Official KaM Remake Ideas topic
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Dangers of soldier attack commit, & something else
Should every unit in your army be committed to attacking any unit? Playing mission 3 of TSK, although I made mistakes with placement, I had a situation with having my scouts go after archers and have lances show up.
Since my scouts were busy slaying the archers, I didn't want them fighting the lances, but in the end they bit the big one from them.
The number of players out there probably get stuck in the same situation, the scouts, or even valuable knights, get stuck fighting lances, or worse, pikemen, and you have jack to do about it.
So perhaps this could be implemented: units could be withdrawn if they're engaged. It makes sense with mounted units as they retreat quickly, and even if you want your own lances or pikemen retreat and pump forth stronger units would be realistic.
One more thing, though. The mouse right-click-hold shortcut for facing troops a certain way seems to favor the cardinal directions and I find it lucky if I can pick a cross cardinal selection. My mouse is a trackball, so it technically should be easier to select the cross cardinal selection. Maybe this could be tweaked, too.
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Should every unit in your army be committed to attacking any unit? Playing mission 3 of TSK, although I made mistakes with placement, I had a situation with having my scouts go after archers and have lances show up.
So this certainly won't be changed for the main game but it could be an optional mod I guess. It's not necessary in my opinion, if you think about the kind of tactics people would use online it just wouldn't be KaM any more.
One more thing, though. The mouse right-click-hold shortcut for facing troops a certain way seems to favor the cardinal directions and I find it lucky if I can pick a cross cardinal selection. My mouse is a trackball, so it technically should be easier to select the cross cardinal selection. Maybe this could be tweaked, too.
Thanks for your post.
Units in the same division or group will not just turn tail and run. If they find one of their fellow scouts in peril they come to his aid.
It could also be good as a "Loyalty" or "Honor" rule.
I also have another idea. Have Knights and Scouts have a specialty that is like charge, only instead of going straight ahead they just have their speed increased from 2x to 3x or 4x and afterwards they have their speed decreased to 1.5x or 1x.
1) Whilst the "prevent delivery" button is nice, could a "prevent collection" button also be added?
2) In addition could buildings have a "prioritise" button, so serfs will carry out any labour required in a prioritised building before working on the unprioritised ones.
(Potentially buildings would need a "catchment area" to prevent serfs crossing the entire village to carry out the task.)
3) Ability to prevent items going to certain Storehouses. I always got the impression being able to click on the icons within Storehouses should do this, but I've never actually noticed this working in game.
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No, I played games where with multiple Storehouses ticked off items in one Storehouse still managed to find their way into that Storehouse for the several hours the mission went on for. As said though this is something of a moot point in the Remake.
There are a lot of optimisations we need to make to the delivery system including improving the way jobs are assigned and making serfs always takes wares out when they drop one off. (right now they only do it if no other serfs have claimed the job)
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