
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Sword Fighter
Posts: 254
Joined: 01 May 2012, 15:04
Website: http://www.youtube.com/user/krzysiek000
Location: Poland
King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Sword Fighter
Posts: 254
Joined: 01 May 2012, 15:04
Website: http://www.youtube.com/user/krzysiek000
Location: Poland
Warrior
Posts: 126
Joined: 05 Jul 2013, 11:07
KaM Skill Level: Beginner
Location: The Netherlands
Warrior
Posts: 126
Joined: 05 Jul 2013, 11:07
KaM Skill Level: Beginner
Location: The Netherlands
[1] Shortcut keys, buttons, and clicks.
Shortcut Keys
Make shortcut keys for turn troop right/left and group up/form up.
Have a break up all shortcut key (into single leaders). The reason is quite obvious. Have them break into single leaders in a formation they were in before the shortcut key is touched.
For the editor, make the delete key delete a unit and/or make the - 1 unit button delete a single guy if there is only one guy in the group at the time of the clicking.
For the game, have the delete key kill a unit. Many times I created too many laborers, and they were eating from my town like recruits do from the barracks. I'd usually send them to go construct a road in the enemy's town so that he would die. So the delete key should be enabled for practical reasons like this or when, for example, a fisherman has no more fish to catch, why keep him? In addition, it's a faster way to destroy unwanted or useless buildings (like old coal mines). Perhaps we could have the option to "cash in" any unused town unit in the school house to become a serf or recruit instead of killing them (which I just proposed)?
ctrl+z undo the last action. Many times I accidentally split up a troop, fed a troop, etc., when I didn't want to. Add this standard shortcut key to undo just the last action done. For memory purposes, it probably isn't practical to undo an action that was done more than 15 seconds or so before hand. I guess this shortcut key is really only needed for troops AND perhaps if you accidentally place a road X and your laborer has already started digging.
Clicks
Enable the right-click on the group up/form up buttons so that they will either group up or form up to the extreme formations. For example, a single right click on the "form up" button should make even a 5x5 group of bowmen into a single line of 25 bowmen. Similar to how the arrows in the barracks and school houses work.
Buttons
In the location where the storm attack button is for militia, axe fighters, sword fighters, and barbarians, put a "attack ground" button for ranged units. Since the original game, your ranged units could accidentally kill your own soldiers, and so an "attack ground" button would be useful to kill enemy serfs without alarming the AI...this can make a great tactic against the campaigns.
Take out the storm attack button if you don't make them run faster. The purpose of the storm attack is to better your militia, axe fighters, sword fighters and barbarians chances of a storm of arrows fired from ranged units. They run so slow that they get killed most of the time as fast as they would if they were walking. In addition, since the original KaM game, the group commanded to storm attack become disoriented: they run in different directions, some units decide to stop running, and others sometimes don't run at all. This makes storm attack more counterproductive, and I think if it is not going to be developed/corrected, it should be taken out to perhaps allow a vacancy for a new and actually useful button.
Attack button for ranged units:
If you select a bowmen group and left click on the the attack fist button (since the original KaM game) and then click on an enemy troop, it acts as a "move to this troop" instead of "fire at this troop". Either fix this or take this button out. If you fix it, then it can keep beginners, at least, from having to guess how far a bowman must be from his target before he is in range.
[2] Make watch towers more effective.
I cannot stress this enough. I appreciate the fact that in the remake, the recruits throw the stones at a slower rate to perhaps attempt to make their hurls a little more effective. However, at least 40% of the time, a stone hurled at a soldier doesn't kill them, regardless if they are cavalry or not.
[3]Add a turn off option for "your troops are being attacked" vocal notification.
The pointers on the map are plenty enough, especially if you have already heard that your troops on another part of the map (which you are currently not viewing) are being attacked. We're not deaf, hopefully.
[4]Be able to link up same type troops in map editor (including bowmen with cross bowmen, etc.)
It is a natural limitation if you cannot have different troops of the same type not linkable in the editor.
[5]BIG ONE: Only allow ranged units to fire in the direction their facing +/- 45 degrees.
