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Official KaM Remake Ideas topic

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thunder

User avatar

Moorbach's Guard

Posts: 1044

Joined: 15 Apr 2012, 12:11

KaM Skill Level: Fair

Location: In the Market

Post 08 Apr 2016, 10:30

Re: Official KaM Remake Ideas topic

Hi,
Spectators could use only the spectator chat window.
Limiting messages of spectators as like on forum mini chat.

The actul system gives lots of possibilities to destroy games by specs:
-unnecesarry chat spamming
-helping other players without vision by enemy players to what attack, what is in other players cities etc...
-giving hints
-giving false informations
-annoying players
-disrespect unfair behaviors.




PS:I'm really sorry to did that ragequit. (My first real ragequit under the 4 years....) But he did not stop with spamming after my ALERT and not left the game so I did.
Thank you to broke one of my game!
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equalizer

Vagabond

Posts: 99

Joined: 02 Apr 2015, 14:34

KaM Skill Level: Average

Post 09 Apr 2016, 22:47

Re: Official KaM Remake Ideas topic

thats just bad.

bad.
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Mithrellas

Recruit

Posts: 32

Joined: 05 Apr 2016, 10:37

KaM Skill Level: Skilled

Location: The Netherlands

Post 14 Apr 2016, 10:51

Re: Official KaM Remake Ideas topic

New units?
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Totengraeber

Woodcutter

Posts: 15

Joined: 23 Feb 2014, 21:02

KaM Skill Level: Average

Post 10 May 2016, 20:29

Re: Official KaM Remake Ideas topic

New units?
No, there r still units in the game to make use of :P

I have another balance idea.
Since the shield patch, swordman and axefighter have a bonus against ranged. And xbows r hardly used in MP.
So how about giving the xbows the possibility to pierce (ignore) that shield? This might bring back the possibility to go axe/xbow instead of sword/bow, or all mixed :lol:
You could also give the xbow only a 50% chance to pierce, if 100% is too strong.
In Theory 30 bows+20 swords should be as strong as 22axe+30 xbows.
I know this is hard to balance just a suggestion :wink:

Edit: Lategame xbows would become really strong then....mmm
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sado1

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Council Member

Posts: 1430

Joined: 21 May 2012, 19:13

KaM Skill Level: Skilled

Post 10 May 2016, 21:11

Re: Official KaM Remake Ideas topic

I don't know, I feel like the balance is almost right and if there are any problems, then xbows are not a part of it. I have no idea about the randoms (frankly, last time I checked the army combo used was not important because everyone plays Cursed and makes 100 towers each), but in our TS games xbows have their place in the games. It's very map dependent though, basically if you have enough space and enough xbows, they will kill a lot, especially when the enemy depends on knights and swordmen much. Of course, it's hard to push with crossbows, too, but I disagree that the unit is completely useless. If you're looking for such an unit, better think about scouts :P Scouts have all the disadvantages of the units they remind of - just like with the knight, you need to produce a horse for it (making it very expensive), and like the axe, you get a unit that dies like a fly under bowmen fire :D Knights are nice because they're good for dancing, flanking shooters and tanking; neither of which can a scout do... And axemen are cheap enough to be spammed; did you ever see someone spamming scouts? Look at the numbers in the scout challenge topic; even if someone makes 50 scouts at PT, they will all die as soon as someone shoots them... maybe their shield boost against shooters should be very powerful to make them equal to knights when getting shot, so they can be used for dancing? I don't think anyone ever had this idea...


Note: this game development is dead, don't expect too much to happen in this area. We need to wait a year or two and then we can start balancing the upcoming game from Krom :P
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Esthlos

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Knight

Posts: 676

Joined: 23 Jun 2013, 16:02

KaM Skill Level: Beginner

Post 10 May 2016, 22:28

Re: Official KaM Remake Ideas topic

So how about giving the xbows the possibility to pierce (ignore) that shield?
They already do (more precisely: they ignore 75% of the bonus).
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Totengraeber

Woodcutter

Posts: 15

Joined: 23 Feb 2014, 21:02

KaM Skill Level: Average

Post 11 May 2016, 15:39

Re: Official KaM Remake Ideas topic

They already do (more precisely: they ignore 75% of the bonus).
Ok didnt know that, forget my point then. :P
Of course, it's hard to push with crossbows, too, but I disagree that the unit is completely useless.
Sry I never thaught nor said their completly useless :lol:
maybe their shield boost against shooters should be very powerful to make them equal to knights when getting shot, so they can be used for dancing? I don't think anyone ever had this idea...
I actually like that idea, this could give the scout a place in the game as a "dancer" and knight would be the heavy combat weapon, they already are.
It would also enchance the scissor, paper, rock principle of KaM, as scouts should be an antirange unit... (H)

