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Official KaM Remake Bugs topic

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Lewin

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Post 15 Jul 2012, 01:26

Re: Official KaM Remake Bugs topic

I know about the sand hills but if I remember correctly they shouldn't be there at all when we're talking about the 'grassy water'. Glad this is fixed though, it looks pretty ugly. :P
I just tested and sand hills don't seem to be noticeable in "grassy water" any more, (whereas they are very noticable in your screenshot) so I think this is all sorted out :)
Thanks for reporting it.
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Remake 2012

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Post 15 Jul 2012, 11:07

Re: Official KaM Remake Bugs topic

Hi , I found a BIG BUG !!

Image

quarry, while building the woods see three green trees, when we build a quarry suddenly appears more green trees!
Last edited by Remake 2012 on 15 Jul 2012, 11:37, edited 1 time in total.
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Piko

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Post 15 Jul 2012, 11:32

Re: Official KaM Remake Bugs topic

Hi , I found a BIG BUG !!

Image

quarry, while building the drewnna see three green trees, when we build a quarry suddenly appears more green trees!
This bug is really big :P
ImageImage
Image
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Lewin

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Post 15 Jul 2012, 11:57

Re: Official KaM Remake Bugs topic

Hi , I found a BIG BUG !!
quarry, while building the woods see three green trees, when we build a quarry suddenly appears more green trees!
That's how KaM building works right? Suddenly a massive plank appears in the ground that holds the school up :P Things appear one by one, and that green bit you pointed at is just one such thing that appears isn't it?
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roelof

Post 16 Jul 2012, 13:10

Re: Official KaM Remake r2736 Bugs topic

hi all!
my first post in this forum. so last week i downloaded kam remake and since then i'm hooked to the game again. what a great job have you done!
i started to play the missions again, to get to know the game a bit more. perhaps i'll even join online sometimes, but that depends on my skills :P.
anyway, i really enjoy the single player so far! but there's a couple of things that annoy me:

1. when i build an armory i always set it to make 40 shields and 100 armor. because it build in sequential order (see below quote) i first get 40 shields and 40 armor and then the guy will only produce the 60 armor that's left. wouldn't it be better to produce goods compared to the total amount ordered? for this example 40 shields + 100 armor = 140 units (= 29% shields and 71% armor). so for every 10 produced units, 3 are shields and 7 are armor? so like armor, armor, shield, armor, armor, shield, armor, armor, shield, armor. repeat until 40 shields and 100 armor are made?
Sequential means that if you put 255 axes and 255 bows into production, the carpenter makes: axe, bow, axe, bow, axe, bow etc?
Yes
2. another minor thing is that in the armory workshop the first item you can produce is shield and the 2nd is leather amor. in the armor smithy this is the other way around, first item is iron armor and then shield. it happend a couple of times when i order 100 iron shields when i thought i selected armor. hope you can change this.

4. i've read this topic and like the idea of goods being brought to the closest factory. but yesterday i had major problems with coal. i had about 6 mines to get enough coal to my 2 iron melters, 1 armor smithy, 1 weapon smithy and 1 metallurgist. because i had no gold chests left, i put coal distribution to 5 for the metallurgist and the rest to 4 and 3. but because the metallurgist was the furthest away from the coal mine, he did not receive any coal at all. everything was brought to my iron melters and smithy's. i had to close down those buildings (not accept goods) before any coal was delivered to the metallurgist. is this correct behaviour? i cannot remember having this same problem in the original kam, this has been a looooong time ago though :P.

