
KaM Remake -> Multiplayer Demo out!
Right now it's almost 420kb already. Remaining functionality will take another 400-600kb, add here optional functions another 100-200kb (video playback, etc..), plus maybe 100kb for wrapping all sorts of possible bugs and some more kb for unforseen things (e.g. renaming variables to self-explaining names, more comments)..
All in all I think 1,5mb estimates about right.
All in all I think 1,5mb estimates about right.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
is there any way of capturing enemy stuff, really really weak unit, that can make the enemy serfs, workers, buildings and non hostile units into your own. as in sun tzu's book about capturing the enenmy and making them your own instead of completely destroying them?
probably would add weeks onto your work, right?
probably would add weeks onto your work, right?
Spies and infiltration .. I don't think thats in KaM spirit. What I like about KaM is it's straightforwardness, nobility 

Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
no no no, you got me wrong.
after you destroy the enemy and all they can do is sit there looking around with ?'s on their head, you should be able to turn their leftover non hostile's into your own.
it may just be beyond anything that would fit in, now that i think of it. the units in kam won't stay in their own little area, once a unit is needed at one base, every serf from across the map will start walking over to the base that needs 1 serf with a stone.
i don't know, dont worry about it.
after you destroy the enemy and all they can do is sit there looking around with ?'s on their head, you should be able to turn their leftover non hostile's into your own.
it may just be beyond anything that would fit in, now that i think of it. the units in kam won't stay in their own little area, once a unit is needed at one base, every serf from across the map will start walking over to the base that needs 1 serf with a stone.
i don't know, dont worry about it.
I think of something to allow deployment of initial storehouse, similair to C&C concept.. Don't have it preset on location for some missions maybe. Just a crazy idea for now..
Assimilating enemy's village ... probably no.
We'll have plenty of these talks after release
Assimilating enemy's village ... probably no.
We'll have plenty of these talks after release

Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

Crossbowman
Posts: 233
Joined: 22 Jan 2008, 23:00
Website: http://thunderwolf.freehost10.com/KaMMissionBuilder/index.php
Location: Netherlands
well, something which would be nice is to have serfs confined to a village, so that having multiple villages doesn't end up in serfs running between both villages.
~old sig
MissionBuilder v0.9f2 UPDATED!!
Defend The Outer Colony. fight for your king and uncover the secrets of this land.
Temporary version at
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"You can't defeat me, I've played Knights and Merchants"
MissionBuilder v0.9f2 UPDATED!!
Defend The Outer Colony. fight for your king and uncover the secrets of this land.
Temporary version at
http://thunderwolf.x10hosting.com/index.php
"You can't defeat me, I've played Knights and Merchants"
I hope that will be solved itself with delivery bidding system. Serfs will try to perform closest deliveries with Bid affected by various conditions. So it will be of no sense for Serf to go to another village unless it's really needed (e.g. unbalanced industry)
EDIT: Thats an unprooven theory yet
EDIT: Thats an unprooven theory yet

Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
Thanks.
Remake uses OpenGL as well
I'm not ready to put SVN public yet .. Project uses Delphi6+OpenGL+OpenAL, if there's easy way to port it to Mac\*nix - why not
And now some news:
Code is 450kb now. We've made single player menu and add-on maps structure (yep, KaM Remake will allow easy access to addon maps). A lot of work on terrain passability, sounds and workplans. Added animals. Started unit interaction, so far not so good..
Here's our wip declaration on addon maps structure
Remake uses OpenGL as well

I'm not ready to put SVN public yet .. Project uses Delphi6+OpenGL+OpenAL, if there's easy way to port it to Mac\*nix - why not

And now some news:
Code is 450kb now. We've made single player menu and add-on maps structure (yep, KaM Remake will allow easy access to addon maps). A lot of work on terrain passability, sounds and workplans. Added animals. Started unit interaction, so far not so good..
Here's our wip declaration on addon maps structure
- Code:
KaM Remake\Maps\*** Each *** folder represent a single map (named MAP_NAME through this convention). Folder name should match MAP_NAME Folder contains all required map files. So far these are:  - MAP_NAME.txt which contains map properties and description shown in menu  - MAP_NAME.dat which is a script file for the map  - MAP_NAME.map which is map terrain others may be included ________________________________________________________________________________________ MAP_NAME.txt notes  - contents are to be questioned and updated, most of them will be determined from DAT file  - Few options will remain or maybe appended to DAT format   Title - map title in menu (may be different from MAP_NAME)   SmallDesc - few words description of map   MapDesc - large description shown in SingleMap menu when player chooses the map  - Few options will be added (these are undecided!, feel free to criticize and suggest)   MapDifficulty - default or restrictions or options ...   Win/DefCond - custom text conditions for win/defeat   PlayerColor - player color selector ________________________________________________________________________________________ MAP_NAME.dat notes  - map name specified in DAT file will be deprecated in KaM Remake. Instead KaM Remake will access MAP_NAME.map ________________________________________________________________________________________ MAP_NAME.map notes none [/quote]
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

King Karolus
Posts: 1233
Joined: 01 May 2006, 22:00
Website: http://www.knightsandmerchants.net
Location: Finland
How do you plan on handling messages that are sent in the missions? Will they be part of the DAT file, or do you have other plans? Having them in a single LIB file together with key game strings isn't a clever solution for custom maps.
Having them in a DAT might make it harder to translate, but I don't really know if someone would release their campaign in multiple languages.
Having them in a DAT might make it harder to translate, but I don't really know if someone would release their campaign in multiple languages.
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