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Re: Request for a new version of Remake

PostPosted: 06 Nov 2016, 07:53
by Tiank
I dont see clearly in the this version just have to click double fast and then takes out or if closed for long time then takes out? I mean is only one function added to the button?
If you look close enough you will see, that there are three different options - first, standard, house is open for delivery, second - house is closed for delivery and third - serfs would take wares from the house. So you can choose between them (third button changes, there's arrow down instead of up, like it is in first button).

It's really great! Being able to take wares from houses like stone is awesome! Like when your base was infiltrated and you want to rebuild it.

About not loosing wares during transport - would it be the same, when serfs start delivering wood and stone to planned house, then you destroy that plan?

Re: Request for a new version of Remake

PostPosted: 06 Nov 2016, 10:24
by Rey
Anyway those triangles would be nice in the restaurante/inn also. :mrgreen:
Recently I added red triangles to armor workshop (pull requested now) - so you can forbid wood or leather separately.
Why dont you add this or other ideas as a trello cards ?
I post invitation to the board here. Looks like otherwise nobody will ask it.
https://trello.com/invite/b/2Ob4zYKr/18 ... ernational

Re: Request for a new version of Remake

PostPosted: 07 Nov 2016, 04:48
by Krom
Why dont you add this or other ideas as a trello cards ?
In spirit of the topics title I remind, that now there are:

- Ideas listed in Remake "todos" folder
- Ideas sections and threads on Rus end Eng forums (kamclub and this)
- Issues (including ideas) on Remakes github Issues page
- Rus and Eng Trello boards by Rey

Re: Request for a new version of Remake

PostPosted: 09 Nov 2016, 11:29
by Esthlos
I think that rogues, rebels and vagas should be units for early stages, but now rogues are too weak for their cost, especially compared with barbs (2 barbs will be more useful than 5 rogues e.g.). So why i try to find a way to actualize them.
I'm not sure that I agree: barbs are the strongest early fighters, no doubt, but they can't take on early towers while militia and rogues can, can't really assault rogues while vagabonds can, can't stop vagabonds while rebels can.
Imho what rogues lack in pure strength they make up in versatility: assisting or attacking towers, ranged harassment or support, citizen killing, are all things that rogues can do better than barbarians.
As for militia vs babarians I think that, when considering early towers too, it might actually be fine as it is (militia > towers > barbarians > militia).

Also, if we can agree that adding peacetime was a terrible idea in hindsight (it forbids the whole earlygame and part of the midgame, which heavily screws balance), I think that the main problem is actually that we lack a siege breaking system.

So, what about adding catapults back in KaM, but with a few differences:
  • Cannot attack units or other catapults; only buildings
  • Must be built and manned (without needing roads)
  • Cannot be moved once built
  • Sprite upscaled to be more like a building and less like a pet
  • Outrange bowmen
This should make it possible to more easily break defences while also offering a window of respite for the defender (if he can build an army and repel the siege before the catapults are built and manned).

What do you think about this?

Re: Request for a new version of Remake

PostPosted: 09 Nov 2016, 13:23
by vovets1
The only thing i agree with is that rogues can destroy towers. There's no need on short pt to counter rogues when you can just break all enemy's melee without any problems. And barbs can kill vagabonds without any problems. This is why i suppose rogues should be upgraded.

As for siege weapons, i don't really like such ideas, bcs their range of using is very small in this case. I think that siege weapons aren't imba now (to be honest i think that they are weak for their cost). But anyway i don't see a sence to discuss it right now.

Re: Request for a new version of Remake

PostPosted: 09 Nov 2016, 13:53
by Esthlos
The only thing i agree with is that rogues can destroy towers. There's no need on short pt to counter rogues when you can just break all enemy's melee without any problems.
Sorry, that's not what I meant.
My complaint about peacetime was regarding the town hall vs leather vs iron balance; as for the rest, why don't you agree?
And barbs can kill vagabonds without any problems. This is why i suppose rogues should be upgraded.
Barbs can't be everywhere at once: either they're in the front or they are in the back protecting rogues, but (unless the two armies are vastly uneven) you don't have enough barbarians for both.

