Re: Official KaM Remake Ideas topic
They include various styles of music genres.
Some are covers of modern folk bands, some are real old paper music or just shared by familly/friends.
Kind regards,
ThibbyRozier.
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
NICE!
I'd say it would solve it, if there are enough sprites to make it seem in motion.
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
King Karolus Servant
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Joined: 29 Aug 2007, 22:00
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Location: In his dark thunderstormy castle
In other words, I think military units should be number 1 priority if there is food somewhere. Especially when they are starving (skull above their head rather than knife and fork). A player will always notice when there is not enough food in his town, so if he clicks on the 'feed' button he is aware of the risks.
Hello,
I had this idea how to fix the "magic" moving of the catapult. The ballista could be moved like this as well. They should indeed be balanced, they do way to much damage when you ask me. The only thing that bothers me, is how to create the recruit operating the catapult/ballista. A quick Photoshop sketch:
Maybe this solves the problem or gives another reason why not?
Edit: This way (recruit), the catapult isn't protected by some heavy guard like swordsmen.
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Location: Australia
And I know this is accepted already but:
with every piece of road created, no matter dragged or clicked there should be the old THUMP! sound. Like a machine gun, but we should keep that in my opinion.
In other words, I think military units should be number 1 priority if there is food somewhere. Especially when they are starving (skull above their head rather than knife and fork). A player will always notice when there is not enough food in his town, so if he clicks on the 'feed' button he is aware of the risks.
btw during the multiplayer game player can load the save in another remake window and see forces and locations of opponents which he not being able in 1st window. Should this be "fixed" or not?
//Market: Change exchange rate? (Reminding people that trade between allies and enemies should also be possible, with NO COST at all.
I think it would be nice and wouldn't screw the game if we had more options about priorities in the kam toolbar.
Currently, kam has the max limit of some resources to buildings like armor/weapon smithy, metallurgist's, etc. If we had a new tab where the player could set priorities for the serfs - including taking things to barracks, getting food, stone from the quarry, etc - it would lead to a much more STRATEGY-INVOLVED game.
Or maybe that should be done individually on each building... (Setting a priority on a certain woodcutter's for example - for serfs to get resources from there always that's possible.)
I had the funny idea to trade Slaves at the Market. Polemic maybe?
They would be idle Recruits from Barracks, taken to Market by a Serf.
The value would be similar to a "Gold Chest", just a bit better (since Recruit has to be trained and move to Barracks).
Multiplayer Construction matches: Please stablish Victory upon a Kingdom when you DESTROY all its Warehouses.
Its basically the main building which recollects all economic goods.
I dislike having to destroy entire bases of players who "doesn't surrender".
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