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Re: Official KaM Remake Ideas topic

PostPosted: 19 Aug 2013, 21:24
by Skypper
very interesting idea :)
worth considering i think
but who is gonna make the sprites?

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2013, 05:47
by Bence791
Well, it is still too cheap... What does it cost? Let's count in trunks. The tower itself costs 4,5 trunks (assuming you have no stones left, you can trade 1 axe --> 3 stones). Lategame (meanwhile on the good, balanced maps..), you won't have any source of iron ore except for the market. You can trade wooden shields for iron ore and coal and produce iron bars. So it's actually 2 shields --> 1 iron bar (instead of 3 shields ---> 1 iron bar). Now the price is: 12 trunks. I guess it's too cheap for a tower with a deadly ballista (because it is accurate as sh*t), not to mention it shoots farther than the original tower. And:

cmowla wrote:
[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.

That argument is pretty invalid. If you really think they are useless, then I suggest you to make axefighters to prevent knights from flanking your archers. SP is nothing compared to MP. And I guess it wasn't 2 knights vs 1 pike, but rather 2 knight + 30 ranged soldiers. Which is pretty different imo (try xbow vs pike, 7 xbows should take out that approaching pike without any problems...). If it was 2 + 30 vs 2, then I am sure the pikes would take out at least 3 of your knights. Yes, now they become useless to be used as a meat shield... Same for xbows. They are still very powerful, the reason why they are so underused is the fact that swordfighters are the easiest (strong) melee to mass and there is no "spare" iron to make xbows.

If pikemen die from one strike from the back by a knight or sword fighter
I LOL'd so hard :rolleyes:

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2013, 07:50
by WhiteWolf
I think 1 ballista on top is enough since it fires 1 hit / 1 kill (60% accuracy ?)

I don't really get the 'invisible shield idea'. Wouldn't it be better to just give the ballista 3 HP ?

The option to move a ballista upstairs should be automated, if the carpenter has a ballista and there isn't one on top, he automatically moves it upstairs.

Beside that, the reason why the siege weapons were removed was because they magically seem to operate on their own.. This tower needs a recruit (or 2) to operate the ballista and these recruits get hungry too.. (so add that they walk to the inn or add that you can feed them like the rest of your army)
If pikemen die from one strike from the back by a knight or sword fighter

I LOL'd so hard :rolleyes:
Pretty rude.. just because someone thinks different than you doesn't mean you should laugh at his thoughts >.<

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2013, 09:21
by cmowla
The tower was just an idea. Whatever adjustments need to be made can be made, but I doubt it will get implemented. I just wanted to get it off my mind.

Re: Official KaM Remake Ideas topic

PostPosted: 20 Aug 2013, 10:00
by Bence791
What is funny? Well, that he can't die of 1 strike from behind since he has 3 health points (not to mention 3 strikes aren't "necessarily" enough for it, 275/3=91,6%, so it can be more), and a strike can maximally deal 1 damage (except for the ballista, but thats another story). I guess you should know it after playing the game for 15 years.

Yes, I know I'm so young, but note that I have also been playing this game for 10 years now (with many and long breaks, but whatever). In TSK and TPR, melee fight had much bigger "role". I dont know why exactly, but take TSK1 as example. You know, you get 10 axefighters on that bridge at start. In the original game, I used to keep 4-5 of them without any support. In the Remake, I can only manage to do that if I send half of my militia there from the east. And also, all melee fights took much longer. Really, I have no clue, but let's stick on topic.

You should rather use your available knights to flank the enemy archers (assuming you have some). I asked that because I think noone would use a troop that is useless (especially if it takes iron to train), so there has to be some other method to solve problems like flanking and others ;) About the xbows, the bows still aren't that better. It's a fact that they shoot like 2x faster, and that the AP of xbows is exactly the double of bows', but take the troops without armor for example. There is the Rebel. He has 1 HP as every other (human? not sure about siege equipment) ranged unit. A xbow SURELY kills it, since 120AP/1=120(%). But the bow? 60AP/1=60(%). That is nearly 50-50, and shooting speed changes much, yeah. But note that 2 shots with 60-60% chance of killing him won't surely do the job (16% for the rogue to stay alive after 2 shots of bowmen), assuming all the arrows/bolts hit him.

SP is indeed nothing compared to MP. In SP, the AI will never flank your archers "on purpose". Only if you don't defend them. But in MP, your opponent "has a brain", uses his troops cleverly (at least the good players) and will always try to exploit every single mistake you make (e.g. leaving archers undefended).

P.S.: Why did you delete 90% of your post? :o I wanted to make everything clear.