3. i came across some minor screen tearing (hope this is the right name for it). when i'm back home i'll post a screenshot. it's not very annoying though, just a minor beauty thingy.


anyway, i hope this helps and make the game a bit better. i can't imagine the work that you guys put in it! thank you very much!
cheers from holland (so please excuse any errors in above text ;))
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Lewin

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Post 16 Jul 2012, 14:49

Re: Official KaM Remake r2736 Bugs topic

1. when i build an armory i always set it to make 40 shields and 100 armor. because it build in sequential order (see below quote) i first get 40 shields and 40 armor and then the guy will only produce the 60 armor that's left. wouldn't it be better to produce goods compared to the total amount ordered? for this example 40 shields + 100 armor = 140 units (= 29% shields and 71% armor). so for every 10 produced units, 3 are shields and 7 are armor? so like armor, armor, shield, armor, armor, shield, armor, armor, shield, armor. repeat until 40 shields and 100 armor are made?
Hmmm I'm not sure about this. We already have plans to let players set percentages as well as fixed amounts, e.g. make 30% shields 70% armour or use the old system if you want exact amounts. I guess if we do this what you mentioned isn't necessary?
2. another minor thing is that in the armory workshop the first item you can produce is shield and the 2nd is leather amor. in the armor smithy this is the other way around, first item is iron armor and then shield. it happend a couple of times when i order 100 iron shields when i thought i selected armor. hope you can change this.
LOL I never noticed that. I've added it to our proposals list :)
4. i've read this topic and like the idea of goods being brought to the closest factory. but yesterday i had major problems with coal. i had about 6 mines to get enough coal to my 2 iron melters, 1 armor smithy, 1 weapon smithy and 1 metallurgist. because i had no gold chests left, i put coal distribution to 5 for the metallurgist and the rest to 4 and 3. but because the metallurgist was the furthest away from the coal mine, he did not receive any coal at all. everything was brought to my iron melters and smithy's. i had to close down those buildings (not accept goods) before any coal was delivered to the metallurgist. is this correct behaviour? i cannot remember having this same problem in the original kam, this has been a looooong time ago though :P.
This is difficult to solve. On one hand we want to choose the closet destinations for efficiency reasons, but on the other hand you still want an even distribution of resources. We've made it so that for fairly close houses this won't happen. Was the metallurgist a lot further away? If you set the distribution of wares down to like 1-2 for the other houses and 5 for the metallurgist you might find he gets a bit more too.
3. i came across some minor screen tearing (hope this is the right name for it). when i'm back home i'll post a screenshot. it's not very annoying though, just a minor beauty thingy.
I think I know what you're talking about (thin lines/dots occasionally appear on the terrain, especially noticeable in black chasms while scrolling across the map) This has been fixed since the last release, it won't happen in the next version :)
anyway, i hope this helps and make the game a bit better. i can't imagine the work that you guys put in it! thank you very much!
And thank YOU for your feedback and compliments :)
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xROELOFx

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Post 16 Jul 2012, 19:35

Re: Official KaM Remake Bugs topic

1. when i build an armory i always set it to make 40 shields and 100 armor. because it build in sequential order (see below quote) i first get 40 shields and 40 armor and then the guy will only produce the 60 armor that's left. wouldn't it be better to produce goods compared to the total amount ordered? for this example 40 shields + 100 armor = 140 units (= 29% shields and 71% armor). so for every 10 produced units, 3 are shields and 7 are armor? so like armor, armor, shield, armor, armor, shield, armor, armor, shield, armor. repeat until 40 shields and 100 armor are made?
Hmmm I'm not sure about this. We already have plans to let players set percentages as well as fixed amounts, e.g. make 30% shields 70% armour or use the old system if you want exact amounts. I guess if we do this what you mentioned isn't necessary?
that sounds fine to me. something like they use in the settlers 4? in that game you can set a percentage, wich the guy uses to produce weapons/armor. when you need a certain amount faster you add 10 to a queue and he'll product that first.
2. another minor thing is that in the armory workshop the first item you can produce is shield and the 2nd is leather amor. in the armor smithy this is the other way around, first item is iron armor and then shield. it happend a couple of times when i order 100 iron shields when i thought i selected armor. hope you can change this.
LOL I never noticed that. I've added it to our proposals list :)
thank you, it happened again tonight :P
4. i've read this topic and like the idea of goods being brought to the closest factory. but yesterday i had major problems with coal. i had about 6 mines to get enough coal to my 2 iron melters, 1 armor smithy, 1 weapon smithy and 1 metallurgist. because i had no gold chests left, i put coal distribution to 5 for the metallurgist and the rest to 4 and 3. but because the metallurgist was the furthest away from the coal mine, he did not receive any coal at all. everything was brought to my iron melters and smithy's. i had to close down those buildings (not accept goods) before any coal was delivered to the metallurgist. is this correct behaviour? i cannot remember having this same problem in the original kam, this has been a looooong time ago though :P.
This is difficult to solve. On one hand we want to choose the closet destinations for efficiency reasons, but on the other hand you still want an even distribution of resources. We've made it so that for fairly close houses this won't happen. Was the metallurgist a lot further away? If you set the distribution of wares down to like 1-2 for the other houses and 5 for the metallurgist you might find he gets a bit more too.
yeah, the metallurgist was more than 20 tiles further away. i'll keep your tip in mind.
3. i came across some minor screen tearing (hope this is the right name for it). when i'm back home i'll post a screenshot. it's not very annoying though, just a minor beauty thingy.
I think I know what you're talking about (thin lines/dots occasionally appear on the terrain, especially noticeable in black chasms while scrolling across the map) This has been fixed since the last release, it won't happen in the next version :)
just to be sure i've uploaded a pic, its those vertical lines. also sometimes the shadow of the warehouse is a bit weird, but that's also not a real big problem.
Image
this is from TSK mission 9, i just kicked the barbarian's asses :D
anyway, i hope this helps and make the game a bit better. i can't imagine the work that you guys put in it! thank you very much!
And thank YOU for your feedback and compliments :)
no problem, you guys do all the hard work while we sit down, relax and play some games ;)
keep up the good work!
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Lewin

