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Re: Official KaM Remake Ideas topic

PostPosted: 29 Jul 2014, 19:48
by Shadaoe
Radio button? HUUH?
Image
http://en.wikipedia.org/wiki/Radio_button

This is what Ben was talking about, and he had exactly the right term to describe it, he talked about the radio buttons to change players in the f11 debug panel, which is true becomes annoying when having to change a lot.

Re: Official KaM Remake Ideas topic

PostPosted: 29 Jul 2014, 20:02
by pawel95
How can you possibly not see it Pawel, it's pretty big:
Image

Thank you Tiank. Don´t be too serioues Shad. My teachers always said, that I was the best Student in English so it´s not sad when I have never heard about the name of these buttons in English and I make a joke about that?! :wink:

Today is a strange day, I don´t really know what you mean TDL :D but I know that there was an idea/aim to make all tsk/tpr missions co-op compatible so maybe it would be possible to play them all "in a row" without getting back to the lobby(Like the real sp campaigns). If I am correct, I even got some missions that I should try to convert into co-op but I never did sth like that, mostly concentrated on balance of the ai in sp/existing coop missions :mrgreen:

Re: Official KaM Remake Ideas topic

PostPosted: 29 Jul 2014, 20:30
by The Dark Lord
Well of course you could just go back to the lobby and select a random campaign co-op mission... But that doesn't really give that campaigny feeling, does it? :D There is no campaign map, all missions are unlocked already, no storyline... And the original campaigns were not meant for co-op gameplay of course; a campaign designed to fit co-op would be THIS MUCH better! :P

Re: Official KaM Remake Ideas topic

PostPosted: 30 Jul 2014, 04:30
by Krom
@Ben: I'm not sure I follow your suggestion. Let's try it from the other end - what exactly do you want to achieve? :)

@TDL: I'm afraid coop campaigns would be too much frustration, because of all the trouble at setting up players who can play together and are wishing to be dependent on each other.

Re: Official KaM Remake Ideas topic

PostPosted: 02 Aug 2014, 11:21
by Michalpl
How about a button that randomly choose non picked color for player that could be use full

Re: Official KaM Remake Ideas topic

PostPosted: 02 Aug 2014, 11:41
by Tiank
How about a button that randomly choose non picked color for player that could be use full
It is in Remake already, the flag with question mark :).

Re: Official KaM Remake Ideas topic

PostPosted: 02 Aug 2014, 12:35
by Krom
That won't be useful, it will just clutter UI.

Re: Official KaM Remake Ideas topic

PostPosted: 02 Aug 2014, 13:14
by Michalpl
How about a button that randomly choose non picked color for player that could be use full
It is in Remake already, the flag with question mark :).
Realy where?

Re: Official KaM Remake Ideas topic

PostPosted: 02 Aug 2014, 13:44
by Tiank
I mean this Image

But I'm start to thinking you meant something else...

Re: Official KaM Remake Ideas topic

PostPosted: 02 Aug 2014, 13:47
by The Dark Lord
Yes I think he meant something else, and if I understood correctly, then I don't see the use of his suggestion...

Re: Official KaM Remake Ideas topic

PostPosted: 02 Aug 2014, 15:01
by Michalpl
I thinked about editor random color pick i forget to tell it.

Re: Official KaM Remake Ideas topic

PostPosted: 04 Aug 2014, 16:02
by Bence791
Not sure if anyone proposed this already, but would it be possible to implement a feature that would link new troops to the ones standing at the rally point of the barracks? Like in a 2-3 tile range. Sorry if it was :D

Re: Official KaM Remake Ideas topic

PostPosted: 04 Aug 2014, 17:27
by Ben
This was suggested but declined (don't remember exactly why). Personally, I think that if units reach the rally point (like you say, within 3ish tiles) it would actually be very helpful. Personally, I wouldn't mind if a few extra soldiers get grouped without my wanting; it's much more annoying to have 20 ungrouped units. Besides, if I haven't order my troops to move elsewhere by the time they reach the rally point then I don't need them elsewhere anyway.

Re: Official KaM Remake Ideas topic

PostPosted: 06 Aug 2014, 03:54
by SirCabbage
Still watching this project, I hope one day you guys reach a point where you feel the game is complete enough to add new features. Then would be a good time to rework and repost my features I suggested a couple of years back

Re: Official KaM Remake Ideas topic

PostPosted: 12 Aug 2014, 00:11
by Ben
When you receive messages of vacant buildings, instead of the message saying "This house is unoccupied." Could it say, for example, "This swine farm is unoccupied."? Then I can train the needed worker without having to go to the building.