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Official KaM Remake Ideas topic

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thunder

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Post 15 Nov 2012, 16:35

Re: Official KaM Remake Ideas topic

Hi!

I dont know exactly is the condition same to the health point?
In battles ive never seen that change. Conditions show how much time left to the next eating(Do the soilders have longer(45mins?) time then the citizens(12mins)?).
Sometimes good to know our soilders health point.
(Exp:-This sword man isnt 100%HP but he can alive even 15bowman shutting...)

Maybe Hp is total unnecessary, but sometimes i think good to know our soldiers state.

t
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FeyBart

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Post 15 Nov 2012, 18:04

Re: Official KaM Remake Ideas topic

(...)
We have a program called the RXXPacker that generates .rxx files from a specific folder structure. We started work on an RXX editor but never finished it. It looks like we forgot to put a button in the game to export the tileset, so you can download them from our Google code repository using TortiseSVN (or just SVN if you prefer). Install it them make a new folder, right click on it, click SVN Checkout and put the URL as:
http://castlesand.googlecode.com/svn/tr ... esource/7/
It will fill up the folder with the tileset images as PNGs. You can then make a new folder in your KaM Remake folder called "sprites". Put the tileset PNGs you checked out into this folder and the game will overload the tileset from there. You can then edit the images and when you restart the game it will use them. This will work for the in-game editor too. It won't work for Krom's editor.
Thanks, I'll try that. I guess PNG images are the easiest and best choice to use for the sprites, yeah.
Adding to Lewins reply: RXXEditor tool is almost working, but indeed, using Sprites folder for most of the modding tasks is much more convenient.

You would want to make an RXX pack only in case of many files, that will improve their loading speed (cos each separate PNG file needs time to be accessed on HDD and unpacked into RGB array for GPU, in RXX images are already in right format for GPU).
Well, that explains that part. I guess I will try it, and see if I can get it to work. Shouldn't be too hard, I suppose.

Thanks a lot, sorry for my impatience. :P
Hi!

I dont know exactly is the condition same to the health point?
In battles ive never seen that change. Conditions show how much time left to the next eating(Do the soilders have longer(45mins?) time then the citizens(12mins)?).
Sometimes good to know our soilders health point.
(Exp:-This sword man isnt 100%HP but he can alive even 15bowman shutting...)

Maybe Hp is total unnecessary, but sometimes i think good to know our soldiers state.

t
An HP bar has been proposed before, but I think it got rejected, as people didn't find it realistic enough. In real life, you don't see a giant bar floating on top of the heads of soldiers either. Besides, I don't think it would really fit the game.
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Krom

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Post 15 Nov 2012, 18:11

Re: Official KaM Remake Ideas topic

@Thunder: That was rejected. No visible hitpoints is one of the KaM specialties ;)
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thunder

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Post 15 Nov 2012, 19:13

Re: Official KaM Remake Ideas topic

Little history. I didnt know it. ;)
Thank you!
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Nissarin

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Post 16 Nov 2012, 02:44

Re: Official KaM Remake Ideas topic

Random ideas.. continued. :)

Improve separate troops command. Currently when the "banner" is made up from different units this command will split those units by their types, I think that most of the time it's not the desired effect, e.g. when using mix of militia/axeman or xbows/bows. It would be nice to have two commands available instead, one for splitting the troops into smaller groups and an another one for separating units by their types. This can be achieved by some ugly UI hacks (left/right mouse button, mod key) or ideally by introducing another button.

Production selection button. The idea is to have additional check boxes besides the quantity in buildings which support those (weapon/armor production). Most of the time you want to make those non stop and you don't care about limited resources (at least that's the case with "wooden" weapons) but from time to time you might want to adjust the production, spamming mouse clicks on several buildings is a bit annoying, especially if you have an army to worry about at the same time.
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Krom

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Post 16 Nov 2012, 05:41

Re: Official KaM Remake Ideas topic

@Nissarin:

1. That would be probably rejected as too much micro.

2. We might add a Shift or Ctrl +Click into certain situations to set +100 at once. Placing +200 - +300 order is almost the same as infinity in KaM.
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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Nissarin

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Post 16 Nov 2012, 09:52

Re: Official KaM Remake Ideas topic

1. That would be probably rejected as too much micro.
I've to disagree, right now we have too much micro, because splitting mixed units means additional work, so in practice it's best to keep different types separated from the beginning but it's not so easy if train the at the same time.
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Ben

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Post 16 Nov 2012, 17:01

Re: Official KaM Remake Ideas topic

Random ideas.. continued. :)

Improve separate troops command. Currently when the "banner" is made up from different units this command will split those units by their types, I think that most of the time it's not the desired effect, e.g. when using mix of militia/axeman or xbows/bows. It would be nice to have two commands available instead, one for splitting the troops into smaller groups and an another one for separating units by their types. This can be achieved by some ugly UI hacks (left/right mouse button, mod key) or ideally by introducing another button.
I don't think that this is really that important, in my opinion. I agree with Krom: it's just too much micro, not to mention that we would need to make another button. For that matter, there really isn't any room for it either.
Production selection button. The idea is to have additional check boxes besides the quantity in buildings which support those (weapon/armor production). Most of the time you want to make those non stop and you don't care about limited resources (at least that's the case with "wooden" weapons) but from time to time you might want to adjust the production, spamming mouse clicks on several buildings is a bit annoying, especially if you have an army to worry about at the same time.
On the other hand, this would be great. However, like I said before: another button and no room for it. Krom's idea is much better: shift+click adds 100.
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Lewin

