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 Ta: Kingdoms at Gog.com

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Sage
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PostSubject: Ta: Kingdoms at Gog.com   Tue Aug 20, 2013 1:34 pm

I've just bought ta and ta: kingdoms through gog.com for $10. The cool thing about is that you can download it from their site, and have it installed on a mac and a pc. Yes, you heard right, on a mac...and it comes with 4.0bb. I'll post to see if they can add 4.1bb. Smile

Version 4.1 beta patch includes:

- Sound for host in multiplayer games! ( no more excuses if your monarch die while hosting, everyone can host! )
- Option to always allow Monarch Expendable
- Allows 8 Players on direct play launch, such as GameRanger
- Allows the 5th Race known as Creon on direct play such as, Gamespy Arcade and all the features from the Iron Plague expansion pack (movies can be downloaded apart)
- ironplague.icd no longer used.
- Command line not allowed anymore ( 3rd party unit makers can instead of using the -disablecavedog... just move the kingdoms.key file out of the kingdoms folder, but remember to put it back to play online)

Version 4.0 patch includes:

- 500 units limit
- More than 500 maps bug fix
- Allows more than one AI per person in mutliplayer games
- Direct Play launch on ironplague.icd allows the Creon race on multiplayer games

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$_ARTHAN

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PostSubject: Re: Ta: Kingdoms at Gog.com   Tue Aug 20, 2013 2:41 pm

4.1 Beta? Why don't we create a 4.2 non-beta one? We have quite a lot active members these days, so we can have a topic to discuss about it, as well as what asects we are going to add or change in the upcoming patch. Razz
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Sage
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PostSubject: Re: Ta: Kingdoms at Gog.com   Tue Aug 20, 2013 7:22 pm

We have actually released a few 4.2 patches, but they have been unsuccessful. We tried taking off the amount of ram limit, but the game crashes after a few minutes in the game. We have also tried a pathfinding fix, but after almost reaching the unit limit, units get stuck around bays and mountains.

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PostSubject: Re: Ta: Kingdoms at Gog.com   Tue Aug 20, 2013 10:06 pm

Sage wrote:
We have actually released a few 4.2 patches, but they have been unsuccessful. We tried taking off the amount of ram limit, but the game crashes after a few minutes in the game. We have also tried a pathfinding fix, but after almost reaching the unit limit, units get stuck around bays and mountains.
I don't think ram limit is an issue. As for the pathfinding, we will never reach a max unit limit in any serious game and it is normal to have a buggy pathfinding while 1,000 units are on the map in a 1999 game (like the modern games have steady pathfindings, lolz) and Vaerun's pathifnding fix works wonders in normal gaming conditions.
Personally, I find the need to fix other serious problems, like some paralyzing attacks, imbalances between units and their attacks, imbalances between reanimating corpse times, balancing the game in general (it is very well balanced, but OTAK can further be improved in this area), fixing cloak's area of effect, fixing the "immortality" of submerged units, fixing the high unit cost of deities and dragons and other units, removing off-screen, open-gates and ghost-making if possible etc.

In New Era, as far as I've noticed, a lot of unit glitches are fixed and we ought to give you credit for that. Now, if you could input some of these improvements into OTAK, the whole TAK community would be even more grateful. Razz

Sidenote: We also need more videos to teach noobs some basics of the basics with a nice-and-easy way (there are such videos on YouTube, but we need even more and of higher quality), more scripted maps videos, more mods' videos etc.
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PostSubject: Re: Ta: Kingdoms at Gog.com   Wed Aug 21, 2013 1:02 am

The reason of increasing the ram limit or removing it was to help with the lag online. Chris and I have tested 4.2bb with 500 unit limit, and the game wouldn't lag at all; this was tried in the newera middle earth map, which is huge and has lots of mountains and different features through out. But, the issue came after about 20-30 mins in the game when units started to get stuck around bays and mountains. I did notice this happening when I reached the unit limit, but before then, it was totally fine. Somehow the game stops working properly when that limit is reached.

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Sokka

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PostSubject: Re: Ta: Kingdoms at Gog.com   Wed Aug 21, 2013 5:31 am

am i only who noticed that?!?!?!?

1 time i reatched unit limitbut units comed anyway out of "cabals/enclaves etc" ut the units in the bettle ground stucked in so i think the  limit is 500, but itkeaps it 1 unit comes out 1 stucks)deletes) in the game(probably for me it was lag Shocked  but if its like i sad so then we need to stop thay when the limit is reatched that NO new units(ik u will say they STOP building when the limit is reatched but u know when there are somutch units game starts to LAG and meaby what i sad heppens....Thats why the units stuck i think...
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PostSubject: Re: Ta: Kingdoms at Gog.com   Wed Aug 21, 2013 5:47 am

With the moders around it may be easy to make a mod that removes anymore units you add past 499 aka deleting the ones you have made and stops making of anyone you are making this also keep the players from needing to worry about the unit limit and by stop the making I just am saying pause it not remove the making fully also why i say that it kills any unit above 499 well people can still steal others men so not every unit needs to be made but all of you know that XD

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PostSubject: Re: Ta: Kingdoms at Gog.com   Wed Aug 21, 2013 5:56 am

Sokka may be right, a great amount of units lag the game and this may cause pathfinding misfunctioning.

As for the ram thing, I am not a computer hardware specialist but I think the reason an online game lags is mostly because of bad connections (especially if you have 10+ opened applications running in the backround), of people who purposely try to lag in order to win more often and the great distances between players (a signal has to travel both forwards and backwards in order to transfer any info between two or more PCs).

I don't think ram limit is the reason for lagging games (the ram may be responsible for lag caused by a massive amount of units, as well as causing the drop of the pathfinding). Btw, Cavedog made the game like this (to drop pathfinding completely in large games) in order to avoid its great online lag of its time (see v2.0 as well as lagging complains of v1.0).

I think we should try this with v1.0 of TAK and see if it lags too. Razz
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Sage
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PostSubject: Re: Ta: Kingdoms at Gog.com   Wed Aug 21, 2013 4:22 pm

Where would you get v1.0?

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$ MalinOMW

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PostSubject: Re: Ta: Kingdoms at Gog.com   Wed Aug 21, 2013 4:41 pm

i have v1.0 original in Polish box Very Happy
but there are many in google torrent etc sites, also Very Happy

i think that v1.0 was poor optimalized (maybe also because of bigger limit pathfinding , but i believe that they do many other things between 1.0=>2.0 to optimalize game (PC in v2.0 use somewhat 25-75% resources comparing to v1.0)
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