If a bowmen is firing at an enemy troop that makes his way greater than 90 degrees out of the bowman's straight line of sight, the bowmen turns and "follows" the troop until he kills him or he goes out of distance range for the bowman. The problem I have is, after that bowman stops firing at the original troop, he does not return to his assigned facing position. In addition, by allowing the bowman to turn 90 degrees to fire at a troop 90 degrees from his line of sight is, I'm sorry to say, illogical and dangerous. Many a times was I forced to rely on saves because of "stupid bowmen" firing at enemy cavalry troops to their left or right so that the enemy troops would come kill them.
Lastly, the most important benefit of this is for us to have some control over at which angle and at which troop our ranged units are supposed to fire at at a given point in time. Very important, especially for mass fighting.
[6]Crossbowmen and pikemen are useless
I have seen discussion on how crossbowmen reload more slowly than bowmen, but this has always been the case as far as I can remember (that is, in the original game). However, even though the crossbowmen fired more slowly in the original game, if 12 crossbowmen fired at a halted sword fighter, he automatically died. Now, the crossbowmen have to be in a non-traditional formation (not a rectangle or box), etc. in order to accomplish this.
If pikemen die from one strike from the back by a knight or sword fighter, what's the point of them even being in the game? What's the point of having to give them an iron armor? It's a waste. How are they a threat to knights and scouts? Yeah, I think for one-to-one combat, the pikeman has about a 30% advantage over the knight, but if two knights fight a single pikeman, the pikeman almost always dies without killing one of the knights.
[7]Drag and select multiple groups (troops) at the same time.
Either have a drag and select or at least a "hold down ctrl and click on multi-select troops.
[8]Be able to create barbarians
They are in missions 8, 9 and 20 of the Shattered Kingdom campaign, so why not be able to create them?
I didn't like TPR's way of allowing you to create barbarians (I think it was called the town hall building?). My suggestion is to make the blacksmith have the option to create their big axes. Let them cost two iron and 1 coal, and maybe 1-2 wood (make it pricy but still possible to make). Add the barbarian to the right of the sword fighter in the barracks list, since they have the highest attack for that unit type.
Also, I think it's illogical to have "warriors" have the same armor as leather armor when it looks like they are wearing iron armor. Perhaps make warriors have iron armor...to be the costliest troop to make, but most deadliest.
[9]Remove the automatic linkage around the barracks.
Many times, I'm guarding my town, and I want to create a new and separate bowmen group, for example. If I have a group of bowmen near the barracks, they obviously merge. This is problematic. I think the benefits of not having this automatic linkage outweighs whatever advantages the original KaM programmers thought it might.
[10]Automatically sort troops by hunger bar
Obviously if you have hungrier troops than others in the same group, it's best to not have to feed all of them if only some are hungry. I realize that in the remake, the troops who are very full do not get fed, but if they are not 100% full, this can be more of an inconvenience than a benefit. Having the troops automatically sorted by hunger levels will allow the human player to break up the group to feed only the soldiers who need feeding. In addition, this allows the "back end" portion of a group to be disturbed by serfs rather than every hungry troop being in random parts of the group formation.
[11]Perhaps an additional button can be added to all troops' charts regarding SPACING
Say you have hungry bowmen who are currently in combat. If you are able to feed them, then, if they are spaced out one space each, the serfs can walk through the groups without disturbing the formation. I realize of course that if the bowmen are at a 45 degree angle, then they are somewhat spaced apart...this never made sense to me except that the original programmers wanted you to be able to see all troops in the group.
In addition, spacing out bowmen, for example, can be a real advantage for effectiveness in battle: arrows can naturally come in more than one direction at an enemy troop, which obviously makes the troop more vulnerable to projectiles.
Just my 11 cents.
It would be nice if someone could design a layout of ALL KaM Remake key shortcuts including ones you propose.[1] Shortcut keys, buttons, and clicks.
Shortcut Keys
Make shortcut keys for turn troop right/left and group up/form up.
Have a break up all shortcut key (into single leaders). The reason is quite obvious. Have them break into single leaders in a formation they were in before the shortcut key is touched.
It is better to just add "delete this group" button, to avoid unintended mis-click deletes.For the editor, make the delete key delete a unit and/or make the - 1 unit button delete a single guy if there is only one guy in the group at the time of the clicking.
We will probably allow to send units back to school. Gold will not be refunded.For the game, have the delete key kill a unit. Many times I created too many laborers, and they were eating from my town like recruits do from the barracks. I'd usually send them to go construct a road in the enemy's town so that he would die. So the delete key should be enabled for practical reasons like this or when, for example, a fisherman has no more fish to catch, why keep him? In addition, it's a faster way to destroy unwanted or useless buildings (like old coal mines). Perhaps we could have the option to "cash in" any unused town unit in the school house to become a serf or recruit instead of killing them (which I just proposed)?
