Re: Official KaM Remake Ideas topic
How do you suggest we "fix" it?



How do you suggest we "fix" it?
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
It's great to see other people share our opinion of the town hall
It would be good to eventually make a way to create these soldiers, but just placing them in the barracks is a bad idea in my opinion. They look like rebels, raiders and wanderers, not the kind of people a king would train and equip from his barracks with his other noble soldiers.
What do you mean? How should the exchange rate be changed? I think it's good at the moment.//Market: Change exchange rate? (Reminding people that trade between allies and enemies should also be possible, with NO COST at all.
Trading with other players will probably be done by connecting a road to their village then your serfs delivery wares into their "trading post" building. Then the serfs of that player can take them out of the trading post to where ever they are required.
My brother (Mau5trap) and I had a very different idea concerning the Town Hall last night. Maybe it sounds stupid, but its worth discussing.It's great to see other people share our opinion of the town hall
It would be good to eventually make a way to create these soldiers, but just placing them in the barracks is a bad idea in my opinion. They look like rebels, raiders and wanderers, not the kind of people a king would train and equip from his barracks with his other noble soldiers.
Our chain of thought ---> Town hall was made for The Peasant Rebellion, therefore the name suggests the common folk rebelling. Our idea was to change all these units (vagabond, barbarian, etc) from the town hall (maybe put them somewhere else later) and add the common folk to be trained as soldiers, following the scheme below. There would be a timer (like the schoolhouse) for the units to be ready, and they would require gold.
Requirement | Type | Attack | Defense | Bonus | Units
1 Gold | Melee | † (1) | 0 | None | Stonemason, Miner
2 Gold | Melee | † †(2) | 0 | None | Woodcutter, Butcher, Blacksmith
2 Gold |A-Horse| †(1) | 0 |UUU (3vsHorse)| Animal Breeder (Rebel Sprite), Farmer(?)
PS.: The other units might seem a bit silly, eg.: a baker attacking with rolling pin
Note: The grand problem using these units as troops is that they have no attack sprites (exception to the animal breeder), however, could the stonemason use his stone-quarrying sprite?
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
I am sorry) please forgive me for my stupid question
My brother (Mau5trap) and I had a very different idea concerning the Town Hall last night. Maybe it sounds stupid, but its worth discussing.
Our chain of thought ---> Town hall was made for The Peasant Rebellion, therefore the name suggests the common folk rebelling. Our idea was to change all these units (vagabond, barbarian, etc) from the town hall (maybe put them somewhere else later) and add the common folk to be trained as soldiers, following the scheme below. There would be a timer (like the schoolhouse) for the units to be ready, and they would require gold.
Requirement | Type | Attack | Defense | Bonus | Units
1 Gold | Melee | † (1) | 0 | None | Stonemason, Miner
2 Gold | Melee | † †(2) | 0 | None | Woodcutter, Butcher, Blacksmith
2 Gold |A-Horse| †(1) | 0 |UUU (3vsHorse)| Animal Breeder (Rebel Sprite), Farmer(?)
PS.: The other units might seem a bit silly, eg.: a baker attacking with rolling pin
Note: The grand problem using these units as troops is that they have no attack sprites (exception to the animal breeder), however, could the stonemason use his stone-quarrying sprite?
The exchange rate is of something like 2 or 3x isn't it?? It seems too great to me when you buy iron bars for something like 8 or 9 stone and sell it for 2 or 3 :/
if u would like i could try to devise a more fair scheme :s
Solution: Add to Barracks the next 3 Units (Which in total makes 12 different Units).
Materials for the new 3: Slinger: +Bow (simplest way) / Rebel: +Spear / Vagabund: +Axe+Horse
2) Townhall: In my opinion, its best suitable for a Re-Training of citizens (like a 2nd School).
There you can switch 1 type of citizen into another. Useful for converting too many Serfs or Fisherman into another guy.
Of course, you need 1 gold chest for each exchange...(max 5 chests). There will be a TIMER too.
Only IDLE "?" will move towards Townhall. "Condition Bar" remains same state as he was before entering the building.
3) Siege Workshop: 5 timber/5 iron for a super slow machine (1/2 normal mov)?
I always liked this machines as an alternative for not massing Ranged units, and killing super heavy units with 1 hit !
Solution: Increase their base speed to "normal mov". They are still very vulnerable to arrows.
4) Barracks Resources: Same as Storehouse, I would like to put the "tiny red triangle" which marks the Resource it cannot recieve... this way I can redirect Weapons between 2 Barracks (1 accept only wood weapons/1 accept only iron weapons).
This is also very needed now with the MARKET... because Serfs only take to Market goods from Storehouse, but once Weapons are put into Barracks, Serfs cannot take them back (as when I want to trade 2 bows for 1 leather armour).
5) Iron Shield: I think this it's a waste because with 6 irons/6 coals it's better to have 3 pikemen instead of 2 swordmen...
My suggestion is to make Iron Shield cost 1 Iron only (not coal), I base this in the Wooden Shield (which costs 1 Timber).
