Page 152 of 179

Re: Official KaM Remake Ideas topic

PostPosted: 04 Sep 2014, 08:46
by Krom
They are indeed less handy. Try to set up order for 130 armors and 130 shields in under 3 seconds ;-)
For the same reason, numeric input is out of the question too.

Re: Official KaM Remake Ideas topic

PostPosted: 04 Sep 2014, 11:41
by kocsis1david
Yes, it's a little bit harder. You need to set an approx value first and release the mouse button to make it more accurate.

I wouldn't say that numeric input is that bad, it might be easier than clicking 10 times. It can be mixed with the inc dec button. And it's a general easy solution. Using even the right mouse button might not be obvious for the first KaM users. But I haven't seen any RTS game using a input control.

Another idea is to use the mouse wheel. You can scroll e.g. 10 at once, but it's a easier to set 100 than clicking 10 times. You would need to select the value to be changed, that could be done by hovering the mouse over it.

In these x2-3 game it would be important to set the order high, because 100 is not enough, it runs out fast.

Re: Official KaM Remake Ideas topic

PostPosted: 04 Sep 2014, 15:43
by Ben
I don't think we should deviate away from buttons. Everything else uses buttons in this game, afterall. It's partly me being selfish; though, because I despise numeric input in games (drove me crazy in Banished!).

Re: Official KaM Remake Ideas topic

PostPosted: 04 Sep 2014, 16:43
by Tiank
Well, I don't see 4 combos as overcomplicated. If someone dislikes it, he just won't use it. I think it's kinda intuitive: LMB: +/- 1, RMB: +/- 10, Shift + LMB: +/- 100, Shift + RMB: +/- 1000. There is a predictable pattern here :). Easy to remember, easy to use.

Re: Official KaM Remake Ideas topic

PostPosted: 04 Sep 2014, 17:46
by Ben
Exactly my point! Thank you, Tiank! If someone doesn't like this, I can't fathom a situation where it could be a "problem."

Re: Official KaM Remake Ideas topic

PostPosted: 05 Sep 2014, 22:17
by thunder

In these x2-3 game it would be important to set the order high, because 100 is not enough, it runs out fast.
For those kind of "speedy" games should to change lot things...
the easiest solution is just change the speed to 1x
:wink:

Re: Official KaM Remake Ideas topic

PostPosted: 05 Sep 2014, 22:29
by Ben
Don't even start Thunder... ;p
This discussion will not turn into a debate on what game speed should be played. You've all been warned!

Re: Official KaM Remake Ideas topic

PostPosted: 06 Sep 2014, 06:30
by kocsis1david
I'm neither against the shift key, the other solutions has at least the same number of cons. It is probably the least complicated to implement way. It can be also a temporary solution until there is a perfect idea.

Re: Official KaM Remake Ideas topic

PostPosted: 06 Sep 2014, 12:45
by šmoula
Good solution will be - every player should be set on settings menu how many items (weapons, armors ... ) will be added to order. In settings also can be how many will be added with shift + LM (RM) button...everyone can set his/her default value - Its my idea :-) ......so you can discuss or suggest similar solution ;-)

I like more settings of controlling , playing ... everyone can set all items for his/her comfort .... Then its not needed to discuss :-)

Re: Official KaM Remake Ideas topic

PostPosted: 07 Sep 2014, 15:59
by Necroman
My ideas from 1 month of playing the remake - I played the original TSK game A LOT and I like what you have done in the remake, especially the switch in Woodcutters to only cut trees or the new messaging system for hungry units or empty buildings.