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Post 16 Jul 2012, 23:41

Re: Official KaM Remake Bugs topic

yeah, the metallurgist was more than 20 tiles further away. i'll keep your tip in mind.
Yeah with 20 tiles that building will probably get less coal and require you to adjust the distribution yourself. But if it's only 5-10 tiles it should be fairly even.
just to be sure i've uploaded a pic, its those vertical lines. also sometimes the shadow of the warehouse is a bit weird, but that's also not a real big problem.
Image
this is from TSK mission 9, i just kicked the barbarian's asses :D
Yep that's the bug, it's been fixed :) If it still happens in the next update please let us know.
The shadow of the warehouse is a bug, but in the next update houses will have smooth shadows (semi-transparent like trees/units) so it won't look like that :)
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sado1

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Post 17 Jul 2012, 16:31

Re: Official KaM Remake Bugs topic

In chat, zoom level resets itself every time Backspace is used to delete the last character left in input window (or when the input window is empty). Workaround: use Delete button :P It's annoying though, so I'd love to see this fixed.
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Lewin

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Post 17 Jul 2012, 17:25

Re: Official KaM Remake Bugs topic

In chat, zoom level resets itself every time Backspace is used to delete the last character left in input window (or when the input window is empty). Workaround: use Delete button :P It's annoying though, so I'd love to see this fixed.
Thanks for reporting :) I agree with you, when the chat window is open the backspace key should be handled by the chat, even when there is nothing to be deleted. When the chat window is closed backspace does the reset zoom shortcut. I've changed it to be like this.

The reason this "bug" occurred is because we wanted scrolling with arrow keys to work with the chat window open and there is nothing typed there. So we made arrow keys, backspace, etc. be ignored when the edit box is empty, meaning the shortcuts attached to those keys apply. This is a good thing because it's annoying to not be able to scroll with arrow keys just because the chat is open. However it was wrong to treat backspace the same. People tend to mash backspace to remove all of the characters, then suddenly it applies the reset zoom shortcut. That's not what people expect, so I think this is definitely a good change.