It is not so easy from games perspective since many actions cause a cascade of events which are hard to reverse. We might make the "feed" button to toggle between order food and cancel order.ctrl+z undo the last action. Many times I accidentally split up a troop, fed a troop, etc., when I didn't want to. Add this standard shortcut key to undo just the last action done. For memory purposes, it probably isn't practical to undo an action that was done more than 15 seconds or so before hand. I guess this shortcut key is really only needed for troops AND perhaps if you accidentally place a road X and your laborer has already started digging.
Seems unnecessaryClicks
Enable the right-click on the group up/form up buttons so that they will either group up or form up to the extreme formations. For example, a single right click on the "form up" button should make even a 5x5 group of bowmen into a single line of 25 bowmen. Similar to how the arrows in the barracks and school houses work.
Accepted, however this will still make the AI to retaliate.Buttons
In the location where the storm attack button is for militia, axe fighters, sword fighters, and barbarians, put a "attack ground" button for ranged units. Since the original game, your ranged units could accidentally kill your own soldiers, and so an "attack ground" button would be useful to kill enemy serfs without alarming the AI...this can make a great tactic against the campaigns.
Storm attack is useful and will remain.Take out the storm attack button if you don't make them run faster. The purpose of the storm attack is to better your militia, axe fighters, sword fighters and barbarians chances of a storm of arrows fired from ranged units. They run so slow that they get killed most of the time as fast as they would if they were walking. In addition, since the original KaM game, the group commanded to storm attack become disoriented: they run in different directions, some units decide to stop running, and others sometimes don't run at all. This makes storm attack more counterproductive, and I think if it is not going to be developed/corrected, it should be taken out to perhaps allow a vacancy for a new and actually useful button.
IIRC this was fixed in latest r5503, archers will shoot enemy instead of walking to him.Attack button for ranged units:
If you select a bowmen group and left click on the the attack fist button (since the original KaM game) and then click on an enemy troop, it acts as a "move to this troop" instead of "fire at this troop". Either fix this or take this button out. If you fix it, then it can keep beginners, at least, from having to guess how far a bowman must be from his target before he is in range.
Towers are much more accurate than 40%. Could you provide some test results plz?[2] Make watch towers more effective.
I cannot stress this enough. I appreciate the fact that in the remake, the recruits throw the stones at a slower rate to perhaps attempt to make their hurls a little more effective. However, at least 40% of the time, a stone hurled at a soldier doesn't kill them, regardless if they are cavalry or not.
you can delete the corresponding WAV file in data\sfx folder. Some times vocal really saves the day if you missed the minimap event[3]Add a turn off option for "your troops are being attacked" vocal notification.
The pointers on the map are plenty enough, especially if you have already heard that your troops on another part of the map (which you are currently not viewing) are being attacked. We're not deaf, hopefully.
Doubt we could do that, because that relies on scripts a lot, there's command ADD_GROUP type and we would not like to overcomplicate it. You can use dynamic scripts to link the groups if you really need to.[4]Be able to link up same type troops in map editor (including bowmen with cross bowmen, etc.)
It is a natural limitation if you cannot have different troops of the same type not linkable in the editor.
They do fir in one direction, but they also track their target automatically, which is a good thing to avoid being flanked. It your case you was just being tricked by AI distracting maneuver, which is a good thing in fact. You could press "halt" to make archers face forward again and shoot at the enemy.[5]BIG ONE: Only allow ranged units to fire in the direction their facing +/- 45 degrees.
If a bowmen is firing at an enemy troop that makes his way greater than 90 degrees out of the bowman's straight line of sight, the bowmen turns and "follows" the troop until he kills him or he goes out of distance range for the bowman. The problem I have is, after that bowman stops firing at the original troop, he does not return to his assigned facing position. In addition, by allowing the bowman to turn 90 degrees to fire at a troop 90 degrees from his line of sight is, I'm sorry to say, illogical and dangerous. Many a times was I forced to rely on saves because of "stupid bowmen" firing at enemy cavalry troops to their left or right so that the enemy troops would come kill them.
Lastly, the most important benefit of this is for us to have some control over at which angle and at which troop our ranged units are supposed to fire at at a given point in time. Very important, especially for mass fighting.