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Post 17 Nov 2012, 08:15

Re: Official KaM Remake Ideas topic

I think we will eventually revamp the army controls a bit, given that the move and attack buttons are disabled and useless unless you have no right click, we should really remove them and redo the layout maybe with some extra features like aggression (sets whether your soldiers engage nearby enemies)

As for placing orders are smithies/workshops, we had an idea to have two options there, one you would set fixed amounts of what you want made, and the other where you set percentages (e.g. I want 40% bows, 10% lances, 50% axes). I still like that idea although I'm not sure how we can fit it into the interface in a way that's easy to use and doesn't create another of Krom's buses.
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Argo

Post 17 Nov 2012, 12:50

How about adding a chat in a server-choose window so players could talk to each others, make appointments or sth.
I, for e.g., wanted to use it to ask if anyone fancy a quick tactick game, so i wouldn't have to wait for hours to find out if someone do.
The second idea is to make some kind of fiends/vip list with an information if person is offline/online/playing/lobby (with possibility to join same server)/free (not playing and not in lobby).
The third is to implement a possibility to chat over microphone via KaM, not via TS. For example you press a F12 key and you talk, so than everybody in team hears you. This will be great if you don't have to do all this things to connect to TS server where other players in your team are and bla, bla, bla...
I think this things will help us to create some kind of community via KaM. What do you think?
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Nissarin

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Post 17 Nov 2012, 14:41

Re: Official KaM Remake Ideas topic

As for placing orders are smithies/workshops, we had an idea to have two options there, one you would set fixed amounts of what you want made, and the other where you set percentages (e.g. I want 40% bows, 10% lances, 50% axes). I still like that idea although I'm not sure how we can fit it into the interface in a way that's easy to use and doesn't create another of Krom's buses.
Percentage would be great if you could set it globally for every workshop in one place - similarly to "distribution of wares" - and get rid completely of such controls in workshops. However there might be some problems with iron, since it's limited resource sometimes you want better control on how many weapons/shields gets produced but I like the idea anyway :)
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Lewin

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Post 18 Nov 2012, 00:32

Re: Official KaM Remake Ideas topic

How about adding a chat in a server-choose window so players could talk to each others, make appointments or sth.
I, for e.g., wanted to use it to ask if anyone fancy a quick tactick game, so i wouldn't have to wait for hours to find out if someone do.
The second idea is to make some kind of fiends/vip list with an information if person is offline/online/playing/lobby (with possibility to join same server)/free (not playing and not in lobby).
The third is to implement a possibility to chat over microphone via KaM, not via TS. For example you press a F12 key and you talk, so than everybody in team hears you. This will be great if you don't have to do all this things to connect to TS server where other players in your team are and bla, bla, bla...
I think this things will help us to create some kind of community via KaM. What do you think?
We'd like to implement a global chat in the server selection menu. It needs to be hosted somewhere, and we could probably use IRC or some known chat protocol for that rather than all the effort to invent our own.
Chatting over the microphone is complicated but I agree would be very cool. I think you really need to use UDP for chat (we use TCP for game data) so maybe the game would need to have two connections to the server. I'm also not sure how to stream microphone audio and play it back on the other end. But it would be really great to have that as a feature because using TeamSpeak is not that convenient and if it was built into the game I think a lot more people would use it (I use microphone chat in some other games and really like it).
Percentage would be great if you could set it globally for every workshop in one place - similarly to "distribution of wares" - and get rid completely of such controls in workshops. However there might be some problems with iron, since it's limited resource sometimes you want better control on how many weapons/shields gets produced but I like the idea anyway :)
I'd rather make it different for each workshop I think so it's consistent. The idea is to have both systems side-by-side so for each workshop you can choose whether you want to use percentages (20% lances 80% bows) OR fixed numbers (143 shields, 23 armour).
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Ben

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Post 19 Nov 2012, 17:21

Re: Official KaM Remake Ideas topic

I thought of something the other day. I was wondering about you people's opinion would be on it.

Earlier in development, the monastery was being considered being added for a "shelter" for your serfs when being attacked. Thus, if a enemy army was marching through your city, all of your serfs would march into the monastery if ordered to do so. The idea was rejected. I think it was because it would take too much time and that it wouldn't be used enough to make building it worth the cost.
Anyway my point: I was wondering if anyone considered adding the ability to just ring a "town bell" like in Age of Kings. Instead of your serfs running to the monastery, what if they just ran into the nearest building? It might be strange to have serfs hiding in a butcher's shop, but this might actually be very useful if there are enemy soldiers in your base. If your ally helped you repel the invasion, then you wouldn't have to spend ~80 gold + 30 minutes to rebuild your work force. The "Town Bell" could be a button in the townhall/monastery, but perhaps it would be best to just add it to a different building. Maybe the schoolhouse?

Just wondering what you guys think.
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vojta_f

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Militia

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Post 19 Nov 2012, 23:46

Re: Official KaM Remake Ideas topic

yes,yes,yes great idea,game gets another strategic element
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Lewin

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Post 20 Nov 2012, 04:53

Re: Official KaM Remake Ideas topic

Hmmm on the other hand that actually REMOVES a strategic element because you can kind of call it a strategy to break into your enemy's village with a few troops (while he's distracted fighting somewhere else) and kill some of his citizens to damage his economy. If you could make all your citizens hide that strategy wouldn't really be possible. I think if there was a feature like this it would need some cost to having it (e.g. building a bell tower), but even so I'm not sure it would add to the game.

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