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Let's Play: Knights And Merchants: The Shattered Kingdom

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,819
Hey, are you still there RL? If not then I have a serious dilema on my hands here. Damn it, I didn't read his whole post in time.

What screen capturing program do you guys use?
"Screen Captor" is the only one free program that is able to make proper screens in KaM.
 

WhiskeyWolf

RPG Codex Polish Car Thief
Staff Member
Joined
Nov 4, 2007
Messages
14,819
From here on today this thread is officially dropped. If somebody wants to continue be my guest.

Lately I have been turning EMO because of this shitty game called Real Life, ultimately lost all interest in this LP. RandomLurker beat the 8 mission, so most of you now know how to do it. Besides, the vision of him whining as soon as I post another update with my exploits isn't very comforting (even if his not here for another 25 days).

...you don't need to have any watchtowers to survive the first few attacks...
screenshot2009080702592.jpg

A human after all.
 

RandomLurker

Scholar
Joined
Jul 8, 2005
Messages
137
WhiskeyWolf said:
...you don't need to have any watchtowers to survive the first few attacks...
screenshot2009080702592.jpg

A human after all.

Yeah, that was more of a little "fun fact" - I've only managed to do that trick once, after many attempts, and with so many casualities that I've lost in the end anyway :lol:.

catfood said:
I was hoping RandomLurker would continue this LP.

Sorry about that, but I'm too spoiled by the time compression feature of TPR to do a proper continuation (theorethically I could play the same missions in TPR, but as I found out lately some of the basic units got significantly rebalanced and thus it is not really the same). Not only that, I did play until mission 14 some time recently, and with my playstyle the tedium of playing them again would pretty much suck out all enjoyment out of it. And if all of that wasn't enough, I also just got hit by RL. I still could do the updates, but they would be extremely sporadic, so it would really be better if some brave and noble soul took the saved game and did at least one more mission. Maybe we could get the LP to the end with guest updates only :P
 

RandomLurker

Scholar
Joined
Jul 8, 2005
Messages
137
If somebody wants to continue be my guest.

Eh, fuck it. I'll take over, but I wasn't kidding about my best updating frequency being "extremely sporadic", so if anyone would like to do an unanounced guest update, go right ahead. Also, is it just my browser, or did imageshack decide to quietly sabotage my efforts by deleting some of the images from the last update?

Now, a quote from way back at page 3:

And also, thanks to the AI quirkiness, the next mission should be winable with just your initial forces!

As it turns out, that "should" was rather unnecessary. Anyway, here's the update:

Mission 9

I kind of forgot to take the screenshot of the briefing, but since it's in polish it wouldn't do most of the codex any good (OR WOULD IT? How big a percent of the codex speaks polish, anyway?), so I'll just give you the gist of it. It seems that the asswoopin' the barbarians got in mission 8 was enough to convince two minor chieftains that lending me some of their troops would be a good idea, which is pretty much the only interesting thing in the briefing. The rest is a variation on the usual "take this territory by killing everyone not wearing red", so I'll do just that.

The mission starts with me having the aforementioned two 12 men strong barbarian squads, and one crossbowman squad with 10 soldiers.

screenshot2009091701390.jpg


If I want to pull the trick mentioned before I need to move fast. First I need to deal with the force that was probably intended as the first wave of the enemy invasions. Those entail some light cavalry, some axemen and archers, the last of which can be easily outflanked. So, I split one of my barbarian squads to do that, while using a mountain to ensure that my own ranged troops don't get outflanked themselves.

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And, just like that, I manage to completely break the invasion script. Before I take on the main town I deal with the supply base for the first wave.

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With all the haulers dead there's no hurry to actually raze the buildings. Now, it's time to take on the main town - luckily for me, the unit placement is hillariously bad, with archers in the front and swordsmen in the back :lol:. So, I quickly advance, completely ignoring the fact that I'm advancing on forces supported by guard towers.

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And so the defenders die like the dumbasses they are. Also, you may have noticed a squad of archers to the left of my crossbowmen.