Re: Official KaM Remake Ideas topic

PostPosted: 23 Aug 2013, 09:52
by woloszek
I did not know where to write the problem, in this topic, or to "Bugs", but to the point.
Why in the editor, I might add, eg max. 4 (40) fish in a small pond, and when I add it in the editor, then the game does not have these fish ..? If I added 40 fish, then they should be in the game. Luki and I wondered when we built fisherman's building, and a moment later note: "there is no fish in the waters" xD. Let's fix it somehow? :wink:

Re: Official KaM Remake Ideas topic

PostPosted: 25 Aug 2013, 16:25
by pawel95
Hey Remaketeam, I wanted to ask how it is the planning with MP Mutators, you wont start with that thing soon because its sth completly new and takes long time, or ill you start at it maybe :D
I´m just asking because I thought about some nice "new" ideas to play nice games and be better than the enemy, for example for some guys that can make a real big leather army but are making usually a bad iron army, would be really funny just to click on a mutator like "leather only" so the iron houses are blocked OR THE OTHER WAY ROUND.

Just asking, it isn´t an important feature (mutator)but can be really usefull and open new funny games...

Re: Official KaM Remake Ideas topic

PostPosted: 25 Aug 2013, 17:34
by Bence791
I did not know where to write the problem, in this topic, or to "Bugs", but to the point.
Why in the editor, I might add, eg max. 4 (40) fish in a small pond, and when I add it in the editor, then the game does not have these fish ..? If I added 40 fish, then they should be in the game. Luki and I wondered when we built fisherman's building, and a moment later note: "there is no fish in the waters" xD. Let's fix it somehow? :wink:
I guess that's because you used Krom's editor to place the fish, and the .map format doesn't store any units (fish count as units). In order to place fish that appears in the MapEd, you need to use Lewin's mission editor.

Re: Official KaM Remake Ideas topic

PostPosted: 25 Aug 2013, 18:03
by woloszek
I did not know where to write the problem, in this topic, or to "Bugs", but to the point.
Why in the editor, I might add, eg max. 4 (40) fish in a small pond, and when I add it in the editor, then the game does not have these fish ..? If I added 40 fish, then they should be in the game. Luki and I wondered when we built fisherman's building, and a moment later note: "there is no fish in the waters" xD. Let's fix it somehow? :wink:
I guess that's because you used Krom's editor to place the fish, and the .map format doesn't store any units (fish count as units). In order to place fish that appears in the MapEd, you need to use Lewin's mission editor.
No no no. I used Kam Remake editor... when I put 40 fish on 40 possible, then i have 0 fish in game... I think this is bug and must be improve :? In 18th mission of our campaign you will see this bug...

Re: Official KaM Remake Ideas topic

PostPosted: 25 Aug 2013, 21:49
by Lewin
No no no. I used Kam Remake editor... when I put 40 fish on 40 possible, then i have 0 fish in game... I think this is bug and must be improve :? In 18th mission of our campaign you will see this bug...
I haven't checked but you probably packed them in too tightly with no space to move. KaM fish are not sardines in a can, they need space to be free :P

Any animal that becomes stuck for a while (completely walled in and unable to move anywhere) will be killed. Cruel I know, but it solves lots of rare problems like crabs blocking up a building site indefinately, wolfs becoming surrounded by serfs at the storehouse forever, etc. Also, animals which aren't moving look a bit odd in KaM. Use CanFish to check which tiles fish are allowed to move on.

Re: Official KaM Remake Ideas topic

PostPosted: 26 Aug 2013, 07:10
by Skypper
No no no. I used Kam Remake editor... when I put 40 fish on 40 possible, then i have 0 fish in game... I think this is bug and must be improve :? In 18th mission of our campaign you will see this bug...[/quote]

Wow 18 mission awesome :)

Re: Official KaM Remake Ideas topic

PostPosted: 26 Aug 2013, 08:24
by woloszek
No no no. I used Kam Remake editor... when I put 40 fish on 40 possible, then i have 0 fish in game... I think this is bug and must be improve :? In 18th mission of our campaign you will see this bug...
I haven't checked but you probably packed them in too tightly with no space to move. KaM fish are not sardines in a can, they need space to be free :P

Any animal that becomes stuck for a while (completely walled in and unable to move anywhere) will be killed. Cruel I know, but it solves lots of rare problems like crabs blocking up a building site indefinately, wolfs becoming surrounded by serfs at the storehouse forever, etc. Also, animals which aren't moving look a bit odd in KaM. Use CanFish to check which tiles fish are allowed to move on.
Yes Lewin I know but this is a really strange, because our waters are very deep :arrow: :mrgreen: . could not make those fish swim "across itself". ? Because in this water pond is really small place to put fish (only 20... but with this "bug" - 10....). :rolleyes:

Re: Official KaM Remake Ideas topic

PostPosted: 26 Aug 2013, 08:28
by The Dark Lord
It's not a bug, just make more water. It's ugly anyway if fish have only 2 tiles to swim...

Re: Official KaM Remake Ideas topic

PostPosted: 26 Aug 2013, 08:39
by woloszek
TDL, fish have more space, but the rest of the pond is frozen :arrow: (H) . When the fish will able to swim under the ice, then it will be ok, but when :$ .

Re: Official KaM Remake Ideas topic

PostPosted: 26 Aug 2013, 09:50
by dicsoupcan
lol fish is not able to swim under the ice though.