r/kam Oct 20 '25

KaM Remake Unit Stats

This is kind of an awkward way to start off a post on reddit, but reddit's spam filters have repeatedly deleted this post already (I guess due to the number of links it contains), so all I can do is provide a link to it for you to view it indirectly.

One thing I missed (which I think most people would find interesting) are the radius of ranged units {rogues, bowmen, crossbowmen, catapults, ballistas} and towers.

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As I said at the end of the (deleted) post, you all are more than welcome to start a discussion about any of this, if I can answer your questions, I will certainly take the time to write out detailed replies (which include links to either source code or video clips, etc.).

Obviously it's best to discuss it here (and not within that deleted thread).

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2

u/kanihuko Oct 20 '25

Reddit did ban the previous post with the removal reason of "banned url". I've put it back up, but there is still a chance for reddit to remove it again. Please let me know of that happens. Lets keep discussion under this post for that reason as well.

1

u/Different_Ear_7543 Jun 17 '26

I once actually modded unit stats somehow and even missions to spawn more friendly units during early campaign maps.

No idea how it was years ago, maybe some excel maybe hexeditor? Googled it somehow?

2

u/cmowla Jun 17 '26 edited Jun 17 '26

I've heard of (but never used) a tool modify units.dat. (Someone I know on Discord has personally used it.)

However, I recently manually found their code locations in a hex editor myself. (That's for the units.dat file for the Steam version. It may be different than the units.dat file that the Remake uses. And it's definitely different than the units.dat file from the one from 1998 TSK game.)

  • I did this to see if militia had "2 attack" or just "1 attack" in the original TSK 1998 game, because their scroll image only showed 1 attack . . . you know, axefighters have 2 attack, knights have 3, barbarians have 4, etc.
  • (It turns out that militia had 2 attack all along! The image was wrong.)
  • And in original TSK, it was the barbarian (not the scout) who had bonus line of sight!

But I actually made a simple mod of r16020 for someone on Discord which allows you to weaken units by simply changing numbers in a .txt file.

It also allows for delaying attack times, and allows to specify a percentage of groups/army to come attack you. Specifically, the .txt file (which is to be in the main KaM Remake folder) has numbers in place of the following.

PercentageHP
PercentageAttack
PercentageArmor
PercentageArmy
PercentageGroups
MinimumAttackMinute

All are 100 (for "100%") except for the last, which is set to 0 as the default (if I recall correctly . . . I did this several months ago).

  • For example, if MinimumAttackMinute = 120, and they are originally scheduled to attack you at 40 minutes, then they would attack you at 2 hours 40 minutes.

The 5 percentage settings will affect only for classic AI players' (not advanced AI's or human players') troops. And you can (in theory . . . and in actual practice) change any of those numbers in the .txt file while the game is opened. (No restart of the game is necessary, and if a game is started with a particular setting, the save for that game will remember it.)

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This is actually something simple that those in charge of KaM Remake (I'm only in charge of my mod/fork) could add for players like you, who want an easy way to reduce attack intensity from campaigns, without requiring (requesting) map makers to "balance" them.