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These guys are also a part of the intended first wave, but since the trigger for the invasion didn't fire yet, and I'm not technically killing any of their fellow soldiers (the main town and the invasion groups may have the same colors, but are actually considered 2 different allied players - at least that's what the general AI behaviour in this mission seems to indicate), they completely ignore the battle. Also, if you are wondering about why I'm so confident ignoring the guard towers, take a look at the next screenshot.

screenshot2009091701495.jpg


No one's occupying these buildings, except for a freshly trained recruit. Pretty much the whole town looks like that at this moment. That's because the AI starts with a completely constructed town, but only a few townspeople. Since the stores of all the buildings are empty at the beginning, this means the few starting haulers (whose numbers increase even slower thanks to the fact that the AI doesn't prioritise them over all the other professions at the school) have their hands full delivering stuff everywhere and so when I started the attacks the towers had about one stone each. Since I've directed my attack in such a way that I'm only in range of only one tower that one rock proved to be pretty meaningless.

Anyway, my forces beat the defenders and move on to raze that lonely tower (which, as it turns out, has no ammo at all at this point).

screenshot2009091701512.jpg


The next step is leaving the crossbowmen to destroy the 3 most important buildings in the eastern part of the town (the storehouse, the inn and the school) and taking the remaining barbarians to do the same on the western side. The only possible problem could be the guard tower on the way.

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Luckily, ignoring it completely works wonders, which allows me to surgically remove the heart of the western side of the town with those double sided barbarian battleaxes. I also raze the barracks just to be on the safe side.

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That was kind of easy. It didn't have to be, though.

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Yep. The enemy had an overwhelming defense force ready to repell all attacks... as long as they came from the south. But an attack from the east? Pah, that's impossible, there's a friendly town that way, so lets just completely ignore everything that comes from there :lol:.

Now, since it's about lunch time for my barbarians, I recall them and clear the tower blocking the exit with my crossbowmen. Then I raze the barracks for good measure and start going back to base.

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With that one squad of archers dead of hunger and nothing more to do other than waiting for victory, I send my barbarians to get some chow and order my crossbowmen to destroy the supply storehouse.

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Then I recall the crossbowmen and order the barbarians to destroy the last remaining inn.

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In the meantime, the enemy forces starve to death. The knights and the axemen are all that remains. Since there's pretty much no way for me to lose now, I decide to speed things up and just kill them.

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And that, trannies and gentlemen, was mission 9 of KaM:TSK. But wait, there's more!


BONUS!

Mission 10

screenshot2009091702221.jpg


The enemy troops are in the process of pwning one of my towns, and now I have to save it. Why that particular town was not in the enemy hands in the first place given the "story" the game presents the world shall never know. Anyway, here are the reinforcements I command.

screenshot2009091702222.jpg


And here's the enemy.

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Stuff of tactical importance:
- they have a small numerical advantage
- their crossbowmen are exposed
- they have some unobstructed halberdiers in the north, and some blocked (mainly by crossbowmen) in the south
- the southern melee units are in a clusterfuck prone position between buildings
- the AI in KaM is pretty retarded

With all of this in mind, I formulated a brilliant plan - send a small squad of barbarians to attack the southern crossbowmen, keep the knights out of the battle until most of the non clustered halberdiers are dead and walk right into the town with the rest of my troops about where the northern crossbowmen are with no further planning whatsoever. Now, lets see it in action!

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Huh. It actually worked. Uh, I mean, of course it worked! That was a flawless gem of a plan and this should prove it to any who would doubt it!

Anyway, that's it for today. And this month, probably. And the next one, maybe. So, if anyone's interested in doing a guest update then like I said before, go right ahead. You can easily skip to the correct mission by renaming the files in the data\mission folder.
 

RandomLurker

Scholar
Joined
Jul 8, 2005
Messages
137
I've found some time to LP the next mission much earlier than I anticipated, so here comes an update.

Mission 11

screenshot2009092115034.jpg


The briefing says I have to rebuild the town I've saved in the last mission and take my revenge on the guys who tried to destroy it. All right! With all those barbarians and knights that survived the counterattack I should be able to kick some ass right from the beginning!

So, here's the remains of my town, with some enemies fleeing and killing helpless civilians along the way for additional color...

screenshot2009092115111.jpg


And... only the 6 swordsmen?

screenshot2009092115112.jpg


Right. Transferring troop numbers between missions is apparently teh hard, so whoever created this mission decided to assume that my melee got buttraped instead. Oh well, I can still work with this.

Anyway, the "proper" way to play this mission is to try to quickly build the barracks and churn out some meatshields for the crossbowmen to hide behind - it's not how I'm going to play this, hovewer, because where's the fun in that?