Thanks again for your report, I wasn't aware of this issue.
Cheers,
Lewin.
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xROELOFx

Farmer

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Post 18 Jul 2012, 08:00

Re: Official KaM Remake Bugs topic

hi again!
still loving the game, but i found another thing that's not really correct. i don't think it's a bug, perhaps a wrong setting in the mission. i'll describe what happened.

so yesterday i started mission 9 from TSK. you'll start in the bottom left corner and there are 3 bases. one in top left, top right and middle right. the last bases is being build at the same time you build your bases.

you'll also start with 2 groups of barbarians and a group of crossbowmen. you'll also get the amount of weapons/armor to produce 5 horsemen at the start of the game (when you have a barracks constructed).

okay, that's the setup of the map. right at the beginning i destroyed the middle right bases. there was little defenses, so that was really easy. at the same time i constructed some stuff and build a barracks to build 5 horsemen. so far this is all how it's supposed to be.

with one of them i started to explore the map and soon found a way to sneek inside the topleft base. there i could easily destroy their 2 inn's, schoolhouse and first storehouse without attracting any of the enemy soldiers standing outside their base in front of the watchtowers. when i tried to destroy the second storehouse of this base, the soldiers woke up and were able to kill one of the horseman.

i moved the other horsemen back and the enemy soldiers went back to their defensive positions. i then moved one of my horseman to their position to check how they respond. as long as i keep one or two tiles between my unit and the enemy's, the enemy does not move and just watches my unit go by. so with a little manouvering it was again pretty easy to get this horseman to the top right base and destroy one of their inn's and their storehouse. because of this both bases had a massive shortage of food and they all died of starvation.

i guess the defend radius (for when one of their buildings/servs is being attacked) is too small. is this a general game thing or a problem of this mission? is it a good idea to implement some sort of 'forbidden zone' when where you move a unit in to this zone, the enemy wil attack this unit to defend their base?

again, i hope this helps :)
thanks!
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The Dark Lord

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Post 18 Jul 2012, 08:55

Re: Official KaM Remake Bugs topic

That's not a bug, but a mistake in the script (by the way @Lewin, does Remake use SR3 or SR2?). Apparently the original KaM developers gave the soldiers a very low defense range.

Soldiers not responding if you walk 2 tiles away from them could also happen because of the incomplete AI that Remake currently has. However, in TPR (and maybe TSK too, I'm not sure) the enemy's soldiers only respond if you walk right in front of their eyes. If you walk behind them they won't respond.
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xROELOFx

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Post 18 Jul 2012, 10:07

Re: Official KaM Remake Bugs topic

That's not a bug, but a mistake in the script (by the way @Lewin, does Remake use SR3 or SR2?). Apparently the original KaM developers gave the soldiers a very low defense range.
yeah, i thought so. but wouldn't it be a good idea to implement something like a 'forbidden zone'. don't know if it's hard or possible due to use of the original KaM mission scripting. or maybe it's already there and it just needs to be added to this mission? by the way, is this the right place to post this, or is there a separate topic to post mission related stuff?
Soldiers not responding if you walk 2 tiles away from them could also happen because of the incomplete AI that Remake currently has. However, in TPR (and maybe TSK too, I'm not sure) the enemy's soldiers only respond if you walk right in front of their eyes.
i guess that is the case here too. this would also be a great way to lure the enemy into an ambush. instead of shooting an arrow to them to trigger an attack, move one soldier in their line of sight and make them chase him (for a certain distance) to the rest of you army (6)
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Lewin

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Post 19 Jul 2012, 00:49

Re: Official KaM Remake Bugs topic

We use SR3 Beta 7 at the moment, I'm planning to update everything to the SR3 release candidate but that's a lot of work because some files have already changed (e.g. the text has been merged into our own format).

I think that issue in TSK 9 is more of a problem with our AI than the mission script. Our AI doesn't do anything outside of defence positions, (so if the radius doesn't cover the town you can destroy their buildings) but in TSK/TPR they would still defend their buildings with idle troops (not in a defence positions)

I also think you can only sneak into their base because our AI doesn't respond to units within a few tiles. In TSK/TPR the AI will engage you if you walk within a few tiles so you can't just sneak past them like that.

AI is not a high priority for us yet so it certainly has a few issues like this.
Cheers,
Lewin.
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T*AnTi-V!RuZz

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Post 22 Jul 2012, 00:31

Re: Official KaM Remake Bugs topic

Hi,

This happened during a multiplayer game on the New World Order map. I played the right-middle position (blue) and my woodcutters didn't cut any of the existing trees. They only planted new ones and cut those.

Screenshot:
Image

The circled trees weren't cut down the entire game.

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