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Re: Official KaM Remake Ideas topic
PostPosted: 09 Sep 2014, 13:21
by Ben
Number 1 seems fine; although maybe not all that useful (for me at least)
Number 2 was suggested by me a while back, but I believe that takes something out of the game. I know Dark Lord will be sad that he can't sneak a knight behind enemy lines anymore
Number 3 would be way to abusive. It will totally ruin any possibility to "push" on an enemy position. Currently, it is possible to make an enemy lose ground by sending one of two knights to "dance" in front of your ranged units in order to deflect enemy arrow fire. He will suffer loses if he doesn't move back; resulting in a way to gain ground in multiplayer maps.
Re: Official KaM Remake Ideas topic
PostPosted: 10 Sep 2014, 12:40
by simpelekees
Number 1 seems fine; although maybe not all that useful (for me at least)
Number 2 was suggested by me a while back, but I believe that takes something out of the game. I know Dark Lord will be sad that he can't sneak a knight behind enemy lines anymore
Number 3 would be way to abusive. It will totally ruin any possibility to "push" on an enemy position. Currently, it is possible to make an enemy lose ground by sending one of two knights to "dance" in front of your ranged units in order to deflect enemy arrow fire. He will suffer loses if he doesn't move back; resulting in a way to gain ground in multiplayer maps.
I think no2 is reasonable. Archers also fire automatically when units come into their range. But no matter, Im happy with the current game.
No1 is a must for me. Having small groups makes chasing archers easier, but microing them is terrible.
I just think enemy units should be clear to notice on minimap and on the map. With Fog of War the game can become more tactical, it should not be tactical by lack of functionality, i.e. lack of Agressive stance. This way good scouting will pay off, not the constant direct observation of every corner of the map for 1 knight.
Re: Official KaM Remake Ideas topic
PostPosted: 10 Sep 2014, 12:53
by pawel95
Well I never heard from any guy before that he has problem with clicking on the units in KaM

Well true you have to click ON the person from a group, but there are ways to fix it if you can´t "aim"

Increasing/Decrasing the mousespeed, zooming in Game if you have a smaller monitor

I mean maybe I just understood it wrong, but why the flagsize should be increased, because you cannot click/find the unit that you want?
Re: Official KaM Remake Ideas topic
PostPosted: 10 Sep 2014, 13:30
by dicsoupcan
Number 1 seems fine; although maybe not all that useful (for me at least)
Number 2 was suggested by me a while back, but I believe that takes something out of the game. I know Dark Lord will be sad that he can't sneak a knight behind enemy lines anymore
Number 3 would be way to abusive. It will totally ruin any possibility to "push" on an enemy position. Currently, it is possible to make an enemy lose ground by sending one of two knights to "dance" in front of your ranged units in order to deflect enemy arrow fire. He will suffer loses if he doesn't move back; resulting in a way to gain ground in multiplayer maps.
I think no2 is reasonable. Archers also fire automatically when units come into their range. But no matter, Im happy with the current game.
No1 is a must for me. Having small groups makes chasing archers easier, but microing them is terrible.
I just think enemy units should be clear to notice on minimap and on the map. With Fog of War the game can become more tactical, it should not be tactical by lack of functionality, i.e. lack of Agressive stance. This way good scouting will pay off, not the constant direct observation of every corner of the map for 1 knight.
well some guys tried to create fog of war, but there were problems when allies got involved so they gave up eventually.
Re: Official KaM Remake Ideas topic
PostPosted: 10 Sep 2014, 18:10
by Freddy
well some guys tried to create fog of war, but there were problems when allies got involved so they gave up eventually.
I can't fanthom a reason why the problems would be too difficult to solve.
Re: Official KaM Remake Ideas topic
PostPosted: 11 Sep 2014, 00:34
by Lewin
well some guys tried to create fog of war, but there were problems when allies got involved so they gave up eventually.
I can't fanthom a reason why the problems would be too difficult to solve.
I think he's talk about people who tried doing it in dynamic scripts. The only potential problem I can see with doing it in dynamic scripts is that it might impact on performance too much. But if you spread the processing out over multiple ticks it should be possible. I'm always happy to help with advice for dynamic scripting.
In regards to official development: We half-implemented proper semi-transparent fog of war (we didn't get the terrain under the fog to freeze though, so you could still see trees being cut and hills being mined). We didn't pursue the idea because it didn't see to fit the gameplay, and at the time we were more focused on getting the core game mechanics like fighting working.
Re: Official KaM Remake Ideas topic
PostPosted: 11 Sep 2014, 11:59
by pawel95
Yep. For example Sado edited a few tactic maps with FOW, but it didn´t work too good (yet).
Re: Official KaM Remake Ideas topic
PostPosted: 11 Sep 2014, 14:51
by RandomLyrics
FOG made by script flashes like hell (i think it could work well only in SP missions). I think it should be done internally. Kinda "FOG check button" in map editor, including house, unit, group reveal radius. What do u think?
Re: Official KaM Remake Ideas topic
PostPosted: 13 Sep 2014, 22:59
by cmowla
If a building is in the process of construction, how about a button to "pause building" so that you can have your laborers build other things?
For example, if you place a building fence and build a road to the front door, only the serfs will bring stone and wood to the building fence, but the laborers (when the button is clicked) will not build that building until the button is unchecked. Why I'm thinking of it, how about a second button to prevent serfs from bringing stone and wood?
I'm guessing that the "pause building" button might be able to be implemented using the same code for repairing/not repairing a damaged building.
Re: Official KaM Remake Ideas topic
PostPosted: 13 Sep 2014, 23:47
by Ben
Mmm, having serfs stop delivering wares to certain buildings would be okay, but having something to stop laborers from building would be great! Seriously, I can't tell you how many times I have had a laborer block the entrance, preventing the last stone from making it to the building site. Then all my freakin laborers run off to build a coal mine on the other side of town as the last stone makes it to the building they are now abandoning. Now wait! All the laborers who were supposed to build the coal mine are now going to the other side of town to build the first building -.- it's a mess that is very frustrating to control and often just requires luck.
In short, being able to disable laborer work on a building would be grand in my opinion.
Re: Official KaM Remake Ideas topic
PostPosted: 14 Sep 2014, 08:27
by Krom
Sounds like a lot of micro-management especially with the two block buttons. Does not it?
Although I kind of like the idea, we could reuse same Block delivery / Block repair buttons.
Re: Official KaM Remake Ideas topic
PostPosted: 14 Sep 2014, 16:38
by simpelekees
Sounds like a lot of micro-management especially with the two block buttons. Does not it?
Although I kind of like the idea, we could reuse same Block delivery / Block repair buttons.
A priority might also do the trick. This was implemented in Settlers 3 and worked wonders.
Re: Official KaM Remake Ideas topic
PostPosted: 15 Sep 2014, 14:12
by Remake 2012
Dear Lewin
Could you add options that would cut off the red squares?
Quickly fix Lewin ?

Re: Official KaM Remake Ideas topic
PostPosted: 15 Sep 2014, 14:17
by Tiank
If you want to remove those red tiles, use objects' deleting button ("x"). If you mean something else, then please explain it more clearly...
Re: Official KaM Remake Ideas topic
PostPosted: 15 Sep 2014, 14:23
by Remake 2012
If you want to remove those red tiles, use objects' deleting button ("x"). If you mean something else, then please explain it more clearly...
I would like to have the option -disabling view red boxes. (On / off)