Lets start with scouting the surroundings, while 3 of the surviving civilians (a builder and two haulers) work on a school, a stonecutter's shack, a woodcutter's hut and a carpenter's workshop (in this order, preferably, but ensuring that would require me to actually pay attention - still, everything works out okay in the end).

screenshot2009092115130.jpg


As one can see, gold is not going to be an issue later in this mission.

screenshot2009092115140.jpg


And neither will iron. Well... That probably wouldn't be an issue anyway, since I'm not that big on tier 3 troops, but it's still nice to know.

screenshot2009092115134.jpg


This stone can be extracted by the enemy stonecutters, and pretty much only by them. Because of the union regulations or something, the stonecutters can cut stone only from the south, and there's enemy towers and crossbows in the south, which would make my attempts to do it impractical to say the least. The enemy may or may not cut a passage here (yay, bugs).

screenshot2009092115145.jpg


The chokepoint. If you'd go with the meatshield strategy coupled with some preventive ranged unit patrols near those rocks from the last screenshot it's a good place for defense. I won't be making much use of it though.

The enemy has two towns - one in the north east and one in the south west. My initial forces are woefully inadequate to take on any of them. Through the magic of save/reload, I give you this:

screenshot2009092115164.jpg


Yep. Maybe with all those barbarians it could be doable. With just 6 swordsmen? Forget about it.

Anyway, back to scouting.

screenshot2009092115190.jpg


The second town has some marshes near the eastern approach, making it a real pain in the ass to attack from there if you don't let the enemy cut their way through the stones. On the other hand, if you do that you have to defend on two fronts, instead of fortifying just one chokepoint. Choices and consequences, bitches.

screenshot2009092115193.jpg


The enemy staging grounds are just in front of these two towers. It pays to scout this spot early, as the southern town attacks first and the knowledge of the disposition of enemy forces makes it easier not to be caught with your pants down.

That's it for all the major tourist attractions, folks. In the meantime, my single builder has constructed the school, and I start by training 5 more of his kind.

screenshot2009092115244.jpg


After that, haulers. These guys are important, especially in as mismanaged town as this one's going to be :lol:.

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The next thing I do is rebuild a farm and build a bakery. Lets take a look at the stocks just after they're constructed.

screenshot2009092115422.jpg


Right. So my stone supplies are low, which I quickly combat by setting up another two stonecutter's shacks. My wood supplies aren't that hot either, so I also set up a "proper" plank production district.

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The next important item on the list are the food supplies. While the storehouse isn't exactly overflowing with them, I don't really have a large army to feed and my civilian population is still pretty small, so I figure that one bakery should suffice for now.

Lastly, there's gold. While all the other important economic items already have a way of being produced, I don't have any mints. I decide to rectify this situation.

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In the meantime...

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Okay, so they're making progress in clearing a path. This should be useful later, but for now it's just reminding me of the rather clear danger of an attack. I decide to do as any responsible ruler would do in my place, by which I mean I ignore it completely and order some spiffy new farms to be built :P.

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I'm sure this won't come back to bite me in the ass later.

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Pfft, I can take on those guys easily.

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Uh.

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Aw come on, not only two squads of knights but also swordsmen?

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And also a crossbow dude. At least it seems he's just part of the garrison and got misplaced during lunch, and not part of the assault group.

At last, my farms are complete.

screenshot2009092116334.jpg


Yeah, I think my next project will be of a bit more military nature. The defense plans for my town assume placing guard towers in various places around the town so that they can help my crossbowmen fight the assaults off while using the civilians as meatshields after I run out of swordsmen. I start by designating 3 guard towers in accordance to this plan.

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While they are being built, the enemy continues to cut through the rocks.

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They're almost through! This would be the last moment to stop them if I wanted to...

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...though nobody's saying it would be easy, seeing as it's also the moment the enemy finally decided to attack. Thankfully, we're back to "KaM AI is retarded", as instead of a wave I have to defeat an enemy attacking in a single file :lol:.

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Luckily, the guard tower was able to kill the last 3 of the attacking swordsmen. Unluckily, I've lost all of mine, and after a display of spectacularily bad judgement in placing the next guard towers (I've tried placing too many at once) the next attack, this time from the north eastern town, ends like this:

screenshot2009092117034.jpg


Right. Reload it is then.

This time I've decided to defend right next to the guard tower. It would cost me more in civilian lives, but hopefully I'd emerge with more surviving soldiers thanks to the tower's support.