My ideas, how to improve the remake even further:
- woodcutter should have two on/off switches "plant trees" and "cut trees" for better micro management options.
- nice to have - woodcutter might have "cut that tree" command, if you want to get rid of selected tree in the next cutting phase.
- same for stonemason "dig that boulder", if you want to make space for building by removing selected boulder, but isn't it too much against the original game concept?
- farmer might have similar on/off switch to "plant" and "cut" corn?
- depleted mines should have in building description some text message, that building is depleted. Sometimes it's hard to tell, only by searching depleted messages. Same for fisherman, stonemason.
- nice to have - option in School to "train this type of unit indefinitely", but this feels a bit like cheating :)
- put back siege workshop and town hall, as described here :wink:

- my really old idea, how to improve the game - self-defending serfs and workers. This worked in Stronghold game if I remember it correctly - when woodcutter, butcher or just serf wearing axe, sword, pike or halberd meets enemy, he will attack him with a power similar to militia. It just feels weird, when serf is wearing sword, is attacked by axeman and does nothing, right? The only problem might be proper animations for all self-defending units. Similar mechanics should work when serf wears wood or iron shield - he should get better defense against enemies.

- configurable priorities for serfs and workers - I'd like to have switches like: roads, wines, fields, buildings, repairs and priority values [1-5] just like with metal/coal/corn/wood management

Re: Official KaM Remake Ideas topic

PostPosted: 07 Sep 2014, 16:35
by pawel95
- depleted mines should have in building description some text message, that building is depleted. Sometimes it's hard to tell, only by searching depleted messages. Same for fisherman, stonemason.
Really like that point. In The Settlers IV you had a small bar that was either full green (ok) or full red (depleted). Maybe we could add something like this to the Remake also? It´s quite usefull. If the PT is over you mostly delete half of the messages, so you won´t notice many depleted mines.

I like also the infite button for the school. It´s quite usefull for the Recruiting time, but isn´t it too risky? You will forget to turn it off, you will get attacked and loose many serfs, then you notice that your schools are empty and you have 50 recruits made :D

Re: Official KaM Remake Ideas topic

PostPosted: 08 Sep 2014, 04:36
by Ben
- nice to have - option in School to "train this type of unit indefinitely", but this feels a bit like cheating :)
I do not agree. Remembering to queue units at school is a skill required to play the game imo ;)

Re: Official KaM Remake Ideas topic

PostPosted: 08 Sep 2014, 07:45
by Esthlos
- my really old idea, how to improve the game - self-defending serfs and workers. This worked in Stronghold game if I remember it correctly - when woodcutter, butcher or just serf wearing axe, sword, pike or halberd meets enemy, he will attack him with a power similar to militia. It just feels weird, when serf is wearing sword, is attacked by axeman and does nothing, right? The only problem might be proper animations for all self-defending units. Similar mechanics should work when serf wears wood or iron shield - he should get better defense against enemies.
This was discussed already, and if I recall correctly one of the biggest problems is that you'd need the animations for this fighting back... which at the moment as far as I know do not exist.

Anyway, wouldn't it make more sense if instead of fighting back they got scared, dropped whatever they were carrying and started to run for their lives?
They're civilians, after all.
Maybe they don't even know or care about why you are waging war against another town...

Re: Official KaM Remake Ideas topic

PostPosted: 08 Sep 2014, 16:40
by Ben
Different idea:

I suppose the best way to explain this is with an example. Let's say that you want to axes for horses. You use LMB on axe then RMB on horse to set the trade up. (axe -> horse). Well let's say you accidentally press RMB on axe and LMB on horse (I do this all the freakin time xD). If you try to correct this by pressing LMB on axe, it will correctly put axe in the "trade away" box and will remove the axe in the "trade for box; resulting in a "?" appear in the "trade away box." It;s not a problem, but I feel like it would make more sense if the boxes just swapped.

In summary, I feel like the marketplace trades should "swap" if you LMB a ware that is currently in the RMB box, and visa versa.

Re: Official KaM Remake Ideas topic

PostPosted: 09 Sep 2014, 09:43
by simpelekees
1. Does the idea exist to make Unit flags bigger and more easily clickable? I find it hard to micro different small groups consistently because it seems the flags arent clickable, only the units.
2. An other idea probably already exists, can one integrate stances? Hold, Agressive and Defensive? It seems it is now always defensive.
3. Moreover, a target priority for ranged units to target ranged rather than melee when both are in range. Of course it is now a skill to have melee in front of your archers to make sure the enemy does not shoot your archers while you are shooting 2 running horses.

Or do I want to make the game too easy?