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Official KaM Remake Ideas topic

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Bo_

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Knight

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Joined: 26 Apr 2012, 17:18

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Location: Belgium

Post 20 Aug 2012, 18:13

Re: Official KaM Remake Ideas topic

Well, that short of a distance to build a building is a bit too close. There are maps with locations where the iron and gold are far away. Rise of Nations has a feature, though, to prevent buildings being built in enemy territory by showing how much territory you have at the time, and where you could build based on your own territory. Maybe a building in KaM could influence your territory and where you can build except also to share your alliance territory, too. With this kind of feature implemented, pt could also influence where your troops are limited to go on the map.
Like I said, like in settlers.
But it's not a good idea, doesn't fit in Kam.
Kick fast, think Bo.
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xROELOFx

Farmer

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Post 21 Aug 2012, 07:37

Re: Official KaM Remake Ideas topic

Well, that short of a distance to build a building is a bit too close. There are maps with locations where the iron and gold are far away. Rise of Nations has a feature, though, to prevent buildings being built in enemy territory by showing how much territory you have at the time, and where you could build based on your own territory. Maybe a building in KaM could influence your territory and where you can build except also to share your alliance territory, too. With this kind of feature implemented, pt could also influence where your troops are limited to go on the map.
Like I said, like in settlers.
But it's not a good idea, doesn't fit in Kam.
yeah, i don't think the settlers watch tower idea is a good idea. what about something like they used in the original command and conquers? you can only build buildings x tiles away from your existing buildings. for example, when you want to build a building 30 tiles away from your closest other building, it is not possible because the maximum is (for example) 20-25. so as you expand your town, you will also expand your territory/range of influence (wich makes sense). this way you can also prefend enemies from building into your range of influence. perhaps this number 'x' can be custom set for different maps where resources are far away from the starting location, make it 30 for these maps.
i've got another suggestion. after playing a couple of multiplayer games, i think it would be great to have a scout/explorer type unit to do some.. exploring :P
it's pretty hard sometimes to plan your base/town when you don't know exactly where the resources are. if you have a explorer unit from the start (or if you can train one from the school), you can explore some more of the area and it would be easier to make an effective town. especially for new players (like myself) and players that are not so skilled. because there's so many maps and each has 4-8 different locations, it would be much easier to plan your town according to locations of resources. ofcourse, the unit would not be militairy, so it would have very low hitpoints (like bowman) and no attack. perhaps, give it a high need of food (like it needs to eat twice as quick as other units) so it cannot walk to the end of the map.
That's a problem because people will scout the enemy villages and by the end of peacetime you will have explored every inch of the map, so the "fog of war" is effectively removed from the game. I think maps should have a large enough area explored so you can see where each resource is (only part of the hill needs to be visible). Also we'd like to change peacetime to divide the map into "territories" for each player based on how close it is to your storehouse. In that case we could make peacetime still allow you to move soldiers within your territory.
You can open up the map in the map editor to see where things are. In the next release it's possible to run the game more than once, but only one copy can be in multiplayer mode (to prevent cheating by looking at where your enemies are in the save file)
that would be a problem indeed and not the reason we would want an explorer type unit :P. perhaps the explorer can not move more than 100 tiles away from your closest warehouse?

anyway, it's not an option to check in the map editor where things are each time you join a lobby. it would be pretty annoying to open multiplayer and see wich maps are selected in the lobbies. then quickly go to the map editor to check where things are and go back to the lobby to join the game, just to find out the lobby is full and the other lobbies play other maps :rolleyes:
furthermore, if you allow people to open 2 games in the next build, they have a big advantage! if they have 2 monitors (or play the game in windowed mode), they can run the MP game in one and the map editor in the other. this way they can more easily find other routes to enemy bases etc. i don't think this would be a good feature.
also, i would like to bring my previous suggestion back to your attention because no one has responded to it yet.
please let me know what you think of it. thanks.
Selecting multiple saves to be deleted is probably a good idea but means we have to implement that into our list control.
Aggressive/defensive stances might not be necessary because we have other plans to make it easier for knights to chase down archers (if you tell them to attack the archers they should continue pursuing them instead of stopping after killing 1-2). Still it could be an interesting game mechanic.
I've added both to our proposals list.
[/quote]
Thanks! :mrgreen:
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Bo_

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Knight

Posts: 538

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Location: Belgium

Post 21 Aug 2012, 09:27

Re: Official KaM Remake Ideas topic

Well, that short of a distance to build a building is a bit too close. There are maps with locations where the iron and gold are far away. Rise of Nations has a feature, though, to prevent buildings being built in enemy territory by showing how much territory you have at the time, and where you could build based on your own territory. Maybe a building in KaM could influence your territory and where you can build except also to share your alliance territory, too. With this kind of feature implemented, pt could also influence where your troops are limited to go on the map.
Like I said, like in settlers.
But it's not a good idea, doesn't fit in Kam.
yeah, i don't think the settlers watch tower idea is a good idea. what about something like they used in the original command and conquers? you can only build buildings x tiles away from your existing buildings. for example, when you want to build a building 30 tiles away from your closest other building, it is not possible because the maximum is (for example) 20-25. so as you expand your town, you will also expand your territory/range of influence (wich makes sense). this way you can also prefend enemies from building into your range of influence. perhaps this number 'x' can be custom set for different maps where resources are far away from the starting location, make it 30 for these maps.
That's exactly what I said, I posted 2 ideas. :D
Kick fast, think Bo.
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xROELOFx

Farmer

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Joined: 16 Jul 2012, 19:10

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Post 21 Aug 2012, 09:43

Re: Official KaM Remake Ideas topic

That's exactly what I said, I posted 2 ideas. :D
sorry, i guess i misread it :P
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Remake 2012

Knight

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Post 21 Aug 2012, 11:29

Re: Official KaM Remake Ideas topic

Add option : "delete all information message"
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Krom

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Knights Province Developer

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Post 21 Aug 2012, 13:07

Re: Official KaM Remake Ideas topic

Which messages would you like to be able to delete specifically?
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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Piko

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Warrior

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Post 21 Aug 2012, 13:25

Re: Official KaM Remake Ideas topic

Propably "house haven't got owner".

