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Official KaM Remake Ideas topic

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pawel95

Castle Guard Swordsman

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Post 14 Nov 2011, 17:32

Possibly. It's hard for us to make it the same. We will continue tweaking it after feedback, but I am fairly happy with the way it is now.
Yes I understand because of the program script with the dealing "hit" or "not hit" right? I THINK i will make a video from it, the same map, the same action. With the original TPR and then with the Remake, because I Think there are A LITTLE bit of more hits in the original, but I will test it :D
You aren´t a good player if you have a good PT-Army. You should be able to use it correctly!

You want cheap new Computergames? No problem, you will get them here: https://www.g2a.com/r/pawel95
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T*AnTi-V!RuZz

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Former Site Admin

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Post 14 Nov 2011, 17:39

I would like propose even to split this topic and make one topic for any single idea within folder made from this topic.
I was thinking about that too..

I think we should only do that for ideas that need more discussion (a good example is the 'diagonal roads' topic). Ideas can be posted here and if they're not accepted or declined within a certain timespan, it can have it's own topic :)
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Attyla

Laborer

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Joined: 05 Nov 2011, 23:00

Post 14 Nov 2011, 18:37

like
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pawel95

Castle Guard Swordsman

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Post 14 Nov 2011, 19:15

Yeah here is my video.. normaly i wanted to do with the same map IN the original KAM and than in the remake! Can sb. help me, because my PC don?t like the Original TPR, i must install the patches and fixes for WIN 7 and so on. :D

http://www.youtube.com/watch?v=P2oIIwgyJw8&feature=youtube_gdata
You aren´t a good player if you have a good PT-Army. You should be able to use it correctly!

You want cheap new Computergames? No problem, you will get them here: https://www.g2a.com/r/pawel95
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Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 14 Nov 2011, 21:49

@Danjb: Yes that's a good idea, and something I forgot to mention to you in my message is that it would be nice to leave space for a preview of the map with player numbers at the starting positions. (we don't have this feature yet but it can be implemented) This would save a lot of confusion in multiplayer games.
Sure thing :)
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Thorakh

Recruit

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Joined: 27 Jan 2011, 23:00

Post 15 Nov 2011, 10:48

@Lewin and Krom

I would love to see a 'progress' thread, where you specify the things you are working on for a next release and how far they are done. Might also be nice to keep thoughts on track, if you don't already have such a list internally :p

I'd want to help myself but I don't know any Delphi.
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The Dark Lord

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King Karolus Servant

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Post 15 Nov 2011, 11:52

They have, you can find it here: http://code.google.com/p/castlesand/updates/list
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Danjb

Sword Fighter

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Post 15 Nov 2011, 12:35

Or even here.
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Thorakh

Recruit

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Post 15 Nov 2011, 19:01

They have, you can find it here: http://code.google.com/p/castlesand/updates/list
Ah, thanks a lot! Although it doesn't specify the goals for a next release.
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Lewin

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KaM Remake Developer

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Post 15 Nov 2011, 20:44

Well the plans for the next release are no cemented anywhere, they are in our heads and we discuss them. I've thought about making some kind of features page, but it would need to have every item from the bugs list that Danjb linked to if it was to be accurate or useful.
I'm considering marking things in the bugs list that need to be fixed for the next release, I'll ask Krom about that. Basically we want to fix all of the critical bugs (mine building site flattening is the only one that comes to mind) and add a few features like peace time and Danjb's lobby redesigning. Then we'll send off the translations, do a private release candidate to find obvious bugs that we missed, and build and publish the release :)
I'd give it 3-4 weeks time.
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GreatWhiteBear

Knight

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Post 15 Nov 2011, 21:34

How about the time you are unable to join after a kick?
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Lewin

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Post 16 Nov 2011, 03:34

How about the time you are unable to join after a kick?
I don't think this is very urgent, how often has it been an issue for people? I'm curious. Mind you it will no longer crash when they join while you are loading so it should be a lot easier to manage. I want to get this new build released as soon as possible because there are so many important bug fixes and improvements.
But in the long term we will either have this or just let it be resolved by allowing the host ban players.
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Attyla

Laborer

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Joined: 05 Nov 2011, 23:00

Post 16 Nov 2011, 14:32

I know that delivery system will be improved, but I want to to report that problem is not only with "lazy" and choosing not optimal way serfs, but also with wares distribution. Serfs delivers wares more often to closer workshop. In extreme case I had serious crisis becaouse they didnt deliver any coal to Metallurgist's. Also it is always hard to make weapon smithy and armor smithy working all the time and get the same number of armor and wempon.
Maybe the distribution of wares menu should specify not the stock limit but the propotions of supply between workshops.

I hope that it is proper place to report such bug.
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T*AnTi-V!RuZz

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Former Site Admin

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Post 16 Nov 2011, 14:51

I hope that it is proper place to report such bug.
There will be an official bug report topic soon :wink:
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RiT4LiN

Blacksmith

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Joined: 30 Oct 2011, 23:00

Post 16 Nov 2011, 20:35

Oeh oeh oeh, I had one.
Dragging roads and farm land and shit. Either that or place the square client sided anyways and check with the server if its okay. This laggy road building is anoying :D

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