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Official KaM Remake Ideas topic

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MpranavM

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Post 28 Nov 2013, 15:36

Re: Official KaM Remake Ideas topic

I Think it is changed and you maybe clicked on thee ground instead of clicking on the unit you tried to attack with shooters so they moved to the place you clicked
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Lewin

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Post 28 Nov 2013, 15:39

Re: Official KaM Remake Ideas topic

Hello, i want to ask something about shooters in kam. Why when we "tell" them to shoot a unit with clicking on this unit, they are not shooting to it but going to it? Maybe it should be changed, what you think?
This should be fixed since r5503 of the KaM Remake. If you order archers to attack a unit they will walk until they are within range of that unit, then stop walking and start firing. In original KaM and earlier versions of the Remake the archers "forgot" they were ranged units and walked into the enemy :P
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cmowla

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Post 21 Dec 2013, 01:15

Re: Official KaM Remake Ideas topic

To Lewin and Krom,

Can you all give the user the option to set custom default distribution of wares in the options menu? Of course, I don't mean that the option to change wares levels should be taken out during game play, but for someone like me who has to keep changing the distribution of wares every building game I play becomes tiresome, and so if we could set it how we like it most of the time, that would be great, not just for me, but for everyone who doesn't like the default settings.
Invasion won: with 0 losses and without save reloads|TSK 20 in 4.47 minutes|Border of Life Co-op Won in 1h33m55s|The Official KaM Speedrun Page
What makes me an Expert isn't my skill in of itself but my desire to win big.
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cmowla

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Post 27 Dec 2013, 00:11

Re: Official KaM Remake Ideas topic

Changes to the WoodCutter's
How about implement a 4th tile to lay down (besides road, farmland, and vineyard) which marks the boundaries in which a woodcutter can plant trees, while he has no further restriction on which trees he can cut. Thus, if this tile isn't put on the map, then the woodcutter cannot plant trees. This tile can be overridden by all other tiles, it's free (perhaps just have the laborer dig as long as if he was laying a road tile), and it must be put down in the usual boundary around the woodcutter's building.

In addition, if this tile is laid on any existing tree on the map, then it can be used to send a woodcutter to go cut trees outside of his buildings boundaries (as in, if you mark a tree, it's all of your woodcutter's priority to go cut that tree(s), but of course, if one woodcutter already is going to go cut a marked tree, the other woodcutters should not go to try to cut it down). Once the woodcutter cuts this outlier tree, the tile disappears with it.

Advantage: We can build more compact and organized villages in a shorter time.
Disadvantages (I can't think of any).
New Building: Fish Farm
I'm not sure if a fish farm has been suggested like this before, but basically a fish farm's building cost would be 4 wooden planks, 3 stone, and 1 wine barrel for every tile of area of the man-made pond. The pond size should be controlled by the user, but a minimum and maximum should be made apparent (maybe min 8, max 20). Fish should be raised and harvested as fast as the swine farm, I suppose. The larger the pond, the more fish can be raised. Lastly, perhaps every other harvest, one new wine barrel needs to be delivered replenish the water which it took to raise the fish? If the fish farm gets destroyed, the water goes with it.
Invasion won: with 0 losses and without save reloads|TSK 20 in 4.47 minutes|Border of Life Co-op Won in 1h33m55s|The Official KaM Speedrun Page
What makes me an Expert isn't my skill in of itself but my desire to win big.
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Ben

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Post 02 Jan 2014, 06:57

Re: Official KaM Remake Ideas topic

idea #1: Nonononononononno! You'll be ruining the current system. It's wrong in so many ways, I don't know how to start :(

idea #2: It's a nice concept to have more foods or ways of getting food, but it isn't needed for gameplay. We already have fish for early game, sausage for massive bases or compliment to leather strategies, bread for iron strategies, rush strategies, mass food, etc., and wine for excessive wood or to use up the tiny spots in between buildings. imo, 4 is enough and no more is needed for this game.
I used to spam this forum so much...
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dicsoupcan

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Post 02 Jan 2014, 12:18

Re: Official KaM Remake Ideas topic

i got a small idea that only affects singleplayer atually, it is about the defense positions.