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Hey! This isn't much better AT ALL! Oh well, at least I can try to put some effort and actual planning in constructing those next towers.

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Okay, with the towers fully loaded I guess I'm as ready as I'm going to be on such short notice. The important quirk of the eastern AI is that it really, really hates my gold mines, and unless something's standing near them it's going to be completely ignored most of the time. Thus, the attack looked like this:

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And after that, they remaining troops got slaughtered by those crosbows they ignored while futilely trying to destroy that one gold mine I had. They actually managed to bring it down to 50% health, but that got quickly repaired.

While I was dealing with the eastern assault, the enemy to the south has been rebuilding his forces.

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Curiously, there is only one squad of knights this time. Anyway, it's high time I put all that grain to good use.

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With three new pig farms, 1 in the northern part of town and 2 in the south (and one additional tower for defense near them) I can finally start making sausages, thus improving the productivity of my civilians, and leather, which leads to leather armor, which in turns leads to tier 2 troops and a possibility for a proper counterattack! Before any of that, though, there's still the matter of surviving long enough, which can be hard without any melee troops. And sure enough, I'm soon reminded of the fact.

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Luckily, AI is teh 'tard, so rather than swarming me it got stuck on a guard tower thus allowing my crossbowmen to take quite a lot of potshots before the tower finally fell. After that it's mostly a matter of luring the enemy near the remaining, fully stocked guard towers.

Sadly, while I'm doing that, the enemies have to cross the center of my town, with obvious results.

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So, the headcount after the attack looks like this.

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Only 6 crossbowmen have lived through this assault. Not only that, my hauler population is decimated. Still, that isn't really a showstopper as like I said much earlier, gold isn't a problem on this map, and all I have to do now is survive until I finally build an army.

Speaking of an army, I still have to build some barracks.

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There we go. Oh well, at least I should have some peace until the next assault hits.

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Said peace didn't last very long, though. The AI, as usuall, ignores everything and goes straight for the gold mine.

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... this time actually managing to destroy it. Huh, how about that. Still, the mine is easy to rebuild, and the attack was stopped.

I decide to prepare for the inevitable attack from the south by building an advanced guard tower. Suddenly, I get hit by what can only be described as a freak pathfinding accident.

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Right. A raid on my guard tower designation by one lone knight that isn't even a part of any actual attack? What's worse, this counts as a fight with his squad, which is still inside enemy town, which triggers the response by the troops preparing to assault my town AND the garrison. Hilarity ensues.

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Oh noez, how ever am I going to get out of that one!?

...

Pretty easily, in fact. Those enemies still alive are all garrison troops. They only react to threats near their garrison zone. Thus...

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"Fucktarded" doesn't even begin to describe the KaM AI. Although the next attack is surprisingly clever, which I'm going to assume was caused by a glitch or something. The enemy forces approach my town while scattered, which in turn makes maneuvering my crossbowmen rather difficult.

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The enemies are defeated, but the cost was significant. My whole army was reduced to just one crossbowman. There are also good news, though.

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Yes! Some of my armament production buildings are finally completed! I immediately order some bows, axes and armors (the shields would have to wait for the second workshop). Still, I'm not out of the woods yet, as the enemy soon demonstrates.

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Now this is pretty unfair, don't you think? One crossbowman against this many swordsmen? Luckily, archers are pretty awesome too, and I had enough bows and armors to train some just in time. With the enemy defeated, I start building an army!

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Ha, ha! Your steel clad legions are no match for my armies, AIs!

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Uh, by now it may even be somewhat true. What gives, why was I not attacked again yet?

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Okay, so they're still building their army.

[10 minutes later, the exact same number of soldiers stands in the staging area]

Or not. Oh well, in that case all that remains is to wait until enough weapons are produced, raising an army and destroying the enemy. In the meantime I decide to do some largely superfluous projects, like upgrading the road system.

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I also decide to do some scouting - reveal the north of the map and maybe go inside the enemy town to find out what's going on.

The only interesting feature in the north turns out to be the coal seam.

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That's pretty useless in my situation, as I already have lots of coal and I don't see how I'm going to use it up anyway. Now, on to the south.

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Hmm, crossbows. Oh well, my cavalry scout should be able to dodge their bolt well enough.

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... especially since they're not even firing. This scouting business could be easier than I though!

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Or not. My scout dies trying to get close to those towers. Now that my superfluous road project is finished, and my scout is dead, I order another completely superflous project, which is the wineries.

