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Re: Town Hall Units

PostPosted: 04 Jul 2013, 19:16
by D3VILSBALLZ
I still don't really know why they removed the town hall....even back in those days there were mercenaries you could hire for gold....
still though maybe the only problem was the name...town hall.

Re: Town Hall Units

PostPosted: 04 Jul 2013, 19:32
by Da Revolution
Adding it in multiplayer won't work with the current version of the townhall. So how would you bring it back?

Re: Town Hall Units

PostPosted: 04 Jul 2013, 22:21
by Shadaoe
I still don't really know why they removed the town hall....
http://www.kamremake.com/faq/#townhall

That's like the 1654648th thread about this, it always ends up with the exact same discussion :(

Re: Town Hall Units

PostPosted: 05 Jul 2013, 04:29
by Ben
If I had a nickle for everytime someone has asked this.... :P

Re: Town Hall Units

PostPosted: 05 Jul 2013, 09:14
by Da Revolution
Eventhough thats the gives reason i would like to hear his solution on this "problem". Maybe he has an unique idea which can work.

Re: Town Hall Units

PostPosted: 06 Jul 2013, 12:07
by Siegfried
Why do you even bother with town hall units? Does anyone really plan to recruit them?

They are just like milita - so weak that nobody really uses them.

Re: Town Hall Units

PostPosted: 06 Jul 2013, 12:11
by dicsoupcan
Why do you even bother with town hall units? Does anyone really plan to recruit them?

They are just like milita - so weak that nobody really uses them.
well rebels have more uses then militia considering the bonus vs cavalry, for the rest they are kind of the same :D
but yeah i would love to see the tpr units back in some way.

Re: Town Hall Units

PostPosted: 06 Jul 2013, 12:15
by The Duke
leather would be to expensive for a slingshot so i suggest that it should be made from 2/3 grain/2wood. maybe at an option on farms whit make slingshots. costing some time so reducing the ammaunt of grainfields needed. if it requires wood it will be moved to the weapon workshop

for the warior add a big axe to the smithy that requires 2/3 iron and 2/3 coal to produce
warrior will cost 1 giant axe 1 iron armor and 1 recruit
barbarian will cost 1 giant axe and 1 recruit, but loses its shield. this wll make it easier for archers to take them down but reducing the cost slightly. anyway its weird a barbarian has shield while wearing no armor.

for the pitchfork, maybe it can be made out of 2 wood, same as whit an normal axe the weapon part is iron but the rest is wood.

this way it will stay simple and no extra buildings needed. also quite 'realistic'

Re: Town Hall Units

PostPosted: 07 Jul 2013, 14:39
by Bence791
leather would be to expensive for a slingshot so i suggest that it should be made from 2/3 grain

I have a picture as a reply, but I don't want to get a warning for it...

1 leather = 0,5 skin
1 skin = 1 pig
1 pig = 4 corn
1 skin = 4 corn
0,5 skin = 2 corn

U well bro?

Re: Town Hall Units

PostPosted: 19 Jan 2016, 09:42
by Storyteller
I like the idea of the primitive units, though if they are going to be trained normally, it should be in the barracks.
I think the best compromise for the useless villagers and town hall units is to allow useless villagers to be turned into the militia unit.

As for the 'primitive troops' maybe a training ground building if one is needed.