Other thing I thaught of, why does the babarian has 1 armor? In TSK they had 0 if I remember correctly. In TPR with the introduction of the warrior the babarian got the 1 armor, which makes them the same unit. I would like to get that armor removed, so they could get different units again. It just seems wrong to me that that naked guy has as much armor as the leather units. I know this is not important for MP, but in SP the babarian has his space and uses. :rolleyes:
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Bence791

Knight

Posts: 618

Joined: 20 Jul 2012, 20:25

KaM Skill Level: Beginner

Location: Hungary

Post 06 Jun 2016, 13:31

Re: Official KaM Remake Ideas topic

As Lewin said a very long ago, the signs on the troop images in the original game aren't entirely "correct". And by that i mean they don't reflect actual truth, nor does the wikipedia. As far as I know they are just as durable as a scout in melee combat (not against ranged because of the shield patch ;) ) since they have 2 armor and 4 hit points. I think the fact that they have the highest attack power (75 to be precise) out of all melee units puts them into the "native rager" position they should always be at. If you reduced their armor to 1, that would mean they'd become straight up useless (and I know they are SP only). Imagine them falling like flies to crossbows and even archers (they have a 120% (so 100% :D) and a 60% chance to deal 1 point of damage per hit to militia, respectively). Even if it looks unnatural, I think it's the way it should be :)
The Kamper is always taking my colour!

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lolslayer

Woodcutter

Posts: 16

Joined: 19 Jul 2016, 18:01

KaM Skill Level: Average

Post 19 Jul 2016, 18:38

Re: Official KaM Remake Ideas topic

A suggestion for the map editor:

What about a method where you can define a height, whenever you change the height it will always be excactly the height you defined. This will come handy when creating walls that need to have the same height everywhere

Also, why isn't there a way to alter the height of one tile only? When defining the brush size it skips from 1x1 to 3x3 immidiatly
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Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 20 Jul 2016, 05:45

Re: Official KaM Remake Ideas topic

I would just recommend using the terrain equalizer tool alongside copy/paste. It should have a very similar effect as the idea you have.
As for your second point, I suppose it's because of the way elevation is rendered in the game. There is never an undefined slope in terrain; the graphics design just wouldn't be able to handle it properly.
I used to spam this forum so much...
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lolslayer

Woodcutter

Posts: 16

Joined: 19 Jul 2016, 18:01

KaM Skill Level: Average

Post 20 Jul 2016, 08:11

Re: Official KaM Remake Ideas topic

I would just recommend using the terrain equalizer tool alongside copy/paste. It should have a very similar effect as the idea you have.
As for your second point, I suppose it's because of the way elevation is rendered in the game. There is never an undefined slope in terrain; the graphics design just wouldn't be able to handle it properly.
It's still not really feasable for a wall with a flat ground of 1 thick, and to bad about the render part :/
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kocsis1david

Crossbowman

Posts: 204

Joined: 12 Mar 2011, 23:00

KaM Skill Level: Skilled

Location: Hungary

Post 20 Jul 2016, 09:57

Re: Official KaM Remake Ideas topic

Currently these square brushes are available for elevation:
  Code:
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
But there is no brush like this:
  Code:
* * * *
I think this is what lolslayer meant, I don't see why a brush like this couldn't be added.
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lolslayer

Woodcutter

Posts: 16

Joined: 19 Jul 2016, 18:01

KaM Skill Level: Average

Post 20 Jul 2016, 10:31

Re: Official KaM Remake Ideas topic

Currently these square brushes are available for elevation:
  Code:
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
But there is no brush like this:
  Code:
* * * *
I think this is what lolslayer meant, I don't see why a brush like this couldn't be added.
Excactly!
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Ben

User avatar

Former Site Admin

Posts: 3814

Joined: 08 Jan 2009, 23:00

Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 21 Jul 2016, 06:45

Re: Official KaM Remake Ideas topic

Ah! I didn't realize. My mistake, it's been a long time :)
I used to spam this forum so much...
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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 21 Jul 2016, 07:24

Re: Official KaM Remake Ideas topic

File an improvement request on kamremake github please.
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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