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While I'm doing all of that, my army slowly grows (the fact that somewhere along the line I started processing iron for crossbowmen helps), until finally I decide it's ready to take out the southern enemy town.

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Victory! Oh, sure, almost all of my axemen died, but all that remains is to burn that town to the ground and the archers and crossbowmen can do that just fine - especially thanks to their higher range than that of the guard towers!

{GAME CRASH}

Well, dang. Luckily, I have a saved game just before the attack, so I do this again, and this time even manage to save a whole squad of axemen. Soon, the enemy town goes from something like this:

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To something like this:

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In the meantime my vineyards are completed.

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Given that I already had an army, no more superflous projects are ordered. Instead, I just recruit some more axemen and archers, and go destroy the second enemy.

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As you can see, the positioning of my troops isn't exactly perfect, but I'm pretty tired of this mission by now. I don't even bother to destroy the towers with the archers, choosing the quicker but much deadlier option of rushing them with axemen instead.

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Still, those were just the outer defenses, so that was a bad idea.

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There are many knights inside, and lots of crossbowmen, and the remaining axemen are definitely not enough for all of them. Luckily, I have enough recruits and armaments to train 9 knights of my own.

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Okay, lets get this started!

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VICTORY! Okay, all that remains is to raze those guard towers, and then... hey, wait a minute, what's that?

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Crap! They had halberdiers in reserve, and my only surviving melee troops are on horses! This could be bad.

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Okay, so it wasn't that bad. Now, as I was saying, all that remains is to...

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Aw come on.

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Right, that's it. I leave the ranged troops to destroy the storehouses, the inn and the school and use my remaining 2 knights for scouting.

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Okay, so that's a mining district. No hidden halberdiers here.

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A farming district, and none here either.

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And that's a forest, also empty of halberdiers.

Now that my safety is assured, I get back to razing the vital buildings.

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And so ends mission 11.

Is anyone even reading this? Because making these updates takes a lot of time and effort, and simply doing them for myself seems like it's kind of missing the point. Comments please?
 

thesheeep

Arcane
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Desmodus Rotundus said:
I'm reading these too, kind of remind me settlers with Rage of Mage graphics

There are people still remembering this game? Wow!

Also, I am watching this, and yes, it is entertaining!
 

RandomLurker

Scholar
Joined
Jul 8, 2005
Messages
137
So someone IS reading this. Cool. I've played through the next mission and I have more than 200 screenshots (after the initial selection) to show for it - I'll do an update tommorow. In the meantime, since I'm doing an LP for the Codex I'm now neither random nor really a lurker, so I think it's about time to change my nickname. Does anyone know who should I pester about this? DU seems like an obvious choice, but I'd still like to hear if he's the only one, or even the right one for this.
 

RandomLurker

Scholar
Joined
Jul 8, 2005
Messages
137
Mission 12

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So apparently after getting their asses kicked the enemy has retreated north and is now trying to secure the vital iron supplies there. My orders are to form a new army and chase them in the area far to the south of my last engagement, at least according to the maps. Yeah, makes perfect sense. Also, the briefing makes note of a bridge east of my position, which "will make the defense of my base easier". Thanks, briefing. After 11 missions the game apparently still assumes that I wouldn't know such an obvious chokepoint if I wasn't told about it.

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My starting forces. Not bad, not bad at all. In this mission I have to face 3 enemy towns - one in the north, which is "protecting" my nearest iron deposits (well, not really - the only way to mine that iron is to build the mines on the other side of the mountain), there's one to the east, the approach to which is pretty much a meat grinder and a real pain in the ass to assault, and one in the north east which is the actuall main base and can only be assaulted after dealing with the second one.

The last two of those are pretty much unassailable for me at this point (see that "meat grinder" comment), but I should be able to eliminate the town to the north, thus completely eliminating the need to care about my defenses not in the bridge chokepoint area.

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The aforementioned iron deposits. The enemy town is north of those.

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And the first line of enemy defense - pikemen and archers, with axemen in reserver. The pikemen are wusses against anything on foot, but those archers can really turn the tide. So, plan A is to move my axemen and archer support north in order to distract and kill those pikemen and annoy the axemen into attacking while simultaneously outflanking them with my knights in order to kill the archers behind their lines. Lets see how that goes.

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Okay, so far so good.

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Crap! More archers! And one of my knights has mistakenly started attacking the axemen, thus making the whole squad uncontrolable!

