Official KaM Remake Ideas topic
Former Site Admin
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Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Official KaM Remake Ideas topic
The answer has always been a solid "no."
Re: Official KaM Remake Ideas topic
Here's a suggestion:
If I right click a group of units, the next unit that I train that matches that unit type, will automatically join the group. This could be nice if you're constantly training unit per unit, instead of (like most people do) large groups of units at the same time.
Re: Official KaM Remake Ideas topic
Re: Official KaM Remake Ideas topic
And I have one more idea for rally points. Having an option when right clicking on a place where I want my soldiers to rally to set their looking direction. Like with soldiers.
Re: Official KaM Remake Ideas topic
- Cavalry units are guarenteed to wound the first enemy unit they attack when starting to fight
- Storming units are guarenteed to wound the first enemy they attack immediately after storming
- Anti-Cavalry units never get wounded per this bonus, and instead are guarenteed to wound the aforementioned units in the aforementioned cases
- Making Axe Fighters and Militia stronger while not improving Sword Fighters, because of how much cheaper they are
- (Sword Fighters would not actually get stronger at all, because Anti-Cavalry units are the ones who actually get the bonus if storming against them and Cavalry units both get the bonus too and can still outmanouver a storming troop)
- Making Pikemen stronger against Storming troops, thus also enforcing their role as defenders as opposed to the Storming units, who would instead be enforced in their role of attackers
- Making Wood troops more useful without directly buffing them, because their cheapness would allow strategies that exploit this bonus by using them differently than what you'd use Iron troops for
- And, last but not least, all this would be done while adding tactical possibilities instead of changing the actual numbers
FAQ
Is it needed?
It isn't. I just like this idea and think it would add strategic depth while feeling more realistical, which to me seem both good things.
Units are fine the way they are.
Indeed they are. If you had read what I wrote, you'd have noticed that I expect this idea to change little directly, and to instead "only" add more viable strategies.
I don't like this idea.
Nice to know. Care to also write why?
TL;DR?
No. This post is very short, read it.
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Official KaM Remake Ideas topic
But at least I read the whole post!
Re: Official KaM Remake Ideas topic
But at least I read the whole post!
Re: Official KaM Remake Ideas topic
I also read the whole post!
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Re: Official KaM Remake Ideas topic
Now imagine that same map, but with a woodcutter near the grass. Now what's he doing?! He's placing all sorts of weird trees there that are totally out of place in this map's climate.
Could it be possible to designate areas for different kind of trees? Or maybe some auto-detect function (if the map is > XX % snow, woodcutters will plant only fir trees or something (I know, very debatable)?
This was always one of my bigger frustrations with TPR; something HAS to be done!
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Official KaM Remake Ideas topic
I don't like only fur trees for certain snow percentage, but a method of selecting climate in certain areas would be nice indeed. Someone more creative than I will have to come up with a method...
Re: Official KaM Remake Ideas topic
It's also worth noting, that if there's a patch of green grass in the snows, then there's something very warm going on in there and that might be just as good for the grassy trees. Maybe placing a brown patch will be better - it prefers pine trees and does not look as unnatural as fresh green grass )
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Re: Official KaM Remake Ideas topic
Re: Official KaM Remake Ideas topic
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
Woodcutter
Posts: 19
Joined: 11 Feb 2012, 14:47
KaM Skill Level: Fair
Website: http://rhaenon.deviantart.com/
Location: Netherlands
Re: Official KaM Remake Ideas topic
Idea: what about removing the bonus that Anti-Cavalry units get against Cavalry units, and reworking it as follows?
This should have the effect of
- Cavalry units are guarenteed to wound the first enemy unit they attack when starting to fight
- Storming units are guarenteed to wound the first enemy they attack immediately after storming
- Anti-Cavalry units never get wounded per this bonus, and instead are guarenteed to wound the aforementioned units in the aforementioned cases
What do you think about this?
- Making Axe Fighters and Militia stronger while not improving Sword Fighters, because of how much cheaper they are
- (Sword Fighters would not actually get stronger at all, because Anti-Cavalry units are the ones who actually get the bonus if storming against them and Cavalry units both get the bonus too and can still outmanouver a storming troop)
- Making Pikemen stronger against Storming troops, thus also enforcing their role as defenders as opposed to the Storming units, who would instead be enforced in their role of attackers
- Making Wood troops more useful without directly buffing them, because their cheapness would allow strategies that exploit this bonus by using them differently than what you'd use Iron troops for
- And, last but not least, all this would be done while adding tactical possibilities instead of changing the actual numbers
FAQ
Is it needed?
It isn't. I just like this idea and think it would add strategic depth while feeling more realistical, which to me seem both good things.
Units are fine the way they are.
Indeed they are. If you had read what I wrote, you'd have noticed that I expect this idea to change little directly, and to instead "only" add more viable strategies.
I don't like this idea.
Nice to know. Care to also write why?
TL;DR?
No. This post is very short, read it.
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