Re: Request for a new version of Remake

PostPosted: 09 Nov 2016, 14:27
by vovets1
To start with, you don't have enough gold for barbs and rogues at once, so, no need to protect rogues :D

As for balance for standart pt, rogues now are useless there. But if we change them, they should stay useless for pt 60 and more. Bad in gunplay, without any armor, and you really need a lot of them so they all won't shoot at the same time.

Re: Request for a new version of Remake

PostPosted: 09 Nov 2016, 15:18
by Esthlos
To start with, you don't have enough gold for barbs and rogues at once, so, no need to protect rogues :D
If you only make barbarians, you can't beat early towers. :P
(You need at least 5 melee units to reliably empty towers without consistently masterly micromanagement, and losing 5 barbarians to a tower hurts much more than losing 5 militia, or 5 rebels, or than using rogues to hit serfs without going under the tower :wink: )
As for balance for standart pt, rogues now are useless there. But if we change them, they should stay useless for pt 60 and more. Bad in gunplay, without any armor, and you really need a lot of them so they all won't shoot at the same time.
This relates closely to my complaint about peacetime: one simply can't balance any unit to be an early fighter if early fighting is forbidden by peacetime.

Re: Request for a new version of Remake

PostPosted: 09 Nov 2016, 16:29
by vovets1
You forgot that if you play short pt, you can't make only TH units. You must do militia from barracks as well.
As for peacetime, we just want to make no pt games available. Adding TH will make it more various, fixing market (make exchange food for something more expencive or make market unlocked later, after gold mine at least. And after gold smeltery is even better) will remove abusing market. Pt if just a function.

Re: Request for a new version of Remake

PostPosted: 09 Nov 2016, 16:47
by Esthlos
You forgot that if you play short pt, you can't make only TH units. You must do militia from barracks as well.
I didn't forget it, it just doesn't change the question much since making axes requires resources too, resources that will be directed there instead of in building and maintaining a more powerful gold mining. :P
As for peacetime, we just want to make no pt games available. Adding TH will make it more various, fixing market (make exchange food for something more expencive or make market unlocked later, after gold mine at least. And after gold smeltery is even better) will remove abusing market. Pt if just a function.
:D

Re: Request for a new version of Remake

PostPosted: 20 Nov 2016, 22:53
by sado1
I see that there is some recent activity on English Trello. Is it the main Trello board now instead of the Russian language version? By the way, if there is a place where you guys gather for testing the development builds etc., like a Skype group or some forums, please let me know.

Re: Request for a new version of Remake

PostPosted: 22 Nov 2016, 14:11
by vovets1
Eng trello of more for collecting ideas from community. During development we use russian one (bcs all devs are russian, heh). I think we'll edit eng one, but not so often.
Our conference is in skype =)

Re: Request for a new version of Remake

PostPosted: 22 Nov 2016, 15:29
by cmowla
I hate to just jump in, but since you all are thinking of making a newer version, I would like to point out that the generated army population graph at the end of a game is not always accurate. The population graph lines seem to depend on when the replay is stopped; and not entirely in the sense that it should be.

I will use my TSK 20 win in 4 minutes and 28 seconds replay as an example.

I ran the replay to 5:00 today to see if the line reaches the x-axis between 4 and 5 minutes, and it reaches the x-axis just before 5 minutes on the graph. If this graph were correct, this would imply that I finished killing all AI troops just before 5 minutes, but I finished killing all of them by 4:26.
Image
Then I ran the replay to 4:30 (just 4 seconds after I killed all AI troops), and it seems to show the time at which I defeated all AI troops more precisely. (The graph line reaches the x-axis at a reasonable time location.)
Image
Lastly, when I run the replay to 4:28 (time of game victory/2 seconds after the time when the graph line should reach the x-axis), the AI population does not reach the axis, when it technically should have 2 seconds earlier.

Re: Request for a new version of Remake

PostPosted: 22 Nov 2016, 16:15
by vovets1
Ye, we noticed that too in a lot of places in the stats. We'll try to fix =)

Re: Request for a new version of Remake

PostPosted: 22 Nov 2016, 16:48
by Krom
I'm sad to see this topic transforms into another "bugreports and ideas" discussion, but so be it ..

Charts are sampled each N seconds, (iirc 45 for townbuilding and 10 for fighting missions). In examples above, samples can be seen by the chart "bends" at 4:15 and 5:00.
Proper solution would be to sample the game much more often and drop extra samples from the past to keep the coverage even and don't waste a lot of memory.