how about a checkbox to enable the ai to also attack when an ally of them is under attack?
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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zaamoot

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Post 03 Jan 2014, 11:23

Re: Official KaM Remake Ideas topic

Hi, I have a small idea for the map editor.
It is inspired from the pipette tool from Photoshop.
Maybe when you use a combination of keys you select the same tile as the one you click on?
It would help me a lot!
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T*AnTi-V!RuZz

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Post 03 Jan 2014, 11:43

Re: Official KaM Remake Ideas topic

Hi, I have a small idea for the map editor.
It is inspired from the pipette tool from Photoshop.
Maybe when you use a combination of keys you select the same tile as the one you click on?
It would help me a lot!
Hey, this is a pretty good idea actually :)
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thunder

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Post 04 Jan 2014, 12:09

Re: Official KaM Remake Ideas topic

Hello!

Possible there were discussion about the live stats, which could help a lot for trading and managing the cities.
I attached a picture about the idea, sorry for the quality:S

As you see this kind of "live ware stats" could show the players the avaiable wares. We all have seen already great overproducing from everything/tree trunks, timbers...etc/ You see on this pictures corn over production. Nowadays the farms are working also effectivly. The players([I.G. Mexican T) played 10 farms, but he had overproducing from corn at this point. He could trade some of them, but hard to count after the PT how much corn is avaiable. 26corns are there so he can trade easy 20 from them without starvation or something..../26isnt the exact number just an eaxmple/.
This overproducing could happen when a player has 15 woodcutters also....etc.

This stats could shows us the avaiable wares in the building, and the still mineable resources at the builded mines.

Possible hard to implement this or its total unnecesarry.

have a nice day!
t
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pawel95

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Post 04 Jan 2014, 12:23

Re: Official KaM Remake Ideas topic

Sorry Thunder, but I don´t like your idea. Just because it´s unnecesary in my opinion :$ If you have really big amount of sth, you should normaly store in the storehosue, more or less. There you have your statistics. After the game you can see the exact amount of something at the recource-graph for each player, for each minute in game :D So I think that should be enough.
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Lewin

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Post 04 Jan 2014, 12:44

Re: Official KaM Remake Ideas topic

Can you all give the user the option to set custom default distribution of wares in the options menu? Of course, I don't mean that the option to change wares levels should be taken out during game play, but for someone like me who has to keep changing the distribution of wares every building game I play becomes tiresome, and so if we could set it how we like it most of the time, that would be great, not just for me, but for everyone who doesn't like the default settings.
That's already on the todo list :)

I don't think we'll implement your suggestions about the woodcutter and fish farm, sorry.
i got a small idea that only affects singleplayer atually, it is about the defense positions.

how about a checkbox to enable the ai to also attack when an ally of them is under attack?
I added it to the todo list. I think I heard you need this for a script you're making. Keep reminding me and I should be able to get it implemented before the next release ;)
Hi, I have a small idea for the map editor.
It is inspired from the pipette tool from Photoshop.
Maybe when you use a combination of keys you select the same tile as the one you click on?
It would help me a lot!
Good idea, I've added it to the todo list :)

@Thunder: I don't understand, why can't he just check his storehouse or glace at his farms to see how much excess corn he has?
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Krom

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Post 04 Jan 2014, 13:21

Re: Official KaM Remake Ideas topic

Perhaps the reasoning behind this is to see not only passive belongings, but also all the wares "wip", so Store can have 50 corn, but all the 10 Farms and Serfs walking inbetween hold another 25 and that total number (50+25=75) is quite more helpfull in strategy.
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thunder

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Post 04 Jan 2014, 13:41

Re: Official KaM Remake Ideas topic

Hm. I meant on after the pt the players dont have enough time to counting wares. PLayer had 26 avaiable corn at the farms. He could trade them, but if trade too much possible you will get a starting starvation. So if you see the exact number you can set the market easily. trade 20corn to 10coal.
Or about the mines. You see the mines will be empty, and would like to see how much coal, iron or gold ore still mineable from the built mines. when will be necesarry to build the next mines...etc. We got message about the exahust mines, but that is too late, maybe if the message could come earlier, for example
"this coal/iron/gold mine will exhaust soon" and then the player will know there are still 5 coal bag/iron/gold ores back.


