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Town Hall

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TiToGamerTG

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Post 18 Jan 2018, 09:45

Town Hall

Will you add the Town Hall to the next update Kam Remake?
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thunder

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Moorbach's Guard

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Post 18 Jan 2018, 14:18

Re: Town Hall

Will you add the Town Hall to the next update Kam Remake?
:D
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Ben

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Former Site Admin

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

Post 19 Jan 2018, 03:59

Re: Town Hall

Will you add the Town Hall to the next update Kam Remake?
At the moment, it is included in the beta testing. In my opinion, it's very likely that the town hall units will be trainable in the next version. It's still a bit "in the air" (that is, we are unsure) on how exactly they will be trained. Currently, they are trained with gold at the town hall, and that seems like the most likely implementation.
I used to spam this forum so much...
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cdfbr

Farmer

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Post 05 Feb 2018, 04:24

Re: Town Hall

As long as it can be turned off during mp its all good :)
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Esthlos

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Post 05 Feb 2018, 12:04

Re: Town Hall

In my opinion, it's very likely that the town hall units will be trainable in the next version.
It would be nice!

Question: would it be too strong if Town Hall units made their own weapons?
i.e. a recruit enters, serfs bring in 2 wood and 2 iron, and after a long time a Barbarian pops out?
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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HellFriend

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Joined: 20 Jul 2017, 10:32

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Post 05 Feb 2018, 12:41

Re: Town Hall

i dont think that is so strong. barbar which is strong as swordman but -1 armor cost 5 gold. if you want create army with 20 barbars you need 100 gold and you have still only 20 units. is more practical create weapon and train classic units. ton hall is good in critical defensive as last chance to win game but not for full-fledged attack
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thunder

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Moorbach's Guard

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Post 05 Feb 2018, 20:36

Re: Town Hall

I had a dream last night ...a vision ...a saw world full of rebels...Everybody was fighting, screeming loud... they were just there n drinking blood... it was true...it was on the battleground...They lived for the gold...
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Jeronimo

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Knight

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Joined: 24 Feb 2011, 23:00

Post 08 Feb 2018, 04:19

Re: Town Hall

I suggested in another topic, that units coming out from townhall could have only 2 mins life condition, since rebel costs 1 gold, a legit tactic could be to have 1 TH by the end of PT and train these guys to explore the map-> rebel will eventually die from hunger or engaged by a knight.
Respect barbarians, you can train them at 5 gold but be forced to use 1 food to keep them alive (only 2 mins life at start).
Another tactic is using TH for let's say, have a pack of feeded vagabonds (3 gold each one + 1 food)-> fast moving alternative for those who don't go to stables and want a "pack of hunters" to use against isolated small groups/units.

It will certainly not be main strategy to spam townhalls, but it could see play due the 3 examples mentioned above.
KaM Skill Level: Jeronimo
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thunder

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Moorbach's Guard

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Post 09 Feb 2018, 11:14

Re: Town Hall

Well Jero,
Based on this goldchest feeding and/or shorter lifetime theory I could imagine similar as like a shorter lifetime and they could stay alive/feed only with wine. In this case a not frequently used type of ware could get a very good reason to build. So the Timber would be also very important ware next to the goldchest.
Personaly I would say 2 minutes is very short time, on some maps its even not enough to walk to the other side. Be 5-8minutes and can feed TH units only with vine. This time is also not enough to camping so would have to act as fast as possible.
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Jeronimo

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Knight

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Post 09 Feb 2018, 15:36

Re: Town Hall

It can be scripted for a test, if it looks okay for multiplayer balance, Rey might implement it.
For example, use OnWarriorEquipped and set that unit condition level to X minutes if its type is TH unit.
Last edited by Jeronimo on 31 Mar 2018, 04:36, edited 2 times in total.
KaM Skill Level: Jeronimo
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Archer90

Peasant

Posts: 2

Joined: 10 Feb 2018, 14:12

Post 10 Feb 2018, 14:20

Re: Town Hall

The game is fine, just leave it as is and create some more maps/campaigns. As everyone can agree the biggest issue in this game is the community, getting a game to start can be one of the most frustrating things sometimes.
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AdamTkac

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Post 07 Jan 2021, 12:35

Re: Town Hall

Is there still no townhall and siege workshop in multiplayer? or am I having a bad version?
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thunder

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Moorbach's Guard

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Post 10 Jan 2021, 18:58

Re: Town Hall

Hi,

You are looking for r12485++ versions.

Quoted from Teamspeak channel KamTs.eu server:

'
https://bit.ly/kmr-r12485

KMR Beta r12485

Citizens stop walking to the Inn if it was destroyed

Changes in game save:
- greatly reduced save time, its about 3 times faster now.
- fixed huge lag after end of PT (up to couple of seconds)
- fixed lag when go to lobby or stop the game
- compress .sav and .bas save files
Overall all save files are compressed and made by asynch thread

Game settings changes:
- game settings are saved in XML format
- move settings into %MYDOCUMENTS%/My Games/Knights and Merchants Remake/ folder, so they will be reused between game versions
- split all settings into server settings (in the .ini file) and game settings (in the .xml file)
- move hotkeys into the settings, reused between versions as well

Added hotkeys to control sound/music volume, mute, music shuffle
Added support for multimedia keys on keyboard
Fix some keys were caught by KMR app and other apps could not handle them (f.e. keyboard media keys)
Fix game sound could not recognise new device, so music and sounds could be heard on different devices
RMG minor fixes
Rename script util functions RoundToUp / RoundToDown to CeilTo / FloorTo. Add RoundTo and TruncTo util functions
Options menu: set default resolution to currently used resolution in OS
Fix campaign video / music / briefing audio interaction
Set starting video as upscaled version of TPR Logo video
Campaign builder is no longer need any dll's
Updated Overbyte to version 8.64 with better support of Delphi 10.4 Sydney
Its not allowed to change speed pace setting from the KaM Remake Settings file

Fixes for TPR / TSK: do not block pigs delivery to AI storehouse on TSK04. Minor fixes for mines placement on TSK14, TPR09, TPR 12
Minor fixes to coop maps TSK09 and TPR03 by @andreus
'

Best Regards,
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emijavi1

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Joined: 22 May 2017, 03:30

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Post 02 Jul 2021, 15:16

Re: Town Hall

Buenos dias , ¿cual es la ultima version? ¿todavia es beta ?

saludos
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Krom

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Knights Province Developer

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Location: Russia

Post 05 Jul 2021, 07:21

Re: Town Hall

Buenos dias , ¿cual es la ultima version? ¿todavia es beta ?

saludos

You do not seem to read the message I wrote you in PM.
Once again - please post in the appropriate topics in the appropriate language.
Regarding your question - check the Discord - https://discord.gg/UkkYceR
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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