Also, I just thought about to let you know about how I get the AI to magically leave their town when one of my single troops gets killed by them. I call it the "link before dead trick". For example, I use it several times in my TSK 04 in 9m12s speedrun. This is one of a handful of my videos where it's LIVE gameplay (Invasion being one of them), but you can see how this "trick" works. th-cam.com/video/vnCh2U83Syw/w-d-xo.html And, just as a historical note, I invented this trick in 2016, when I was speedrunning TSK 20. Specifically, my 4m28s win at this point in the game: th-cam.com/video/srP9q3gYcOs/w-d-xo.html (but you may enjoy watching the entire video . . . I paid $60 for 3 tracks by Position Music, to make it more entertaining). And I figured this out by observing this behavior during gameplay. For example, th-cam.com/video/aqDFz3G7_fM/w-d-xo.html . Lastly, it's NOT ideal to use this trick in the cases when it may be more efficient to lure out both ranged and non-ranged units, *because as you can see in this video, this trick will NOT lure out the crossbowmen (and therefore, not bowmen and rogues in maps that have them)* . Here's a notable example where it may be good to NOT use this trick. Where it may be better to lure out everyone (and how to filter out the crossbowmen/ranged units) from the herd: th-cam.com/video/aqDFz3G7_fM/w-d-xo.html (Watch until 14:16.) That's the smart way to filter out the crossbowmen. The hard way is to do something like this: Example 1 (Example ends at 19:43): th-cam.com/video/aqDFz3G7_fM/w-d-xo.html Example 2 (Example ends at 3:46): th-cam.com/video/K9qlCBKvC64/w-d-xo.html
And finally, a some notes (and video clip examples) about using building fences for defense (which you can think of as "murder holes", since this is a medieval game). [1] In rare instances, you can have your 3 single units at a right angle, rather than a straight line. Example 1: th-cam.com/video/EFoyeyuZn_Y/w-d-xo.html Example 2: th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html [2] Sometimes you cannot have all 3 single units "in reach" of the enemy unit. Sometimes only 2 of your units will be able to engage (and thus it's only worth it if your 2 units are stronger than the types of units that they are to fight. Otherwise, choose to place the building fences somewhere else). Example: th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html But sometimes, simply choosing a building fence of a different height can allow you to place building fences in the same location which allows all 3 of your single units to engage: (Explanation ends at 20:38.) th-cam.com/video/aqDFz3G7_fM/w-d-xo.html [3] Unless you have "complete control" over which AI goes to your building fences (like I had in this video), should the AI want to come and attack your building fence, then you need to use your ranged units (rogues, bowmen, or crossbowmen) to get the AI's attention to go kill them, rather than attack your building fence(s), as all it takes is 1 hit to destroy them (obviously). Video I made about this common problem: th-cam.com/video/rF8WaQfgIfQ/w-d-xo.html [4] Regarding note #3, should there be 2 AI players after your building fence(s), and *they happen to be enemies with each other* (in addition to being your enemy), then take note that they will "forget your efforts" in note #3 when they engage in battle with each other (on their way to your building fence(s)), and you will have to "remind" them with your ranged units. Example: (Watch until 1:15:10) th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html [5] As in the example footage to note #4, should there be MANY AI groups/squads coming to attack your building fences at the same time, as you can see in that example, I had MULTIPLE crossbowmen firing at the incoming enemy squads to get the all of their "attention". But save reloads is still going to be required, as you have no control over which AI squad your ranged unit is going to choose to shoot at. But here's an obvious explanation of why it's important to have multiple (single) crossbowmen firing at multiple incoming squads: (Explanation ends at 23:40.) th-cam.com/video/aqDFz3G7_fM/w-d-xo.html [6] A very common problem with building fences is your own ranged units destroying them. So as soon as you "get the attention" of enemy AI (non-ranged units) with your ranged units, you *need to turn them facing away from your building fences* . HOWEVER, there are rare occasions in which you need to keep your ranged units shooting at "aggressive" AI squads who continuously want to make there way ALL THE WAY AROUND all of your building fences (should you not have the entire area blocked off). This will keep the squad on one side of the building fences, reducing the chance that they will circle around. Example: (Demonstration ends at 6:02.) th-cam.com/video/r7SnEU8TlL8/w-d-xo.html [7] Sometimes you can get creative and use 2 rows of building fences to seal a region off, so that you can defend from 2 sides, instead of one. Of course, from one of the examples from earlier, you can seal a region off with 2 rows of building fences: th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html ), but in that example, my soldiers were only fighting from one side. The second row of building fences (which was just one building fence in that example) just functioned to block passage only. Example: (Explanation ends at 1:34:31.) th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html [8] It's advantageous to have single units at the opening of your building fences, because you can (in the remake, not the Steam version, and maybe not the original game) move the troop that was last being hit away, and then move him back as soon as the enemy chooses to engage with one of the other 2. This way, you can lose 0 troops. Example th-cam.com/video/KyOAtblvCL0/w-d-xo.html Also, I made a video about how troops can survive (like forever) at building fences, and about the unit damage formula. Here it is, if interested: th-cam.com/video/VkEVfpzAmKY/w-d-xo.html
- Original TSK (commercial product) - Original TPR (commercial product) - Steam (commercial product) - Remake (fan-made free version that requires purchase of one of the commercial versions) You can buy the original TPR from www.gog.com/en/game/knights_and_merchants_the_peasants_rebellion But you can also purchase the Steam version from Steam. (But you need to have purchased one of the *commercial* versions before you can play with *any* remake version.) Regarding the Remake, - The latest "proper" version of the Remake for *single player* and co-op (where you and 1 or more friends fight against computer/AI players) is r15122: release.knightsprovince.com/index.php/s/AjTxJWRjmpYD3M4 - The latest "proper" version of the Remake for *multiplayer* is r6720: www.kamremake.com/files/kam_remake_full_r6720-exe/?tmstv=1730325747
@@AndyRoidEU I can't download the newest version using the link in the discription. I don't have acces according to google drive. How can I join the discord server? I''ve been playing this game for 15 years I'm really excited about the new feautures you added
Wow I mean just wow.
Played this game wrong the whole time :D
That bait + building-wall meta.
I have to play this game again.
Thanks for the video
You're quite welcome! And using "single leaders" is also a big help. For example, th-cam.com/video/GT8aRu5TQdY/w-d-xo.html
Also, I just thought about to let you know about how I get the AI to magically leave their town when one of my single troops gets killed by them. I call it the "link before dead trick". For example, I use it several times in my TSK 04 in 9m12s speedrun. This is one of a handful of my videos where it's LIVE gameplay (Invasion being one of them), but you can see how this "trick" works. th-cam.com/video/vnCh2U83Syw/w-d-xo.html
And, just as a historical note, I invented this trick in 2016, when I was speedrunning TSK 20. Specifically, my 4m28s win at this point in the game: th-cam.com/video/srP9q3gYcOs/w-d-xo.html (but you may enjoy watching the entire video . . . I paid $60 for 3 tracks by Position Music, to make it more entertaining).
And I figured this out by observing this behavior during gameplay. For example, th-cam.com/video/aqDFz3G7_fM/w-d-xo.html .
Lastly, it's NOT ideal to use this trick in the cases when it may be more efficient to lure out both ranged and non-ranged units, *because as you can see in this video, this trick will NOT lure out the crossbowmen (and therefore, not bowmen and rogues in maps that have them)* . Here's a notable example where it may be good to NOT use this trick. Where it may be better to lure out everyone (and how to filter out the crossbowmen/ranged units) from the herd: th-cam.com/video/aqDFz3G7_fM/w-d-xo.html (Watch until 14:16.) That's the smart way to filter out the crossbowmen.
The hard way is to do something like this:
Example 1 (Example ends at 19:43): th-cam.com/video/aqDFz3G7_fM/w-d-xo.html
Example 2 (Example ends at 3:46): th-cam.com/video/K9qlCBKvC64/w-d-xo.html
And finally, a some notes (and video clip examples) about using building fences for defense (which you can think of as "murder holes", since this is a medieval game).
[1] In rare instances, you can have your 3 single units at a right angle, rather than a straight line.
Example 1: th-cam.com/video/EFoyeyuZn_Y/w-d-xo.html
Example 2: th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html
[2] Sometimes you cannot have all 3 single units "in reach" of the enemy unit. Sometimes only 2 of your units will be able to engage (and thus it's only worth it if your 2 units are stronger than the types of units that they are to fight. Otherwise, choose to place the building fences somewhere else).
