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Official KaM Remake Ideas topic

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Remake 2012

Knight

Posts: 475

Joined: 28 Jan 2012, 08:17

KaM Skill Level: Average

Location: Poland

Post 11 Sep 2012, 06:52

Re: Official KaM Remake Ideas topic

This is not a good argument from humanistic point of view
Are we fighting this game to win, or to be morally correct? If we wanted to play the game and be humane, would we fight with enemy's troops?
Add to the game diplomacy. ;)


Alliances with resources.
Picking diplomacy during the game! (Who will give more resources for example)
example:
Levin wants an alliance with Krom.
Sends the request.
I write that he wants the alliance and give him 20 gold. 10 boards.
Krom agree to these terms.
He discovers a map of the area and the players see each other.

During the game.

PAKER writes to him. (To Krom)
It gives him (20 gold, 10 axes, 100 stones, 5 pigs)(It is a bribe, do not break the alliance!)
Krom breaks alliance with Lewin.
Lewin area is once again visible.

rules:
in diplomacy resources do not go to the players!
To break up the alliance need to give more resources than anyone else.
To "pick up" the alliance need to bribe the player resources.
For each of the alliances screen is a status bar.
It shows the level of commitment to the alliance.
Bribing player's raw bar will be longer.
Optional - betrayal of the alliance. player loses 150% of the players who gave him the alliance, which betrays.
If proposal is rejected alliance with another player, the player loses 10% of the raw materials that offer would-be ally. (For an apology)


PAKER - the strap is Krom was 100%
KROM 0 PAKER the strap, will be given as much raw
(each has its own quality of raw materials) (example: church 1 point, 10 points pig, 7 points armor steel)

Players without teams start map.
This will ensure that the economy will be very had in the game.


Other situation:
Lewin goes on the enemy.
Has 60 crossbowmen, 100 Axeman.
The enemy knows that he will be defeated.
Sends a request for the alliance to Lewin.
Gives him almost all of the resources that are
Lewin agrees.
The enemy did the right thing, saved his life. Still Playing :D



If someone likes the idea.
Can I sit down and describe it more precisely, the rules, etc..



////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
new window in the marketplace.
LOAN / CREDIT

How many times have you happened that you did not have gold, wood, food?
immediate loan to the storehouse.
After 5 minutes, from the granary is automatically subtracted 1 piece of borrowed material. (Every 30 seconds) to pay off. In case of inability to pay will be charged a different material.

or
borrow pigs.
We put the debt in gold / stone. But in this case it is much more (Calculator).



/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////

A new option in the game!

Preview feature players (statistics) pays player for watching gold-related statistics:
cost: 10 gold :D

- Food players
- army
- The number of buildings
- The number of helpers
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godest

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Lance Carrier

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Joined: 30 May 2012, 19:12

KaM Skill Level: Skilled

Location: Sweden

Post 12 Sep 2012, 07:21

Re: Official KaM Remake Ideas topic

I have a suggestion, but im not sure if it has already been mentioned before or not. I wonder since most players run out of coal before they run out of gold ore/iron ore, why dont we add a new building (coal makers hut) like in Settlers 4 (Vikings), where a player who has a great supply of lumber can turn some of this into coal by burning some lumber. Lumber is an unlimited resources which you wont run out of since it can be planted over and over again. I just think that this would add a new way of getting coal since the game pretty much requires you to have a lot more coal mines than any other kind of mine to be able to produce enough coal for both gold makers, blacksmiths, smelters etc. Im pretty sure now though that someone have already mentioned this but apart from the fact that it requires a new building (graphic), i dont see any big issue with this. Sure there are already a lot of buildings, but i for one would love this to be implemented. You always add up with more lumber, gold ore, and iron ore than coal ore right :)? The unit that would opperate it could be a carpenter or something like that.
A mage is never late - Gandalf
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

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Location: Russia

Post 12 Sep 2012, 08:14

Re: Official KaM Remake Ideas topic

At first thought it would be request to mapmakers really - to add enough coal.

The idea is good, but I'm not sure if this would be interesting mechanic to generate coal in 2 different ways .. surely it wont work any faster than coal mines, so we end up with the same 12 coal houses, but this time we also need 6 more woodcutters..

I'm looking at TSK through the campaign glasses: we start with basic houses and troops in 1st mission and progress to better foods, better troops and master the art of attack/defence/townbuilding. Where does this new house fits in?
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Remake 2012

Knight

Posts: 475

Joined: 28 Jan 2012, 08:17

KaM Skill Level: Average

Location: Poland

Post 12 Sep 2012, 08:29

Re: Official KaM Remake Ideas topic

In map editor 0.6e (Krom's editor)

- add bigger brush size. Now in map 256x256 is too small :(
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Jeronimo

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Knight

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Joined: 24 Feb 2011, 23:00

Post 19 Sep 2012, 08:17

Re: Official KaM Remake Ideas topic

@godest: I tried to give form to your suggestions about Labourers, written in "Response time" topic.

I also think about a limit per house, depending if it is small (like Gold mine) or big (like Barracks).
Developers could write "group-division" script for labourers, just as a "Limit per new building" achieving this way one of the todo list ideas... the sub-groups of labourers, but by scripting a more efficient auto-distribution of the Work Force.