Maybe I can salvage this. Light cavalry gets the order to do what the knights were supposed to do.

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...and they fail completely.

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The knights finally start doing what they were supposed to be doing in the first place, but it's too late, especially with the extra axemen on their way.

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Yeah, plan A didn't work so well. Reload!

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Okay, plan B. I'll try to ambush the pikemen after drawing them out with the archers. The longer and straighter lines of enemies that should appear after that should be much easier to kill. The cavalry raid against the archers is still on the table.

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All right, an opportunity to try that cavalry raid again!

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... aaand it fails in the exact same way. Luckily, the enemies are acting dumber this time, by which I mean they try to move a second squad of archers ...

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... and succed where my plans have failed by walking them right into those knights.

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There's apparently a third squad I'll have to deal with.

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And fourth. This would be a good opportunity to demonstrate the "charge" order. You see, the infantry units can do a "charge", which is incredibly useless most of the time. The way it works is that you lose control of your unit for some time and in exchange it starts running in a straight line in whatever direction it is facing until it hits any other object in its path or a predefined time is up. Then it just stops and forgets any orders it may have had before the charge. Oh, and if your unit reaches the enemy, it starts attacking as it normally would. There's no "charge bonus" or anything.

The obvious way this can work against you are the possible clusterfucks. If there's so much as a rock on the way, you're screwed. Also, if there are ranged units in the area and you don't execute this pretty much perfectly, then the short-but-long-enough period when your forces are standing around and not accepting any orders yet is a time when the arrows will probably kill a lot of them (the arrows/bolts are many times more damaging against stationary targets). It does sometimes pay to do the charge, though. First of all, when properly executet it allows you to cross a short distance quickly. This means that, say, the guard towers have a much lower chance of actually hitting anything (and those things are deadly), and ranged units can be dispatched quicker. In this case there's both the guard towers AND archers to consider, so it's one of those rare occurences where the charge is actually a good idea, as opposed to just a viable or a horrible one.

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Okay, so that's the enemy town. As you can see, I caught them with their pants down - hardly any building even has a worker, and that included half of the guard towers (the other half had one rock each in their stockpiles). Anyway, here are the barracks, the storehouse and the inn.

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Here's the school.

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And here are the ruins remaining after my forces were done with them. I don't need to bother to destroy anything else, and I believe I can trust the enemy civilians to die of hunger on their own.

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While all of that was happening, my own civilians weren't wasting any time. I already have my own school and inn, and I'm in the process of getting construction materials to build more. Stone goes first.

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The location of my future gold mines. Yeah, I don't think gold's going to be a problem in this mission either.

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The survivors of the assault. That was a pretty low price to pay for destroying an AI.

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The bridge mentioned in the briefing. It does make a good chokepoint but seriously, why did they feel the need to tell me that?

Anyway, now that the northern enemy is neutralised I enter the economic phase of the mission. Lets take a look at my available stocks.

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Hmm, I have a large amount of flour. Right, that's going to be usefull, especially since to make bread out of it I have to build a bakery, and to build a bakery I have to build a mill, and to build a mill I have to build a farm, thus providing me with flour anyway :lol:. The KaM tech tree is pretty dumb that way - you can't construct a building to process raw materials without constructing a building gathering said raw materials which, like most things about KaM, is kind of retarded. The only reason I can think of for this kind of dumbassery is that the makers of this game didn't want people to get confused by the oh-so-large number of possible buildings and decided to force the "correct" order by making a tech tree out of something that made no sense as a tech tree. Why this convention wasn't dropped after the tutorial level the world shall never know.

The other supplies of note are respectable amounts of gold (also with enough raw materials for 100 more chests, but no place to process them without constructing a gold mine first), reasonable amounts of food and enough weapons to equip any five tier 2 soldiers of my choice (or 5 archers and 5 tier 1 militia if I'd be so inclined).

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The wood shortage should not pose a problem in the future. Since my food situation is good enough, I decide that my next step should be constructing the weapons workshop for the future.

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The construction process looked like that, by which I mean everyone was just kind of standing around most of the time (which would be pretty realistic if that road was being constructed in modern Poland :lol:). Because of my many builders and the fact that the streets here were only 1 tile wide the whole area quickly turns into pathfinding hell for the haulers and subsequently the whole process takes way longer than should be necessary.

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Ultimately, the workshops and the roads are finished, and I order the barracks to be built to store whatever they'll produce.

