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Re: Official KaM Remake Ideas topic

PostPosted: 27 Feb 2014, 11:02
by Krom
Either way we try to maintain actual shortcuts list in Readme.html, but no one seems to read it there

Re: Official KaM Remake Ideas topic

PostPosted: 08 Mar 2014, 02:47
by cmowla
Here's another one of my crazy ideas.

Suppose a knight or scout begins to fight. Sometimes after it takes a few hits, the horse dies, but the man survives. In these cases, the knight becomes a sword fighter (or the scout becomes an axefighter). The swordfighter (or axefighter) inherits the health it had ever since it began fighting and thus he will probably die (although not always due to random chance).

It would be quite funny if the man dies and the horse survives because, say, an axefighter who is most responsible for killing a scout can become a scout!

Re: Official KaM Remake Ideas topic

PostPosted: 08 Mar 2014, 04:07
by Ben
ummm, interesting I suppose. I remember Stronghold 2 had a similar feature. I remember it being very hard to separate mounted knights and foot-knights.

I think that it is not only unneeded, but it would also be quite clunky. Swordfighers cannot be linked with knights, so would they just have to be split into individual units? I can imagine the chaos and frustration of trying to move dismounted knights around during a fight.

Re: Official KaM Remake Ideas topic

PostPosted: 08 Mar 2014, 10:54
by Nissarin
Knights are very strong as it is, giving them such a bonus ability is unnecessary, will upset balance of the game (imagine you are using some pikes/lances to intercept knights and some sword fighters replace them..), not to mention it won't be "pretty" (you need to link the death animation with simultaneous "dismounting").
However, the idea itself (in very basic form) could be tested using scripting, maybe this could be used in some missions/special/fun maps.

Re: Official KaM Remake Ideas topic

PostPosted: 11 Mar 2014, 21:53
by John_Outward
Ideeas:

1. Town PPL fights back
2. Dinamicaly change selft and laborier order: U select the self and then u can opel a panel delivery goods, retirve goods and then u select what building is it, also u order the laborier what building u wan to build... like this u build faster.
3. Building and resurces reduce make time slider- u select a sldier from 0%-50% and like thsese the buildings builds faster by reduced time and also the goods needs less time to make
4 Join a game after a player dc- and u play from the point he left- I approve idea.

Re: Official KaM Remake Ideas topic

PostPosted: 25 Mar 2014, 22:53
by Ben
Idea:
When you save a screenshot in the debugging menu, the Remake stores them in the main directory folder. Could we instead have them saved in a folder called snapshots or something?
This would be handy because Windows remembers the view setting for individual folders. I often have a hard time finding the right snapshot, but I don't like deviating from details/list view for most folders. However, picture folders I use icons, as they give a thumbnail of the image inside. Having a snapshot folder would enable me to skip the hassle of switching the view each time I look for a snapshot :)

Re: Official KaM Remake Ideas topic

PostPosted: 26 Mar 2014, 04:29
by Krom
@John_Outward:
1. Sounds interesting, but way too complex to discuss in this topic.
2. Too much micro-management I'm afraid
3. I suppose buildings speed matters only for the first 10-15minutes, then it is fine


@Ben: That's a simple one - implemented :)

Re: Official KaM Remake Ideas topic

PostPosted: 26 Mar 2014, 11:33
by Guest
Hey

I would like to present my idea:
Townhall:
Enter mercenaries.
eg for 12 boards, 12 gold, and 12 units of food you get 12 militia
eg for 24 boards, 12 gold and 12 units of food will get troops

Townhall will have a capacity of 50 boards, 50 gold and 50 units of food.

Such an object would be very helpful at the end of the game in order to defend the city or repel the enemy residuals from the village - protect against disaster.

Re: Official KaM Remake Ideas topic

PostPosted: 26 Mar 2014, 11:37
by Guest
to spice up the game, you would do such a thing: collecting wood, gold, and food will be available only after the time of PT.

Re: Official KaM Remake Ideas topic

PostPosted: 26 Mar 2014, 11:43
by pawel95
I would like to present my idea:
Townhall:
Enter mercenaries.
eg for 12 boards, 12 gold, and 12 units of food you get 12 militia
Where is the sense behind it? In the barracks, those 12 milita cost like 24 boards,12 gold. So the Townhall would became imba again? Why someone would make barracks for milita then, if he can save weaponworkshops,woodcutters,serfs AND time (food also) by just making a TownHall you just wrote about.
So please rethink your idea again. The TH isn“t implemented yet, because it was too "strong" and not because it was too weak :mrgreen:


The After PT Story is a good idea, that I also pointed out in this topic longer time ago (With the old TownHall strategy). It would be worth testing it, same as siege workshop could only start making siege equipment after PT :P (but this is an other story).

Re: Official KaM Remake Ideas topic

PostPosted: 10 Apr 2014, 14:31
by jacobmix
I made an idea here: viewtopic.php?f=24&t=2162

Re: Official KaM Remake Ideas topic

PostPosted: 18 Apr 2014, 16:01
by Ben
In addition to spectators being set to ready as default on a return-to-lobby, spectators shouldn't have their ready status set to "no ready" when the map changes in the lobby. Again, specs often walk away from the screen for a minute, so it's annoying when you have to kick them when you change the map.

Re: Official KaM Remake Ideas topic

PostPosted: 18 Apr 2014, 23:39
by Lewin
In addition to spectators being set to ready as default on a return-to-lobby, spectators shouldn't have their ready status set to "no ready" when the map changes in the lobby. Again, specs often walk away from the screen for a minute, so it's annoying when you have to kick them when you change the map.
Maybe everyone should be marked as ready when you return to the lobby, then those who are taking a break can mark themselves as unready?

Keeping spectators ready when the map changes sounds good, I'll implement that. Players are set to unready because their location gets changed/reset when you change the map, so they need to check that they are happy with the setup. That doesn't matter for spectators.

Re: Official KaM Remake Ideas topic

PostPosted: 19 Apr 2014, 03:39
by Ben
Maybe everyone should be marked as ready when you return to the lobby, then those who are taking a break can mark themselves as unready?
Yes! Great idea. It's very common for people (including myself) to forget to hit ready.

Re: Official KaM Remake Ideas topic

PostPosted: 19 Apr 2014, 08:03
by Lewin
I'm working through my todo list. Someone reported this issue:
"When I'm a spectator and am ready, the host is able to move me to a location and push start because I'm still ready"

To fix this I've made it so whenever the host changes your location it marks you as unready (regardless of whether you are a spectator or not). This appears to make sense since that player should be given a chance to agree to the change. Does that sound reasonable or will that be annoying?

Also, should it mark you as unready if the host changes your team?