I have idea for hotkeys icons - it don't need new graphic, just normal parchaments from message and icon of unit/house on it.
ImageImage
Image
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Krom

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Knights Province Developer

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Post 21 Aug 2012, 13:36

Re: Official KaM Remake Ideas topic

How about removing notification messages and replace them with information beacons above houses? If there's a beacon - that house needs your attention for some reason, maybe it has no owner? Not sure if that will fit KaM though - map view is very realistic and adding artificial symbols to it will break the style.
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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Remake 2012

Knight

Posts: 475

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Post 21 Aug 2012, 13:36

Re: Official KaM Remake Ideas topic

Which messages would you like to be able to delete specifically?
Is problem:
Image

First - not always work screenshot file :/ ( file does not open, is broken)
Second - this message
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Krom

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Knights Province Developer

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Post 21 Aug 2012, 13:42

Re: Official KaM Remake Ideas topic

Maybe we can make an option to hide house notification messages? After all it's not critical if some mines are exhausted and some houses have no owners. What about hiding army notifications? You could loose a squad if you forget to feed them.

Corrupt JPG files is an old bug I could not solve, don't know what might be causing it :(
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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`Maurice

Militia

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Joined: 31 Jan 2012, 23:38

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Location: The Netherlands

Post 21 Aug 2012, 13:59

Re: Official KaM Remake Ideas topic

I definately would like it to have the option to filter some of the messages.
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xROELOFx

Farmer

Posts: 20

Joined: 16 Jul 2012, 19:10

KaM Skill Level: Fair

Post 21 Aug 2012, 14:34

Re: Official KaM Remake Ideas topic

Maybe we can make an option to hide house notification messages? After all it's not critical if some mines are exhausted and some houses have no owners. What about hiding army notifications? You could loose a squad if you forget to feed them.
what about placing troop related messages in a second column right of the house related messages? personally i do think the messages are critical. if one of my coal mines is exhausted it means i have to make a couple of new ones because soon the others will run empty too. and a house without a worker is just a waste of resources. perhaps there is a way to group the messages?
How about removing notification messages and replace them with information beacons above houses? If there's a beacon - that house needs your attention for some reason, maybe it has no owner? Not sure if that will fit KaM though - map view is very realistic and adding artificial symbols to it will break the style.
placing a beacon above the house seems like a good idea. or perhaps change the flag, put an x in it when there's something wrong. or lower the flag. by the way, when a building is build the flag appears right? what about not showing the flag until there is a worker inside it? this would not apply for barracks, inn and marketplace like buildings, but could work for the others. buildings without a flag still need a worker.

just some ideas, perhaps it will lead to a good solution for everyone :)
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Kridge

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Crossbowman

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Location: Netherlands (GMT+1)

Post 21 Aug 2012, 14:53

Re: Official KaM Remake Ideas topic

Maybe we can make an option to hide house notification messages? After all it's not critical if some mines are exhausted and some houses have no owners. What about hiding army notifications? You could loose a squad if you forget to feed them.
This one is good. Maybe catagorize in priorities? Like no owners, no mines and army? And why not make a message saying your people are starving :P.
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Lewin

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KaM Remake Developer

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Post 22 Aug 2012, 01:43

Re: Official KaM Remake Ideas topic

The problem with messages is that you end up with a massive pile of them that is impossible to manage. We can improve this in a number of ways:
1. Repeated messages should NOT send a new message, it should make the old one flash again. (e.g. if the house is still unoccupied).
2. Messages should have more information in them, instead of just saying "these troops are hungry, say "these Pikemen are hungry". Not sure how that will work with translations because just inserting "Pikemen" from the troop names might not work in languages where nouns change depending on the circumstance (do any languages even do that? :P) Similarly say "This mill is not occupied" not "This house is not occupied". That should make it much easier to manage messages

Even just those two fairly small changes should make a big difference IMO, most of the message spam is due to repeated messages as far as I've seen.

Other ideas to improve it further:
3. Maybe combine "house not occupied" messages into one message you can't delete that appears at the bottom of the list when there is at least one unoccupied house. It could say: These houses in your village are not occupied: Mill, woodcutter, stables" and the message is updated live as you train the units and disappears when all the houses are occupied.
4. Something similar for troops? (would need a "go to" button next to each group)
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Shadaoe

Knight

Posts: 584

Joined: 28 Jul 2011, 22:00

Website: https://www.youtube.com/user/KaMRemake

Post 22 Aug 2012, 01:58

Re: Official KaM Remake Ideas topic

That'd be great indeed to ass the name of the empty house/hungry troop, because I often have to search a bit when the empty building is near the edges of the map, because the screen doesn't center on it, and it's a waste of time :p
Not sure how this would work with the different languages too, but translators can always come up with a solution, like we do with the kamremake.com translation ;)

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