Example: th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html
But sometimes, simply choosing a building fence of a different height can allow you to place building fences in the same location which allows all 3 of your single units to engage: (Explanation ends at 20:38.) th-cam.com/video/aqDFz3G7_fM/w-d-xo.html
[3] Unless you have "complete control" over which AI goes to your building fences (like I had in this video), should the AI want to come and attack your building fence, then you need to use your ranged units (rogues, bowmen, or crossbowmen) to get the AI's attention to go kill them, rather than attack your building fence(s), as all it takes is 1 hit to destroy them (obviously).
Video I made about this common problem: th-cam.com/video/rF8WaQfgIfQ/w-d-xo.html
[4] Regarding note #3, should there be 2 AI players after your building fence(s), and *they happen to be enemies with each other* (in addition to being your enemy), then take note that they will "forget your efforts" in note #3 when they engage in battle with each other (on their way to your building fence(s)), and you will have to "remind" them with your ranged units.
Example: (Watch until 1:15:10) th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html
[5] As in the example footage to note #4, should there be MANY AI groups/squads coming to attack your building fences at the same time, as you can see in that example, I had MULTIPLE crossbowmen firing at the incoming enemy squads to get the all of their "attention". But save reloads is still going to be required, as you have no control over which AI squad your ranged unit is going to choose to shoot at.
But here's an obvious explanation of why it's important to have multiple (single) crossbowmen firing at multiple incoming squads: (Explanation ends at 23:40.) th-cam.com/video/aqDFz3G7_fM/w-d-xo.html
[6] A very common problem with building fences is your own ranged units destroying them. So as soon as you "get the attention" of enemy AI (non-ranged units) with your ranged units, you *need to turn them facing away from your building fences* . HOWEVER, there are rare occasions in which you need to keep your ranged units shooting at "aggressive" AI squads who continuously want to make there way ALL THE WAY AROUND all of your building fences (should you not have the entire area blocked off). This will keep the squad on one side of the building fences, reducing the chance that they will circle around.
Example: (Demonstration ends at 6:02.) th-cam.com/video/r7SnEU8TlL8/w-d-xo.html
[7] Sometimes you can get creative and use 2 rows of building fences to seal a region off, so that you can defend from 2 sides, instead of one. Of course, from one of the examples from earlier, you can seal a region off with 2 rows of building fences: th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html ), but in that example, my soldiers were only fighting from one side. The second row of building fences (which was just one building fence in that example) just functioned to block passage only.
Example: (Explanation ends at 1:34:31.) th-cam.com/video/Xqi3UxAE-m0/w-d-xo.html
[8] It's advantageous to have single units at the opening of your building fences, because you can (in the remake, not the Steam version, and maybe not the original game) move the troop that was last being hit away, and then move him back as soon as the enemy chooses to engage with one of the other 2. This way, you can lose 0 troops.
Example th-cam.com/video/KyOAtblvCL0/w-d-xo.html
Also, I made a video about how troops can survive (like forever) at building fences, and about the unit damage formula. Here it is, if interested: th-cam.com/video/VkEVfpzAmKY/w-d-xo.html
Yeah, well, it is a mechanics exploit.
3 barbarians stuck between towers to kill the whole non-archer army. Whoah!
And I thought I was smart..
Where do I download/buy the proper remake pls 🙏
- Original TSK (commercial product)
- Original TPR (commercial product)
- Steam (commercial product)
- Remake (fan-made free version that requires purchase of one of the commercial versions)
You can buy the original TPR from www.gog.com/en/game/knights_and_merchants_the_peasants_rebellion
But you can also purchase the Steam version from Steam. (But you need to have purchased one of the *commercial* versions before you can play with *any* remake version.)
Regarding the Remake,
- The latest "proper" version of the Remake for *single player* and co-op (where you and 1 or more friends fight against computer/AI players) is r15122: release.knightsprovince.com/index.php/s/AjTxJWRjmpYD3M4
- The latest "proper" version of the Remake for *multiplayer* is r6720: www.kamremake.com/files/kam_remake_full_r6720-exe/?tmstv=1730325747
Looks like cultures games almost
Do you mean this game? th-cam.com/video/QYyx4lgaurY/w-d-xo.html If so, yeah it does.
What do nean remake i thought the company quited in 2004
th-cam.com/video/cjBwh0LLUFk/w-d-xo.html
Dont go for the official website version but go to Discord, there are still new versions being released even in 2023.
@@AndyRoidEU I can't download the newest version using the link in the discription. I don't have acces according to google drive. How can I join the discord server? I''ve been playing this game for 15 years I'm really excited about the new feautures you added