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Official KaM Remake Ideas topic

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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 07 Feb 2012, 19:24

Re: Official KaM Remake Ideas topic

I didn't know that there were vampire campaigns!
So, to survive you need to invade the enemy town at night and drink their blood?
lawl :lol:
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Kridge

User avatar

Crossbowman

Posts: 201

Joined: 25 Dec 2010, 23:00

KaM Skill Level: Fair

Location: Netherlands (GMT+1)

Post 07 Feb 2012, 21:50

Re: Official KaM Remake Ideas topic

Lol, i can't type that well on my phone yet.
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matheusaqui

Serf

Posts: 8

Joined: 07 May 2011, 22:00

Post 09 Feb 2012, 02:18

Re: Official KaM Remake Ideas topic

I thought , a barbarian under one horse is a good new troop and the warrior two.
I am not good on the computer but if can make a new building , where all the weapons put there, and you can do all possible combination.What i am tried to explain is you can put a recruit with a lance and a iron armadure or a recruit with a sword , a wooden shield and a iron armature.This is nice, because if you don't have the weapon necessary to make the troop you can do the possible troop.
Another thing is the market, the market is te better idea to the game, but i think , this building can be more explored, I am talking about we can exchange gold for by barbarian, and the another troops.
I thought also, the place where put all the things, need to has 3 doors.Because when the many serfs get into there someone dies and turs into a mess.
And will be good, in missions where the player stay near to the sea, use the crabs to eat...

If i am very bad to write in in inglhish tell me and i will be better.
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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 10 Feb 2012, 15:25

Re: Official KaM Remake Ideas topic

@kocsis1david: Not sure if we need a special new button just for this case. With file-transfer enabled there would be no problem to cancel the game, return to menu, open new server room and select the latest savegame (and wait for other players to rejoin). Fewer buttons in UI is better.
I think a rehost ("return to lobby") sort of button is needed, because often you play for 45 minutes then one guy quits and messes up the team balance etc. I'd like it if you could click "return to lobby" to save the game and take you back to the lobby, and allow a new player to join and take the position of the player who left. (save game will be transferred to them) It is MUCH harder to organise for the other 6 players to rejoin the new room you create, often I find myself playing with people who don't speak English. As far as I can see a lot of multiplayer games are ruined by 1 person leaving, which causes others to leave because they don't want to play an unbalanced game. A rehost button could allow you to replace a missing player with a new one in < 1 minute.
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Krom

User avatar

Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 10 Feb 2012, 16:10

Re: Official KaM Remake Ideas topic

@Lewin: Thats a good point. I agree with you :)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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kocsis1david

Crossbowman

Posts: 204

Joined: 12 Mar 2011, 23:00

KaM Skill Level: Skilled

Location: Hungary

Post 10 Feb 2012, 21:18

Re: Official KaM Remake Ideas topic

@Lewin: Thats a good point. I agree with you
I meant the same.
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 11 Feb 2012, 16:44

Re: Official KaM Remake Ideas topic

What about a button to stop serfs and labourers from building a house?

USES:

e.g.s

1)
I am low on wood/stone and want to prioritize a building from another, to build a quarry or sawmill/woodcutter (so i block one from being built);

2)
i am building a house (stone and wood has already been delivered), but someone builds a watchtower in front; so i don't want my labourers to die, and i dont want to loose the wares i spent delivering to the building also, so i block it from being built to finish later.


Each building should have a max limit of laborers building about it, that is the number of laborers that fit. That way laborers won't be wasted on one building when thousands need to be built.
1) A gold mine, should only support 4 laborers building it
2) A schoolhouse, should only support max 12 laborers (3 on top, 3 under, and 3 to each side)
Last edited by caykroyd on 11 Feb 2012, 19:31, edited 1 time in total.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 11 Feb 2012, 16:47

Re: Official KaM Remake Ideas topic

eh, don't you mean 12?
4x3?
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 11 Feb 2012, 19:31

Re: Official KaM Remake Ideas topic

eh, don't you mean 12?
4x3?
hahaha!
i mean 12 :D
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Remake 2012

Knight

Posts: 475

Joined: 28 Jan 2012, 08:17

KaM Skill Level: Average

Location: Poland

Post 12 Feb 2012, 09:02

Re: Official KaM Remake Ideas topic

Hi !

Please. Active links www in Lobby ! Thanks
and
Larger maps than 192x192
and..
build independent villages by the player
PLEEEEASEEE......
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 12 Feb 2012, 18:29

Re: Official KaM Remake Ideas topic

Are "flares" the same as "pings"?

New feature ideas:
1. Bigger maps.
2. "Hunger rate" How fast people get hungry. I'd like to have a double rate sometimes, because then those who just spam iron and try to win by having a huge army real fast, will certainly lose.
Also makes the game more economic oriented(if that is the correct word).
3. Pizza with sour cream.
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matheusaqui

Serf

Posts: 8

Joined: 07 May 2011, 22:00

Post 14 Feb 2012, 19:10

Re: Official KaM Remake Ideas topic

Other idea is put more food in the game.Alternatives foods, use the stables to create cow.We will choice what we can produce....
And some fings will be better ...what i try to say is the cow can produce milk and steak.In teh stables we will choice cow or horse...
Last edited by matheusaqui on 17 Feb 2012, 15:07, edited 1 time in total.
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 14 Feb 2012, 19:28

Re: Official KaM Remake Ideas topic

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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 14 Feb 2012, 23:04

Re: Official KaM Remake Ideas topic

i vote for pepperoni pizzas!!
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`Maurice

Militia

Posts: 45

Joined: 31 Jan 2012, 23:38

KaM Skill Level: Fair

Location: The Netherlands

Post 16 Feb 2012, 15:13

Re: Official KaM Remake Ideas topic

Allright, this is something which has been bothering for some time now.

Most of the time i play online both me and my opponents focus on getting as many crossbowmen as possible.
When the peacetime ends we send them out into the battlefield and the fun begins.
The thing i find disturbing is when i start moving my crossbowmen towards the enemy base, my units will get attacked by the crossbowmen from the enemy when i can't even see those units yet.
The spot where the enemies crossbowmen are firing from is still undiscovered, so all i can see is a whole lot of arrows/bolts coming out of the dark. I dont know how many crossbowmen are firing at the time and i also dont know in what formation they stand.

In my honest opinion i believe this should change. My suggestion is that the line of sight for crossbowmen will be increased just a little bit (not the range where they can fire from, just the line of sight) to prevent any situations as mentioned earlier.

Please let me know how you guys think about this :)

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