I think that 3 auto "group-divisions" is enough:
In parentesis I write examples of houses.

a) 4 labourers if building has 4-5-6 squares (tower, fisherhut, quarry)
b) 6 labourers if building has 8-9-10 squares (sawmill, school, armor smithy)
c) 8 labourers if building has 11-12-16 squares (market, farm, barracks)

That amount of near labourers will contruct while building has raw materials.
If you have 20 labourers idle, and Barracks is ready to be built, only 8 will go there to work... the resting 12 remain idle.
And it is better... because with those 12 you can keep building roads or walk directly to another "new building".
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godest

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Lance Carrier

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Joined: 30 May 2012, 19:12

KaM Skill Level: Skilled

Location: Sweden

Post 19 Sep 2012, 08:44

Re: Official KaM Remake Ideas topic

indeed :) exactly what i had in mind :D
A mage is never late - Gandalf
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Bo_

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Knight

Posts: 538

Joined: 26 Apr 2012, 17:18

KaM Skill Level: Beginner

Location: Belgium

Post 20 Sep 2012, 20:48

Re: Official KaM Remake Ideas topic


a) 4 labourers if building has 4-5-6 squares (tower, fisherhut, quarry)
b) 6 labourers if building has 8-9-10 squares (sawmill, school, armor smithy)
c) 8 labourers if building has 11-12-16 squares (market, farm, barracks)
And it is better... because with those 12 you can keep building roads or walk directly to another "new building".
Not good.
You have to look at the amount of squares a builder can work on:
Tower = 8 squares
Fishermen's hut = 9 squares
Farm = 14 squares
inn = 13 squares.
This gives us more accurate results. :D
Kick fast, think Bo.
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Jeronimo

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Knight

Posts: 695

Joined: 24 Feb 2011, 23:00

Post 20 Sep 2012, 22:49

Re: Official KaM Remake Ideas topic

You didn't understand what godest and me were thinking.

It's not about making many labourers work in a same building.
It's distributing a minimal of workers per building.

Script is thought to consider the size of buildings, since more tiles require more raw materials -> longer building time -> a bit more auto-assigned labourers.

But is nice you discuss with me this idea. :D
You're always welcome!
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ShowMeState93

Post 25 Sep 2012, 17:53

Re: Official KaM Remake Ideas topic

Has there ever been talk about making triggers within the scenarios? This would create potential for so many more new and creative ideas. We could have a completely new way of playing which could appeal to many more players who might not have the time to sit down and play a 3 hour game.
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Lewin

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KaM Remake Developer

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Location: Australia

Post 26 Sep 2012, 01:55

Re: Official KaM Remake Ideas topic

Has there ever been talk about making triggers within the scenarios? This would create potential for so many more new and creative ideas. We could have a completely new way of playing which could appeal to many more players who might not have the time to sit down and play a 3 hour game.
We already have triggers, they're just not very flexible yet because there are not many triggers/actions available. They are called "event" files (.evt) and they go in the same folder as the other mission files (Maps\YourMap.evt). There's some information here:
http://code.google.com/p/castlesand/wiki/MissionEvents

We certainly plan on extending the system in future to support a lot more triigers/actions :)
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pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

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Location: "Pawel95" on Youtube.com

Post 28 Sep 2012, 15:46

Re: Official KaM Remake Ideas topic

Lol, what do you think about one Features, which i have seen in THE SETTLER´S III/IV(like much time before)...
If one man is dying, his skelett has the playercolor. It is a nice feature, because you can see in really big fights(in The settlers IV), how tousands of "blue" men are dying and your "yellow" army is still there :D

Only a screenshoot, how it could look like. However i dont know, if this is possible?!
Feedback.


Image

pawel95

EDIT: But it should be possible. One Dying animation has about 16 pictures. So it is hard work, but easy. To color each picture in each possible color?
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Krom

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Knights Province Developer

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Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 28 Sep 2012, 16:02

Re: Official KaM Remake Ideas topic

Each dying pic will need a player color mask (like soldiers clothes do) - then KaM Remake engine will color the colors automatically :)
You just need to place "new" sprites into Sprites folder with right names ;)

P.S. Test in advance though, I dont remember if we allowed death animations to be colored
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 28 Sep 2012, 16:04

Re: Official KaM Remake Ideas topic

I dont remember if we allowed death animations to be colored
Why you should be not allowed?
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Krom

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Knights Province Developer

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Location: Russia

Post 28 Sep 2012, 16:18

Re: Official KaM Remake Ideas topic

Because allowing more options where they are not actually used takes more processing power. I checked with code, it seems death anims are allowed to have player colors )
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 28 Sep 2012, 16:42

Re: Official KaM Remake Ideas topic

Ahhh :mrgreen: :mrgreen:
I have misunderstood you. I thought that you mean, that you will have anger with Joymania,when you will add Color skeletts XD

Yeah maybe it is possible to make a mutator in Settings, like HIGH quality of shadow: Advanced effects, if you want to add this :D

If you will need me for some painting work, just send me Pm :D

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