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With the barracks complete I need to divert my attention to the falling food supplies. My first step to augment them is to build some wineries. Wine may suck as a food source for the civilian population, but for the soldiers it is enough to get completely full, and it's very quick and easy to produce.

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The next step are the farms - with them I can start making flour and thus bread, and also pig meat and skins, which get transformed into sausages and leather armors.

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Of course the game just had to throw me a curveball. The sixth of my planned farms would land on uneven terrain, which is apparently too uneven to level it during construction. Not one to surrender so easily, I order that area to be paved with stone.

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Well, fuck. Hey, I wonder where's the closest place I could build this farm.

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Okay, this makes sense. Well, not really. Still, I order the farm to be built one tile to the east from its original planned position. Then it hits me - "Hey, that guy just levelled the terrain while preparing this spot - I wonder if I could build that farm over there now".

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Aaand there goes unlevelable terrain. While this makes no sense I realise that I'm playing KaM, so I just go with the flow.

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Some time later, the bread production chain is finished. The next step is to build pig farms and finish the sausage and tier 2 armor production chains. In the meantime, I notice something on the minimap.

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Okay, so that's an enemy swordsman. While he's there alone and obviously by mistake (notice the lack of a flag) this could be a sign that the enemy armies will start preparing to attack soon.

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Sure enough, many more appear soon. By this point I'm mildly bored by the lack of military action, so I decide to try and kill them all.

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Yeah, that was a bad idea. One reload later, I'm back to my pig farming business...

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... and the enemy starts to gather a second squad of those swordsmen.

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Okay, that's just 3 guys, I should be able to take them on.

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And I was. Still, the AI apparently decided that this begets retribution.

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Okay, that was a close one, but it could have been much worse if the AI were to be allowed to finish gathering that second squad and then strike with that.

{moments later}

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Uh oh.

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Oh, they're not attacking just yet. Well, this could have been bad.

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Okay, what the hell? They keep that big squad in reserve while attacking me with 3 guys?

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And they charge to their deaths. I wonder what that was about. Also notice that not only have I used the free armaments to train axemen, I've also started making my own armors and shields.

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Yep, with those 4 workshops my military will soon stand on its feet. Now, the last little matter is the gold.

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With all of the really important buildings finaly constructed, all that remains is continously improving the infrastructure, mining stuff and starting the processing of iron all the while increasing the numbers of my tier 2 soldiers. It would all be pretty boring, but luckily the AI is considerate enough to provide me with some entertainment.

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So, okay, that was a full swordsman squad attack. But what's that following them?

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It would seem that after being repeatedly beaten back by tier 2 troops the AI decided to get in on that action.

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The sheer numbers were enough to almost overwhelm my defenses. If they'd keep this up, I may have a problem.

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Okay, it seems they've finally decided that axemen aren't that awesome when under their control.

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Okay, that's new. I was attacked by swordsmen before in this mission, but never by hungry swordsmen followed by haulers.

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Hmm, all those haulers. Killing them may cause the enemy to retaliate, not killing them makes this a missed opportunity. Decisions, decisions...

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Yeah, letting them live just wouldn't really be "me", you know?

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And here comes the retaliatory force.

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And they're dead. On the economic front I've designeted an iron mine and a connection between my road network and the enemy road network in order to mine their coal in the future.

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But really, who cares about that crap. Lets have a look at the enemy fortifications.

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Okay, that wasn't much of a look. Still, it enables me to tell you something about them WITH A VISUAL AID.

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Yeah, that about covers it. After those last ineffective melee charges only attacks the enemy has changed their strategy once again! This time they would ineffectively charge me with crossbowmen!

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Bored with waiting I've decided to check if I could take the enemy positions with my force of 40 axemen and 40 archers.

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Yeah, apparently not. I change my plan to include 80 axemen, and get back to waiting.

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Once again, the enemy changes their strategy - this time they start amassing halberdiers and archers.

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Strategically placing my own archers on the bridge allows me to ensure that they never finish their preparations while, for some reason, never annoying the halberdiers into attacking.

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My iron processing district is finally finished. Tier 3 troops will be instrumental in taking on the last base, but for now I'm still going to rely on tier 2.

After waiting for a long time I have those 80 axemen, so it's time to seriously attack the eastern town.

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Okay, plan A. Lets just walk right in and see what happens.

