11th SeptemberDirectly and uncut. Here it is: the interview with Niker from the czech site about his new version of KMS.
Kreuvf: What is KMS and what are the capabilities of it?
Niker: KMS has it's name from original idea of KICK Mod Switcher - it used to be little programme to switch between mods stored as individual files or "modules"
Kreuvf: So it seems that this program is similar to WarzoneStarter.
Kreuvf: What are the differences?
Niker: The main difference between WZS and KMS are that user of Warzone Starter need to have at least basic knowledge about warzone engine, .WDG file depencies and AI compatibility. User can simply decide which .WDG files to use and select any available AI separately for each player. KMS2 works completely differently.
Niker: As I already said, KMS2 lack the two key features of Warzone Starter, ability to select any WDG file and any AI/rules. All necessary information about selected AI, mod .WDG, rules files and everything else are stored inside KMS module along with all required files. This basically means that KMS2 module contains pre-defined mod with pre-selected AI and support files, anyone may install such a mod without any knowledge about Warzone with just a push of a button.
Kreuvf: So it's only one file?
Niker: When a you want to download a KMS2 mod, you really only need to download one .exe file. However, this .exe file is just a self-extracting archive. You have to run it and extract the content directly to your WZ folder (eg. c:warzone). The installer will extract a module to KMS2-MODS subfolder so KMS2 programme can see and use the module. Experienced players may also modify the mod files in KMS2-MODS folder.
Kreuvf: That's great. I bet this tool is one of the most beginner-friendly programs ever. Now tell me: Will there be new versions in future?
Niker: It's maybe two months since version 2.0 was released and I descovered only three bugs which were fixed in 2.1, so KMS2 is even now very reliable tool. But of course there will be new versions with new features in the future.
Kreuvf: Are there any features left you want to add for future releases?
Niker: The main feature I'd like to add is the BecomePrey Modifier module which should easily create custom AI based on latest BecomePrey. All other ideas were already implemented in 2.0 version.
Kreuvf: And what is the feature you are most proud of in the current version of KMS?
Niker: I'm most proud about four revolutionar features - Self Test (that assures trouble-free work of KMS2), Dir Walker Module (that can detect basically any mod incompatibility and fix it), BOT Rules support (module that can change game rules like starting power and number of allies-BOTs) and support for BackDrops (main menu backgrounds)
Kreuvf: BOT Rules? What are BOTS?
Niker:
... shortly - BOTs are computer players assigned to be your companions and to help you against another players. This feature is fully supported only by BecomePrey AI (v2.10+). As I said, KMS2 can modify rules files and specify how many BOTs will be on your side.
Kreuvf: And now an important question, especially for WZS-users: Can you use KMS and WarzoneStarter in one warzone-installation?
Niker: Using both KMS2 and WZS tools is the best compromise between reliability and number of features. Unlike version 1.x, KMS2 has beed designed to work along with WZS in one WZ folder. But to prevent unexpected behaviour, it's recommended to unload KMS2 module before using WZS. Just because WZS can't detect incompatibility between AI and mod .WDG
Kreuvf: This is a good news.
Kreuvf: Where can KMS be found?
Niker: You can download latest KMS2.1 version at http://warzone2100.wz.cz. Standard instalation includes support for 1.11 update (so you only need 1.10 patch), latest P-U-R-E 1.11 patch, original 1.10 AI and original 1.10 BackDrop theme.
Kreuvf: How can I create a module?
Niker: Good, KMS2 includes also this feature. Just click "Create new KMS2-module" and you may create module with own AI, rules, BackDrop and up to 8 WDG files (so you may include also some maps etc.). All features in creator window are "tooltip sensitive", so there's alot of help. Once you click COMPILE button, KMS2 will give you further instruction. Then you only need to copy your WDGs and AI files to specified folder and create an SFX archive.
Kreuvf: That's all? Compared to the old way you are about 10 times faster I suppose.
Niker: In old way you had to compile GUIDE FILE (the brain of whole module) by hand. KMS2 will create GUIDE FILE and all directories automatically. And what's important, you may also create module with only few things (e.g only AI or only BackDrop), there's also switch between 1.10, 1.11 or P-U-R-E 1.11.
Kreuvf: Sounds great to me. I'm going to download the new version directly after this interview. But before...
Kreuvf: Is there anything left you want to tell the Warzone2100.de-community?
Niker: I'd like to see more users using KMS2, but I'm afraid that first we need some modders to create modules. Right now, only available modules are latest BecomePrey for 1.11, K-I-C-K 1.13 RC3, K-I-C-K_ALL_IN_ONE (module with all previous versions) , LiveOrDie mod and K-I-C-K 1.12 BackDrop theme.
Kreuvf: Ok, thank you for the interview, Niker.
Niker: I thank you
Niker: goodbye
German translationCzech site