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Official KaM Remake Ideas topic

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batoonike

Warrior

Posts: 111

Joined: 28 Mar 2010, 22:00

Post 08 Jan 2012, 14:08

Re: Official KaM Remake Ideas topic

Can we see a replay? Im not questioning that you did it, but I wanna see how. Getting the horses AND enough iron seems hard.

Or what map was it? It makes pretty big difference if it had everything up to sawmill pre-built.

EDIT: If you played The Northern Province location 8 or some other relatively iron-friendly map/location then it's common sense yeah.
EDIT2: The Northern Province, loc8, 14 knights, 10 pike,3 swordsman in 50 minutes. Had armor and pikes for another 10 pikes but forgot to make reqruits. You can't make more iron units with market than with mines, if there are mines.

Btw, militia does compare to a knight unfortunately. Something like 40 militias is far scarier than 9 knights. And easier to get. And renewable.
Last edited by batoonike on 08 Jan 2012, 15:23, edited 2 times in total.
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pawel95

Castle Guard Swordsman

Posts: 1912

Joined: 03 Oct 2008, 22:00

KaM Skill Level: Skilled

Location: "Pawel95" on Youtube.com

Post 08 Jan 2012, 15:02

Re: Official KaM Remake Ideas topic

Haha i had in the last match in the map Kaderto about 8 knights, 12 crossbowmen ang 6 swordfighter+a pair of pikemen. I think it is possible. I can send you my replay. I have played against Napoleon..etc.
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krisdw

Pikeman

Posts: 158

Joined: 22 Feb 2010, 23:00

KaM Skill Level: Average

Location: Belgium

Post 08 Jan 2012, 16:40

Re: Official KaM Remake Ideas topic

Ok well you guys are proving me wrong. Nevermind then! :)
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FeyBart

User avatar

Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 08 Jan 2012, 17:16

Re: Official KaM Remake Ideas topic

Can you give the school and the inn in multiplayer less condition? 550 seems to be a bit much, because it takes long to build. Maybe 400 would be better? It doesn't have to be much less, but it'd just be nice to get the game started quicker.
Nice coffee is always nice.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 08 Jan 2012, 17:28

Re: Official KaM Remake Ideas topic

Guess why you start with those in two of my maps!
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FeyBart

User avatar

Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 08 Jan 2012, 17:53

Re: Official KaM Remake Ideas topic

Guess why you start with those in two of my maps!
:)
Which maps are those? I'll check them out when I have the time for it.
Nice coffee is always nice.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 08 Jan 2012, 19:50

Re: Official KaM Remake Ideas topic

River of Gold and The Northern Province
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Lewin

User avatar

KaM Remake Developer

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

Post 08 Jan 2012, 19:54

Re: Official KaM Remake Ideas topic

Can you give the school and the inn in multiplayer less condition? 550 seems to be a bit much, because it takes long to build. Maybe 400 would be better? It doesn't have to be much less, but it'd just be nice to get the game started quicker.
No. They are your most important buildings so they should have a lot of condition. This means they won't be destroyed so quickly and they cost more to build (condition is calculated from build cost, 5 wood + 6 stone = 50*(5+6) = 550) And I think they should take longer to build, they are big buildings and if you want to build second ones, it's a bigger investment than building say a farm.
I think more maps should start with them, (as GWB's do) I might start suggesting it to map makers.
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 08 Jan 2012, 22:27

Re: Official KaM Remake Ideas topic

I think more maps should start with them, (as GWB's do) I might start suggesting it to map makers.
suggestion noted :P
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The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 09 Jan 2012, 00:42

Re: Official KaM Remake Ideas topic

I'd rather not make people start with a school and an inn on my maps. Some people (like myself) like to build them themselves. Sometimes I want 2 tiles distance between my school and my storehouse, sometimes 4 (so I can build a tower between them if I want to avoid militia rush).
I think the best solution would be to use different map settings like in original KaM. Instead of storehouse/troops/troops and buildings we could have storehouse/storehouse+school+inn/etc.
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Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 09 Jan 2012, 10:04

Re: Official KaM Remake Ideas topic

I'd rather not make people start with a school and an inn on my maps. Some people (like myself) like to build them themselves. Sometimes I want 2 tiles distance between my school and my storehouse, sometimes 4 (so I can build a tower between them if I want to avoid militia rush).
I think the best solution would be to use different map settings like in original KaM. Instead of storehouse/troops/troops and buildings we could have storehouse/storehouse+school+inn/etc.
I fully agree with that!
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 09 Jan 2012, 11:27

Re: Official KaM Remake Ideas topic

The replay is from an older version. It was border rivers 4p.
I tried again in single player and got this result: http://ifile.it/v0i1s4t/Saves.rar

Try using 9knights against 10crossbowmen in 2 rows of 5.
Then try again using 40militia, which try had most casualties?

@TDL
But it goes so slowwwwww.
On my maps you also start with more serfs than laborers, this way you can supply your school and inn at the start.
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FeyBart

User avatar

Knight

Posts: 402

Joined: 28 Dec 2011, 16:35

KaM Skill Level: Beginner

Location: Nutville, NL

Post 09 Jan 2012, 11:37

Re: Official KaM Remake Ideas topic

Can you give the school and the inn in multiplayer less condition? 550 seems to be a bit much, because it takes long to build. Maybe 400 would be better? It doesn't have to be much less, but it'd just be nice to get the game started quicker.
No. They are your most important buildings so they should have a lot of condition. This means they won't be destroyed so quickly and they cost more to build (condition is calculated from build cost, 5 wood + 6 stone = 50*(5+6) = 550) And I think they should take longer to build, they are big buildings and if you want to build second ones, it's a bigger investment than building say a farm.
I think more maps should start with them, (as GWB's do) I might start suggesting it to map makers.
But people barely build two of them in multiplayer, as far as I know. Maybe you could adjust the building time for the first inn and school only?
Nice coffee is always nice.
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Lewin

User avatar

KaM Remake Developer

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

Post 09 Jan 2012, 12:05

Re: Official KaM Remake Ideas topic

I think the best solution would be to use different map settings like in original KaM. Instead of storehouse/troops/troops and buildings we could have storehouse/storehouse+school+inn/etc.
Yeah I agree that sounds best. To be honest I don't care about school/inn/storehouse placement that much, (as long as it's sensible enough) but I can understand that some people do. We are planning to add starting options eventually, although hopefully in a more flexible and interesting way than KaM did it.
But people barely build two of them in multiplayer, as far as I know. Maybe you could adjust the building time for the first inn and school only?
I always have two schools in multiplayer, and occasionally two inns/storehouses.
Watching things be built is just part of KaM, that's how it's meant to be. It gives you time to plan the rest of your village, admire the visuals, think about the tactics you will use, etc. I think it's a good way to start the game.
If we were going to reduce building times just because people don't like waiting, we might as well make building instant. Either way, it's not the same game. (although instant building could be added as a cheat)
And before you ask, yes we could add an optional button for it in the lobby, but if we added every optional feature people have suggested they would have filled 5 lobby screens by now. I don't want to have many options.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 09 Jan 2012, 12:18

Re: Official KaM Remake Ideas topic

In a normal game I use 2schools and 2-4 inns(depending on how far my base is stretched)
Storehouse mostly 1, some times 2 also depending on how far my base is stretched.

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