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Ideas - New Units and Buildings (Brainstorming)

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GreatWhiteBear

Knight

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Location: The Netherlands

Post 08 Feb 2012, 07:13

Re: Ideas - New Units and Buildings (Brainstorming)

see it as a summarization.
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The Dark Lord

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King Karolus Servant

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Location: In his dark thunderstormy castle

Post 09 Feb 2012, 19:13

Re: Ideas - New Units and Buildings (Brainstorming)

I like the interactive lines for workers, nice idea. :)
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Kridge

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Crossbowman

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Joined: 25 Dec 2010, 23:00

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Location: Netherlands (GMT+1)

Post 11 Feb 2012, 14:24

Re: Ideas - New Units and Buildings (Brainstorming)

I think I don't have to add my opinion to the list, I agree with The Dark Lord, SirCabbage or caykroyd. Mix these up and you have my opinion.

There's only one thing that I think could work:
You COULD merge the tavern idea with the inn. So nothing changes, exept for the fact that you can here some interactive (intel) lines. See it as an add-on on the interactive lines for workers. It adds something and it makes the game a little more exiting in my opinion. So in this case i agree a little with Krom too.

Anyway, that was my addon. I have had no other ideas, but I think when all the ideas that we are discussing now (mostly coming from SirCabbage) we can be happy, at least I am.

For the implementation of the new ideas: (new version of the remake etc..)
Maybe make it easier for people who only want to play without the new ideas: make a checkbox in the settings tab of the main menu where you can change your 'opinion': x with new functions/o without new functions.
And when new functions are disabled, for example, you can only play the campaigns that have nothing new (other campaigns aren't shown). This is the same for single player maps. In multiplayer, you should have a similar checkbox in the lobby and this choice is visible in both lobbies (general and game). Host does this setup as well.
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SirCabbage

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Recruit

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Joined: 01 Feb 2012, 11:05

Location: Australia

Post 11 Feb 2012, 21:43

Re: Ideas - New Units and Buildings (Brainstorming)

>_> I want to come up with more- but I feel like ive already made too many for now. I want to see some actually be implemented. Especially the carts ;-; But with every idea my carts become further away from happening >_>
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GreatWhiteBear

Knight

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Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 11 Feb 2012, 22:07

Re: Ideas - New Units and Buildings (Brainstorming)

Inn should also be to spread rumors
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 11 Feb 2012, 22:43

Re: Ideas - New Units and Buildings (Brainstorming)

Inn should also be to spread rumors
isn't that what kridge said??
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 11 Feb 2012, 23:13

Re: Ideas - New Units and Buildings (Brainstorming)

no, he said to view rumors.
my idea is that you see rumors, some real, some made up by other players.
pretty different
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SirCabbage

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Recruit

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Location: Australia

Post 14 Feb 2012, 22:53

Re: Ideas - New Units and Buildings (Brainstorming)

I still dont really get the point of a rumour building. I see how it would work (as I have stated above) but I dont really see as much point in it. At least till we get fog of war anyway.
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Krom

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Knights Province Developer

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Location: Russia

Post 15 Feb 2012, 05:17

Re: Ideas - New Units and Buildings (Brainstorming)

From the top of my head - in campaign or single mission the rumors can say when next AI attack is gonna happen.
Knights Province at: http://www.knightsprovince.com
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Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Kridge

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Crossbowman

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Location: Netherlands (GMT+1)

Post 15 Feb 2012, 08:42

Re: Ideas - New Units and Buildings (Brainstorming)

Like Krom said, that would be nice.
Though, you know when the ai is attacking, because the game almost freezes :P
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dicsoupcan

Moorbach's Guard

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Joined: 12 Feb 2012, 21:36

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Post 15 Feb 2012, 11:40

Re: Ideas - New Units and Buildings (Brainstorming)

My games does not freeze :O so it would be nice if the inn could spread the rumor(even though it might be fake)
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Lewin

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KaM Remake Developer

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Post 15 Feb 2012, 12:20

Re: Ideas - New Units and Buildings (Brainstorming)

My games does not freeze :O
It depends on the mission and the number of units the AI has. When the AI starts attacking it uses a huge amount of CPU, I think in pathfinding by ordering the attacks over and over... haven't got around to fixing it yet.
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Remake 2012

Knight

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Joined: 28 Jan 2012, 08:17

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Location: Poland

Post 18 Feb 2012, 08:06

Re: Ideas - New Units and Buildings (Brainstorming)

Hello ! I have Great Idea ! Great! Check this:

Swamp that we have in the game, a little change:
- Units may go after him, but go slowly (!) but...
But let the speed of each unit varies in the range 40-80% (and is always random)

other:

- Add the possibility of a mixed combination (but that's Manual) [A not immediately when they leave the fortress *]
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GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 18 Feb 2012, 10:02

Re: Ideas - New Units and Buildings (Brainstorming)

Hm, not sure maybe, but there should be unwalkable swamp tiles too.
Anyway, I was also thinking about giving units slower movement when they go up hill and raise movement speed when going down hill.
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Remake 2012

Knight

Posts: 475

Joined: 28 Jan 2012, 08:17

KaM Skill Level: Average

Location: Poland

Post 18 Feb 2012, 11:11

Re: Ideas - New Units and Buildings (Brainstorming)

Hm, not sure maybe, but there should be unwalkable swamp tiles too.
Anyway, I was also thinking about giving units slower movement when they go up hill and raise movement speed when going down hill.
Yes I gree !

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