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Re: Official KaM Remake Ideas topic
PostPosted: 13 Jan 2014, 09:14
by Guest
Hi Guys, Lewin, Krom and rest.
In Knight and Merchants something is missing. Missing "neutral player"
What I mean:
We defensive towers on the map (or other building). mark that will belong to a neutral player. From the village, for example, player 1 do Dorge to the tower once they connect to the current path from our village to the tower defense neutral player - take over the building and there is our flag. Such buildings they will not be visible to anyone you will discover them just as one discovers the map.
You can also set an example for the troops that may wander yourself from point a to point b If our troops get closer to them and touch them assume control over them.
It was possible to spice up maps and game. For example, on a map Dream defensive towers that are at the center of the map. This might be - belong to a neutral player would not have discovered the site for as long as the player would not do them the way.
Re: Official KaM Remake Ideas topic
PostPosted: 13 Jan 2014, 11:37
by sado1
This can almost be done with use of dynamic scripts. A slight problem would be our inability to check whether a player has connected the tower to his road network entirely (we can't just detect whether he placed a road at tower door, it wouldn't make sense). For 'touching' soldiers, it would be easy, since we are able to detect for example when someone would attack such an army (so we can then make the "enemy" army our own army).
Re: Official KaM Remake Ideas topic
PostPosted: 13 Jan 2014, 19:47
by Islar
I have an idea about to stop those annoying food problems that can happen in some games. A button in the inn you can click on. When it is click on it the people can only eat one item. When certain people in the food chain can eat they will work again. Else they only walk to the inn to walk back to their houses because there is nothing to eat.
What do you think?
Re: Official KaM Remake Ideas topic
PostPosted: 13 Jan 2014, 20:05
by Ben
I have an idea about to stop those annoying food problems that can happen in some games. A button in the inn you can click on. When it is click on it the people can only eat one item. When certain people in the food chain can eat they will work again. Else they only walk to the inn to walk back to their houses because there is nothing to eat.
What do you think?
Make more food.
Okay, maybe it could be nice; having a "rations button" or something....yeah maybe. I suppose I wouldn't be apposed to it, but I honestly don't think that it is needed. Remember that Krom and Lewin prefer not to stray too far away from original TSK without good purpose.
Re: Official KaM Remake Ideas topic
PostPosted: 13 Jan 2014, 20:17
by Krom
what Ben said, also we would like to avoid micromanagement too much. KaM is indirect game by nature, why take that away by nitpicking at everyones diet?

Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 07:55
by cmowla
This never came to mind before, but has anyone ever thought about the option to convert axefighters to scout and swordfighters to knight AFTER they are already created? For example, if a player creates swordfighters at the "beginning" to have defense, but later decides that he/she needs some knights...and not enough iron and/or food is available, but horses finally are (whether it be from trading from the market or what have you), then...
For example, there could be a button next to the feeding button with a picture of a horse (for axefighters and swordfighters only, of course). If that button is clicked (and only could be clicked once), then if there are horses in the barracks or stables, the serfs bring them to the axefighters and/or swordfighters and then they become cavalry?
It would probably be stretching it to convert horsemen into infantry (because this would imply that weapons could be taken away from troops...which would then lead the player to wonder why you just can't convert any unit to another...which would be a mess), but I just wanted to mention this just in case (as always).
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 09:53
by T*AnTi-V!RuZz
This never came to mind before, but has anyone ever thought about the option to convert axefighters to scout and swordfighters to knight AFTER they are already created? For example, if a player creates swordfighters at the "beginning" to have defense, but later decides that he/she needs some knights...and not enough iron and/or food is available, but horses finally are (whether it be from trading from the market or what have you), then...
For example, there could be a button next to the feeding button with a picture of a horse (for axefighters and swordfighters only, of course). If that button is clicked (and only could be clicked once), then if there are horses in the barracks or stables, the serfs bring them to the axefighters and/or swordfighters and then they become cavalry?
It would probably be stretching it to convert horsemen into infantry (because this would imply that weapons could be taken away from troops...which would then lead the player to wonder why you just can't convert any unit to another...which would be a mess), but I just wanted to mention this just in case (as always).
That's actually a pretty cool idea. I like it

Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 17:12
by Mixons
It will make pikes and lances totally useless.
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 17:34
by Ben
This never came to mind before, but has anyone ever thought about the option to convert axefighters to scout and swordfighters to knight AFTER they are already created? For example, if a player creates swordfighters at the "beginning" to have defense, but later decides that he/she needs some knights...and not enough iron and/or food is available, but horses finally are (whether it be from trading from the market or what have you), then...
For example, there could be a button next to the feeding button with a picture of a horse (for axefighters and swordfighters only, of course). If that button is clicked (and only could be clicked once), then if there are horses in the barracks or stables, the serfs bring them to the axefighters and/or swordfighters and then they become cavalry?
It would probably be stretching it to convert horsemen into infantry (because this would imply that weapons could be taken away from troops...which would then lead the player to wonder why you just can't convert any unit to another...which would be a mess), but I just wanted to mention this just in case (as always).
Nope. There is no need for it. You take a risk in waiting for horses or by making swordfighters when you could make knights later. That's always been part of the game and I see no reason why it shouldn't be.
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 17:41
by pawel95
Yeah that idea wouldn´t fit in any case to the system of KaM and you can´t argue with something like for example "In reality, it´s possible to give an axefighter are horse", because they you could also transform Milita to Swordfighters "just" giving him new armory,a shield and a sword.
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 17:41
by MaxDeus
I think Ben is a pessimist. Or maybe very conservative. When we have an idea he alway rejects it.
GR
MaxDeus
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 18:42
by Ben
Conservative, yes that may be true (not ashamed, either). Like I just said a few days ago, Krom and Lewin intend on sticking close to the original TSK as much as possible. I think they can back me up on this, too.
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 18:51
by pawel95
Conservative, yes that may be true (not ashamed, either). Like I just said a few days ago, Krom and Lewin intend on sticking close to the original TSK as much as possible. I think they can back me up on this, too.
TPR, not TSK.
From the readME of the Remake:
Description
The KaM Remake mod is an attempt to reinvigorate the original "Knights and Merchants: The Peasants Rebellion" strategy game. Our goals are to make it work on today's computers and operating systems, implement a fully featured online multiplayer system, as well as to fix the many bugs in the game engine.
Otherwise we would have no TPR units and no fishermen

Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 19:10
by MaxDeus
and why cannot the TPR-Person be "crafted" then? Why is it a bad idea to implemet them like other soldiers? only one picture more for each person in the barrack, the material to craft them can be the old things (rebel is lance and recruit, vagabond is axe and horse...like this..). this would add the persons from TPR more realistic.
GR
MaxDeus
Re: Official KaM Remake Ideas topic
PostPosted: 15 Jan 2014, 19:27
by cmowla
Conservative, yes that may be true (not ashamed, either). Like I just said a few days ago, Krom and Lewin intend on sticking close to the original TSK as much as possible. I think they can back me up on this, too.
It's kind of hard to believe that when the remake's AI intelligence is uncomparable to the original game, and the SP compaigns are significantly easier than the original game. (No offense to the developers...they know where I stand in appreciation for their remake).
Also, I honestly don't believe "there is any need" for the remake, but here it is...and it's very nice. I certainly believe that planning ahead of time is the key to playing well in KaM (as I have said somewhere else before), but this feature would make the game even more interesting, especially for MP.
You turn down so many new ideas that it seems you like the game just the way it is, and that's fine, but if you really feel that way, why comment in this thread? We all already know where you stand.
Yeah that idea wouldn´t fit in any case to the system of KaM and you can´t argue with something like for example "In reality, it´s possible to give an axefighter are horse", because they you could also transform Milita to Swordfighters "just" giving him new armory,a shield and a sword.
I specifically mentioned that you cannot "take away" weapons, but only "give". So this doesn't apply to my written suggestion. However, we could argue that a militia could be made into a scout, but still this contradicts my suggestion because I only mentioned a horse button, not a shield, armor and horse button.
We could argue that a militia can be made into a vagabond, but vagabonds are not creatable in the game anyway.