Seriously, for adding +20% attack (35 to 55), I prefer the anti-cavalry units -> which makes Cavalry even less attractive.
6) Hotkeys: Damn... this needs hotkeys for Unit Menu, and also some Global macro-management.
If I could configure them it would be better, otherwise for Default keys I suggest next ideas.
7) Fisherman: Why is this the only not renovable food? Its wrong.
A shoal (group of fishes) should regrow once Fisherman takes half of it.
During this time, Fisherman waits... or maybe gives them some Kroms, so its represents the action of accelerating their reproduction rate... again, once shoal is complete, he proceeds to capture them.
8) Maps Pictures: I see none!
When selecting a Map in Multiplayer, I want to know its layout. I need a graphical display of the Scenario (coloured better).
With also a very important info -> the Starting Locations numbered (Apply also for Multiplayer saves... showing Map).
Its a nice add-on to choose your starting place, but is not useful if I cannot check them in the selected MAP.
IMO Siege Weapons should do splash damage(the four tiles adjacent to the tile of impact) and have at least 13 range.
This way siege weapons are very useful for fighting large amounts of troops.
Note: They should do equal amount of splash damage to own units as to enemy.
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
Former Site Admin
Posts: 1830
Joined: 03 Jan 2007, 23:00
KaM Skill Level: Fair
Website: http://www.knightsandmerchants.net
Location: The Netherlands
*long story*
I still think it'd be better if siege equipment don't shoot soldiers, only buildings.
1) I think that recovering some Units from Townhall is a good thing... KaM needs Military diversity.
Lets say I REALLY want to train a "Vagabund" by mixing 1 recruit/1 axe/1 horse (so it's really worth going for Stables).
Solution: Add to Barracks the next 3 Units (Which in total makes 12 different Units).
Materials for the new 3: Slinger: +Bow (simplest way) / Rebel: +Spear / Vagabund: +Axe+Horse
ORDER: Militia, Axeman, Swordman, Slinger, Bowman, Xbowman, Rebel, Spearman, Pikeman, Vagabund, Scout, Knight.
Notice that Barbarian/Warrior are missed... anyway too much Infantry (with Charge ability) makes Cavalry look less attractive.
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
This is the only part I (partially) disagree with.*long story*
I still think it'd be better if siege equipment don't shoot soldiers, only buildings.
The ballista is an anti-infantry weapon. I wouldn't make sense to shoot large arrows at stone buildings.. I do agree with the fact it's kind of overpowered. I mean, have 3 of them and you'll be able to wipe out your enemies' entire army (just as long as you can protect them). This could mean two things:
- Balance it (but that wouldn't make sense, because everyone would die taking a giant arrow to the chest with such a force)
- Don't implement it.
A few things about the catapult. Although it "would mean the end of massive battles with two armies facing each other", it makes absolutely no sense giving a catapult the same range as bowmen. Such a construction can shoot way further than a normal human being. That's one of the reasons it was developed.
I also disagree with Kridge about the siege units should have precision attacks. Siege weapons have always been kind of 'inaccurate'. Try firing giant arrows or giant rocks over long distances and hitting your target 100% in one try. That's just not realistic. Furthermore, it wouldn't make sense that those giant stones or arrows wouldn't hurt your soldiers. Hell, if I were a soldier and we'd be attacking buildings with siege weapons, I would RUN like a maniac. I'm not going to keep hitting buildings with my cool axe if we have a few catapults that bomb the place with huge rocks.
In short:
Ballista
- Should be able to kill units (not only buildings)
- Should do relatively 'little' damage to buildings (in comparison to catapults) since it's an anti-infantry weapon
- I don't think it should be implemented, because if we follow the 'rules', it's way too powerful for KaM.
Catapult
- Should do great damage to buildings
- Shouldn't be able to deal damage to normal units
- Should be able to withstand more damage from ranged units (really? Shooting arrows in wood doesn't matter unless it's a LOT of arrows)
- Should be able to miss quite a few times (it's not a very precise weapon)
- Should kill your or your allies' units that are attacking the same building. Even if it hits the building, the rocks would do such a great deal of damage the chance is like 90% your units will get hurt)
- Increases gameplay imo, since it takes down towers and other buildings faster, which increases game pace.
- Should be implemented
So far, my opinion
Town hall was made for The Peasant Rebellion, therefore the name suggests the common folk rebelling. Our idea was to change all these units (vagabond, barbarian, etc) from the town hall (maybe put them somewhere else later) and add the common folk to be trained as soldiers, following the scheme below. There would be a timer (like the schoolhouse) for the units to be ready, and they would require gold.
Crossbowman
Posts: 201
Joined: 25 Dec 2010, 23:00
KaM Skill Level: Fair
Location: Netherlands (GMT+1)
Return to “Ideas / Suggestions”
Users browsing this forum: No registered users and 1 guest
Powered by phpBB® Forum Software © phpBB Group Designed by ST Software |
![]() |