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My archers have spotted some knights and light cavalrymen loitering beyond a small body of water, so naturally they decided to attack them.

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It turned out to be a fatal mistake. Okay, plan B - I'll position my troops to do a proper wave attack and also leave one squad to protect the archers agains the horsemen.

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This also didn't work out so well. Plan C - I'll first lure the horsemen with my archers and kill them, and after that I'll take on the actuall town.

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This plan ends with many of my archers dead from a surprise visit from extra archers and crossbowmen. Okay, screw it. Plan D - first I'll try to outarcher the town and then I'll go back to plan A, but this time try to do my best not to annoy the horsemen and see what happens.

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Success! Well, my forces did get decimated, but at least the town is in ruins. Now lets do some scouting.

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Right. Proper scouting will have to wait until I get rid of those horsemen. That body of water will be useful in doing just that.

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Okay, the coast is clear (sort of - there are still those bowmen and crossbowmen to consider). Oh well, lets try to just ignore them.

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Okay, so they've managed to kill the scout - but the guard tower is empty, so this is a prime opportunity to get some more intel! Lets try again.

And again.

And again.

And again.

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Hey, it worked! There were some close calls with those guard towers, but luckily a fast moving scout is hard to hit. Now, lets see what's still in store for us.

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Ah, the enemy town.

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And a tower inside - it finally managed to kill my scout. Still, now I have enough intel to decide that I'm not attacking without at least 40 steelclad melee troops and 40 crossbowmen. Now, it's time for a long wait until I have enough equipment to train them. In the meantime, I've decided to do some other projects. For instance, connecting the road network of that freshly razed town to my own, which entails building a stone road through a stone bridge.

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Yeah, that makes sense, especially given that digging and leveling the terrain is one step of that process :lol:.

My plans suffer a small setback when the food runs out. Apparently training 80 recruits who count AND eat as civilians (read - 3 times as much as actual soldiers) without having equipment for them wasn't such a great idea. I solve this problem the way we solve ALL our problems.

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With alcohol!

Anyway, short period of food shortage later I finally have my troops ready for the final assault. I dedide that my front troops should be the axemen, as a stone launched from a tower kills a steelclad just as well as it kills those guys. Let the enemy deplete their supply of stones on them.

Anyway, the final attack is launched.

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Them enemies sure do love those towers. I don't have enough troops left to waste them on a storm, so I decide to use the crossbows on them. Suddenly!

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Yeah, I've learned my lesson the last time they pulled this.

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And the surprise pikemen/halberdier counterattack is gone.

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The enemy barracks are exposed, so I take advantage of that.

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Haha, stupid tower! How do you like it when the horsemen are numerous and armed with steel? Not very much, I'd wager!

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The towers are gone. I wonder what I'll find that way?

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Another tower. Right. Oh well, lets destroy that and move on.

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Yeah, like I said, been there, done that. I have some swordsman to repulse that second surprise halberdier wave.

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Finally, the last (?) tower is down.

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Okay, so the crucial buildings are razed. Why isn't this mission finshed yet?

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Okay, that makes sense. Somewhat - why haven't those guys joined in on the counterattack? Pah, lets just kill them and be done with this.

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Done. Finally. Seriously, this mission took twice as long as it should, but here it is - VICTORY!



BONUS!

Mission 13

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In other words, a massive counterattack is incoming and I have to stop it at a conveniently placed chokepoint.

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These are my forces. The enemy forces are similar, only much more numerous - except for crossbowmen.

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To the north and to the south the enemy has this little crossbow emplacement. I'll just replace their crossbows with mine.

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Obviously, that worked.

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And that's it for mission 13. Some comments would be appreciated.
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,608
Location
Djibouti
Some comments would be appreciated.

Well, there's not much to say except 'screenshot overkill'. I have to make the thread show only the latest post or else the page loads for like an hour :P
 

RandomLurker

Scholar
Joined
Jul 8, 2005
Messages
137
Yeah, I agree that the number of screenshots borders on ridiculous, but with 8 hours of playtime their numbers does tend to get a bit inflated :P. I may try some heavier compression next time.
 

Tireth

Barely Literate
Joined
Dec 30, 2014
Messages
1
Yeah, I agree that the number of screenshots borders on ridiculous, but with 8 hours of playtime their numbers does tend to get a bit inflated :P. I may try some heavier compression next time.
Aye, I found screenshots are only useful if your doing a "What do I do from here" style question.
 

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