moment it works the way GreatWhiteBear explained, the delivery has been allocated to some other serf already and therefore cannot be taken.
PostPosted: 13 Dec 2011, 13:47
by caykroyd
right... about the reconnecting thing: as i could see, one can only reconnect if he hasnt left to the lobby. i dont know if you are working on this or not, but it would be interesting to allow the player to reconnect even when he quits the game, or somehow allow another player to take his place, town and units, without having to upload the save file for that player.
something else that could be implemented is observers, so that people could view the game without interfering (maybe dont allow them to speak to the players, because if they have full view of the game they could ruin the game by telling a player what his enemy is doing etc.
Im not very experienced in these things, but could that be done easily by adding an Observer LOCATION in the lobby?? that way the observer will be a player, but only wont have anything to control...??
PostPosted: 14 Dec 2011, 01:35
by Lewin
We can't use the same reconnect system if a player quits the game, because then the game data is all lost. Our reconnect system basically just reconnects you to the server, then synchronises the last few commands that were lost. The only way it could work if you disconnect completely is if the game was paused, saved, the save sent to the connecting player and loaded. My idea was to have a "return to lobby" button for the host which saves the game then returns you straight to the lobby, which would let more people join and the saves would be transferred to them. (when we have automatic transfers of course)
Yeah we're planning an observer mode. It could lead to cheating with people talking over Skype or MSN or ICQ or something, but I guess there's not much we can do about that.
PostPosted: 14 Dec 2011, 10:55
by Juba
How about adding delay time to observers? If oberservers are e.g. 5 minutes behind they can't assist players in real-time.
PostPosted: 14 Dec 2011, 12:37
by Lewin
How about adding delay time to observers? If oberservers are e.g. 5 minutes behind they can't assist players in real-time.
That wouldn't be too hard to do, and it would make cheating like this a lot less useful. But that means at the start of the game the observer would have to wait for 5 minutes while the game gained its 5 minute lead. And if the players returned to the lobby (a new feature we're planning) I'm not sure what would happen to the observers, they'd probably miss 5 minutes of gameplay. Also if the game was paused due to the network lag or a client reconnecting should the observers be paused? That's hard to do.
So it's kind of complicated but worth considering.
PostPosted: 14 Dec 2011, 18:59
by The Dark Lord
Meh... I think it would be less interesting if observers suffer a 5 minute delay.
PostPosted: 14 Dec 2011, 23:36
by Lewin
Meh... I think it would be less interesting if observers suffer a 5 minute delay.
I agree. I guess if you let observers into your game you need to trust them and the other players not to cheat. Should observers be able to chat? I think it would be much better if they could. Obviously they should only be able to chat to all players at once, because then if they try cheating everyone will see what they wrote and not allow them to observe next time. Maybe this would be a better solution.
I'm interested to hear more opinions

PostPosted: 15 Dec 2011, 01:18
by caykroyd
i just found an error that happened when we and my brother were playing co-op TSK 8... it happened specially when we tried to build more buildings, from a certain point in the game.
i've emailed the report to lewin however

PostPosted: 15 Dec 2011, 07:18
by Lewin
i've emailed the report to lewin however

I haven't received it, which address did you use?
PostPosted: 15 Dec 2011, 16:07
by caykroyd
lewinjh@gmail.com
and you even answered it
Thank you

That is a bug with the AI and I fixed it yesterday. We'll do a minor release within a week or so to fix this bug and a few others. Thanks for reporting.
Cheers,
Lewin.
On 15/12/2011 12:16 PM, christopher aykroyd wrote:
I should first thank you for all you've done for me and the community...
today, i found another bug in the KaM Remake... me and my brother were playing co-op TSK 8, and were close to winning when this bug happened. we loaded the game and if we tried to build to improve my production and my brothers food crysis, the error would appear. i am sending you the crash report with the error if you would like to check.
PostPosted: 15 Dec 2011, 19:44
by pawel95
Hey, one question. What is about the older idea with the password for the online lobby/ private matches?!