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Official KaM Remake Ideas topic

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sado1

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Council Member

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Joined: 21 May 2012, 19:13

KaM Skill Level: Skilled

Post 23 May 2012, 09:42

Re: Official KaM Remake Ideas topic

I think exploring the map is part of the fun of KaM. Also it's no fun if you can always see exactly what your enemy is doing and what his defences are. Part of the fun and skill is guessing what your enemy has and making strategic decisions.
You don't understand. I don't want to see enemies' buildings and troops. I want to see the whole map but EMPTY. I want to see troops standing only where I scouted. In the places which I didn't scout yet, I want to see how default, empty terrain looks like - instead of just black color which I can see now.

I want it so I can plan MY buildings better - I want to see MY resources, not enemies' troops and buildings. Sorry, maybe I shouldn't had written about cheating, it confused you and you thought I was proposing to add to KaMR what the bad guys did with editor...

If you still don't get it, I can make a crappy mockup in Gimp, just tell me ;)
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Da Revolution

Knight

Posts: 720

Joined: 13 Apr 2012, 12:07

Location: Near the inn

Post 23 May 2012, 10:10

Re: Official KaM Remake Ideas topic

I don't like this plan...as Lewin said the exploring is a part of kam. If you reveal the map even without buildings you'll take a part of this away
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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Lewin

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KaM Remake Developer

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Website: http://lewin.hodgman.id.au

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Location: Australia

Post 23 May 2012, 12:44

Re: Official KaM Remake Ideas topic

Yeah exactly it's fun to reveal the blackness of the map and slowly explore what comes next. If you could see the terrain ALL the time it would be very dull IMO and greatly take away from the aesthetics of the game.

I think it's great if learning the maps is part of the challenge of KaM. The second time you play a map you'll probably have a better idea of where everything is and plan things differently. It's like that in most games with fixed maps, including first person shooters. Learning new maps and adapting is just part of the skill.
To be honest I find it exciting when I play on a new map for the first time, I'm exploring everything and discovering a new world. Even if you glanced over the map in the editor you won't notice the small details until you play on it and interact with the map. It's part of the KaM experience and you can't take it away IMO ;)

The problem with locating resources at the start is annoying, I think this could be solved by revealing a slightly bigger area around your starting position so you can see all of the main resources (stone, gold, iron) from the start, like To did in "Back in the Desert".
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Attyla

Laborer

Posts: 14

Joined: 05 Nov 2011, 23:00

Post 23 May 2012, 16:16

Re: Official KaM Remake Ideas topic

Open for discussion

Split labourers into teams
Smart serfs from last relese are really super. And I have simple idea how to improve labourers too. Building should be builded by only as many labourers as stones and timbers are used. Imho more are not needed becaouse they work fast and they would only disturb each other. And posibility to build multiple workshops in same time will speed up economy grow.
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Darkaway

Laborer

Posts: 12

Joined: 06 May 2012, 17:29

Location: Brazil

Post 23 May 2012, 19:55

Re: Official KaM Remake Ideas topic

I agree with him, but i think it should be the half of the adiction of the amount of the stones and timbers. Exemple: Farm - 3 stones, 4 timbers = 4 labourers. I think it is a really good idea..
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Da Revolution

Knight

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Joined: 13 Apr 2012, 12:07

Location: Near the inn

Post 23 May 2012, 19:57

Re: Official KaM Remake Ideas topic

They do split up now already i think
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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Darkaway

Laborer

Posts: 12

Joined: 06 May 2012, 17:29

Location: Brazil

Post 23 May 2012, 20:00

Re: Official KaM Remake Ideas topic

Yes, but only if they are close to the other building, but almost always there are 9 on one building and 2 on the other, 5 in one and 6 on the other will be better, don't you think?
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Da Revolution

Knight

Posts: 720

Joined: 13 Apr 2012, 12:07

Location: Near the inn

Post 23 May 2012, 20:08

Re: Official KaM Remake Ideas topic

hmm i like it the way it is, but i don't say it can't be improved :D
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 26 May 2012, 15:54

Re: Official KaM Remake Ideas topic

Regarding the suggestion of the terrain being visible at the start of the game without units being visible - isn't that essentially what fog of war does? So perhaps options to control visibility (like in Age of Mythology, if anyone ever played that, or perhaps some other AoE games):

Black: ON / OFF
Fog: ON / OFF

Of course, these settings would be controlled by the host.
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Darkaway

Laborer

Posts: 12

Joined: 06 May 2012, 17:29

Location: Brazil

Post 26 May 2012, 22:03

Re: Official KaM Remake Ideas topic

I think the way it is now is ok, it is too much work to do to change things like this, and it doesn't worth it...
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Kamil

Post 26 May 2012, 23:48

Re: Official KaM Remake Ideas topic

What do you think about the division of maps in tabs for 2, 4, 6, 8 players. Greater transparency and ease of search, especially if the map will increase.
And scrolling map with arrows, not just the mouse.
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Darkaway

Laborer

Posts: 12

Joined: 06 May 2012, 17:29

Location: Brazil

Post 27 May 2012, 03:14

Re: Official KaM Remake Ideas topic

Yeah, it is a good idea, i think...
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Krom

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Knights Province Developer

Posts: 3282

Joined: 09 May 2006, 22:00

KaM Skill Level: Fair

Location: Russia

Post 27 May 2012, 08:31

Re: Official KaM Remake Ideas topic

We plan to add columns into MP map selection and allow to sort by them, so you could easily pick #-players maps or **x** sized maps - just like in SP map selectio, but more compact due to space limitations.
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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Kamil (GeTsUgA)

Post 27 May 2012, 22:10

Re: Official KaM Remake Ideas topic

Would not it be better if the builder of 'destroying' the tree, if I put the building? Better planning of the city.
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Jeronimo

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Knight

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Joined: 24 Feb 2011, 23:00

Post 28 May 2012, 12:48

Re: Official KaM Remake Ideas topic

I will suggest this which I havent read in the long lists from first page.
Eliminate messages from empty houses.

1) At first I thought in implementing a "select type of messages" you want to be warned about, but now I think that it is just annoying and unnecesary to be bumped each 4 minutes about a house which doesn't have its worker.

2) You are battling and building up... the messages accumulate and you cant do much about it yet (tough you know you have to).

3) You have a Statistics section in the bar (number 3), which you can revise from time to time, to check that all houses have all workers making their duties. I often revise there if I miss something... like certain empty house. This is enough IMO.

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The other messages left are more important and less periodical: "Ore mines empty" (lazy worker) and "Troops starving".

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