This live stats function could be really good in/at late games, when players already have 90-100++ buildings //and not only towers.//

There are lot of counted players, whose are using really precision city managing. This could help to them much more.

I most of the time delete my storehouse just because build there a bakery,
Storing is lot of transporting time...the market isnt counting with the transporting time or with the distances(?).
Storing everything isnt always an effective thing. Imagine how much serfs need to store the stone:S I think to that is waste of serfs and time of the serfs.
Nowadays the played games are very counted.

This live stats is only a small thing, which could help a little to see your economy more detailed way.





Oh and what about the inn management idea;) Like the storehouse with little red triangle. Barrack and store house know. The inn should to know.
What if i would like to trade with only vine? i build only one vineyard just for trading and not for feeding. //Okay build next to the market.../
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pawel95

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Post 04 Jan 2014, 13:49

Re: Official KaM Remake Ideas topic

Hello, i want to ask something about shooters in kam. Why when we "tell" them to shoot a unit with clicking on this unit, they are not shooting to it but going to it? Maybe it should be changed, what you think?
This should be fixed since r5503 of the KaM Remake. If you order archers to attack a unit they will walk until they are within range of that unit, then stop walking and start firing. In original KaM and earlier versions of the Remake the archers "forgot" they were ranged units and walked into the enemy :P

Btw just tested it. I know now, why noone is using that function in the mp yet :mrgreen: Like you said Lewin it works, but it doesn´t work proper.

When you shoot on axefighters, they will move until your bowmen are in range and will shoot on them. When you click on a bowmen group for example, that are in the same rangeradius, they won´t stop to shoot on the axefighters :? So like they have to finish the current task
BUT when like 2 bowmen are blocked by something and don´t shoot on the axefighters, and you click to shoot on the bowmengroup. All shooting bowmen will continue shooting on the axefighters, but those 2 "free" bowmen will shoot on the group of bowmen :mrgreen:
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Lewin

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Post 04 Jan 2014, 15:04

Re: Official KaM Remake Ideas topic

Hello, i want to ask something about shooters in kam. Why when we "tell" them to shoot a unit with clicking on this unit, they are not shooting to it but going to it? Maybe it should be changed, what you think?
This should be fixed since r5503 of the KaM Remake. If you order archers to attack a unit they will walk until they are within range of that unit, then stop walking and start firing. In original KaM and earlier versions of the Remake the archers "forgot" they were ranged units and walked into the enemy :P

Btw just tested it. I know now, why noone is using that function in the mp yet :mrgreen: Like you said Lewin it works, but it doesn´t work proper.

When you shoot on axefighters, they will move until your bowmen are in range and will shoot on them. When you click on a bowmen group for example, that are in the same rangeradius, they won´t stop to shoot on the axefighters :? So like they have to finish the current task
BUT when like 2 bowmen are blocked by something and don´t shoot on the axefighters, and you click to shoot on the bowmengroup. All shooting bowmen will continue shooting on the axefighters, but those 2 "free" bowmen will shoot on the group of bowmen :mrgreen:
So what you are saying is:
If you have a group of archers that is already shooting, and you order them to attack some other unit, they will ignore you.

It's very easy for me to make them not ignore you and all shoot that unit, it's a one line code change. However, this is going to cause some problems. At the moment bowmen/crossbowmen are less effective than they could be because they shoot targets randomly, and those targets are slowly regaining HP. Imagine if you can order a group of 30 crossbowmen to all shoot one guy, he will die in less than a second.

This means you can focus all of your archers to shoot individual units, and targeting a new unit as each one dies. This will certainly be much more powerful than the current situation where archers pick random targets. So players will spend the entire battle micromanaging their archer's targets. It also means that "knight dancing" will be a thing of the past, since you can order your archers to ignore the knight and shoot the enemy's archers.

Maybe someone can think of a solution that avoids these problems? I'm happy to redesign the attack function for ranged units to work differently than it does now. If not I suggest we leave things as they are now. It's already much better than TSK/TPR where archers thought they were melee units and would walk into close combat with the enemy :P

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