
Official KaM Remake Ideas topic

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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?

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.
What makes me an Expert isn't my skill in of itself but my desire to win big.
Re: Official KaM Remake Ideas topic
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).
What makes me an Expert isn't my skill in of itself but my desire to win big.

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Re: Official KaM Remake Ideas topic

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.
Re: Official KaM Remake Ideas topic
how about a checkbox to enable the ai to also attack when an ally of them is under attack?
Re: Official KaM Remake Ideas topic
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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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!


Moorbach's Guard
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Re: Official KaM Remake Ideas topic
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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Re: Official KaM Remake Ideas topic



Posts: 3822
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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.

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?

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!

@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?
Re: Official KaM Remake Ideas topic
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

Moorbach's Guard
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Re: Official KaM Remake Ideas topic
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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Re: Official KaM Remake Ideas topic
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 enemyHello, 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?
Btw just tested it. I know now, why noone is using that function in the mp yet

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

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


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Re: Official KaM Remake Ideas topic
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 enemyHello, 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?
Btw just tested it. I know now, why noone is using that function in the mp yetLike 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 axefightersSo 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
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

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