We need more solid data, number of tests.[6]Crossbowmen and pikemen are useless
I have seen discussion on how crossbowmen reload more slowly than bowmen, but this has always been the case as far as I can remember (that is, in the original game). However, even though the crossbowmen fired more slowly in the original game, if 12 crossbowmen fired at a halted sword fighter, he automatically died. Now, the crossbowmen have to be in a non-traditional formation (not a rectangle or box), etc. in order to accomplish this.
If pikemen die from one strike from the back by a knight or sword fighter, what's the point of them even being in the game? What's the point of having to give them an iron armor? It's a waste. How are they a threat to knights and scouts? Yeah, I think for one-to-one combat, the pikeman has about a 30% advantage over the knight, but if two knights fight a single pikeman, the pikeman almost always dies without killing one of the knights.
warriors are already in groups for easier control. Having groups of groups ... sounds unnecessary. (been discussed before)[7]Drag and select multiple groups (troops) at the same time.
Either have a drag and select or at least a "hold down ctrl and click on multi-select troops.
Barbs were a special bonus elite troops in TSK, powerful allies, they were not hireable by intent. We would like to keep it that way.[8]Be able to create barbarians
They are in missions 8, 9 and 20 of the Shattered Kingdom campaign, so why not be able to create them?
I didn't like TPR's way of allowing you to create barbarians (I think it was called the town hall building?). My suggestion is to make the blacksmith have the option to create their big axes. Let them cost two iron and 1 coal, and maybe 1-2 wood (make it pricy but still possible to make). Add the barbarian to the right of the sword fighter in the barracks list, since they have the highest attack for that unit type.
Also, I think it's illogical to have "warriors" have the same armor as leather armor when it looks like they are wearing iron armor. Perhaps make warriors have iron armor...to be the costliest troop to make, but most deadliest.
Automatic linking should happen only when new troops come out of the Barracks. Ay existing groups should not be affected. If that happens - that is a bug, please provide exact scenario of how it happens. So we could fix it.[9]Remove the automatic linkage around the barracks.
Many times, I'm guarding my town, and I want to create a new and separate bowmen group, for example. If I have a group of bowmen near the barracks, they obviously merge. This is problematic. I think the benefits of not having this automatic linkage outweighs whatever advantages the original KaM programmers thought it might.
How do you propose to handle this from UI perspective?[10]Automatically sort troops by hunger bar
Obviously if you have hungrier troops than others in the same group, it's best to not have to feed all of them if only some are hungry. I realize that in the remake, the troops who are very full do not get fed, but if they are not 100% full, this can be more of an inconvenience than a benefit. Having the troops automatically sorted by hunger levels will allow the human player to break up the group to feed only the soldiers who need feeding. In addition, this allows the "back end" portion of a group to be disturbed by serfs rather than every hungry troop being in random parts of the group formation.
We considered troop formations button and we might actually implement it some day[11]Perhaps an additional button can be added to all troops' charts regarding SPACING
Say you have hungry bowmen who are currently in combat. If you are able to feed them, then, if they are spaced out one space each, the serfs can walk through the groups without disturbing the formation. I realize of course that if the bowmen are at a 45 degree angle, then they are somewhat spaced apart...this never made sense to me except that the original programmers wanted you to be able to see all troops in the group.
In addition, spacing out bowmen, for example, can be a real advantage for effectiveness in battle: arrows can naturally come in more than one direction at an enemy troop, which obviously makes the troop more vulnerable to projectiles.
Good to read from you. I hope you can elaborate on highlighted itemsJust my 11 cents.
2. Tests are no different from the game (if you rig them properly). I'm sure towers are more than 60% accurate. maybe you can make a MapEd map with 80 towers against mighty 400 army and see how many get to the other side.
5. Anyhow, in both situations/ways you need to look after your troops, either by asking them to rotate or by forbidding. Sounds like the same.
7. Don't split into a single leaders thenThat is not an encouraged tactic.
9. Sounds like the way it was intended - new warriors autolinks to nearest group within 8? tiles. Otherwise troops would exit Barracks unlinked at all. Maybe we can reduce that distance to 4-5 tiles?
Return to “Ideas / Suggestions”
Users browsing this forum: No registered users and 1 guest
Powered by phpBB® Forum Software © phpBB Group Designed by ST Software |
![]() |