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Re: Official KaM Remake Ideas topic

PostPosted: 06 Apr 2015, 01:00
by Soldado con espada
Could the school queue at least be made longer, so that units can be queued the way they can be in Age of Empires or in Starcraft?

Anyway, another idea: what about making the Town Hall work like a Storehouse, with the difference that it can be placed and built without road connection and can issue exchanges with any other Town Hall or Storehouse (in a similar way weapon orders are issued/queued)?

And could these orders be carried out by dedicated units, maybe whose sprite is derived from the Vagabond's, instead of Serfs?

This would make it more viable to estabilish colonies that extract far away resources, and would allow ware trading between allies.
Sounds great to me. "Mining colonies" away from your base would be really good.
The problem may be the serf logic. I don't know exactly how it works, but >15 years ago I remember trying with the original KaM to divide a city into two self-sufficient cities by placing a building in the road connecting them... and the serfs would continue trying to reach the other side. The resource would disappear from their hands after a while being stuck :lol:

But I am sure this would not be a problem nowadays :mrgreen: .

Re: Official KaM Remake Ideas topic

PostPosted: 06 Apr 2015, 01:52
by Ben
Well actually that is the crux of the problem...serfs won't stay loyal to their own "town." True, they won't take raw materials off road, but they will travel to distant inns, distant laborers, and perform delivery orders from both villages.

There are other factors to consider. How will you be able to quickly tell how many serfs each city has? farms? woodcutters, etc.? The statistic graph can only show totals of everything together :)

Re: Official KaM Remake Ideas topic

PostPosted: 06 Apr 2015, 06:59
by Esthlos
If I recall correctly, in the Remake the Serfs' logic has been changed to include the distance from the job; this should mean that, provided each place has enough Serfs and stocked Inns, they won't be traveling much between them. :wink:

Re: Official KaM Remake Ideas topic

PostPosted: 02 May 2015, 08:41
by thunder
Hi!

I know maybe this was already a suggesion, but possible to make a killed soldiers graph? So the killed units will be visible in the time. Not just how much soilders were and lost in a battle. :?

Re: Official KaM Remake Ideas topic

PostPosted: 02 May 2015, 16:14
by Soldado con espada
Hi!

I know maybe this was already a suggesion, but possible to make a killed soldiers graph? So the killed units will be visible in the time. Not just how much soilders were and lost in a battle. :?
That would even help locating "big battles" with a simple look :) (AoE2 style)

I'm in favour of recording as much data as possible! :mrgreen:

Re: Official KaM Remake Ideas topic

PostPosted: 03 May 2015, 12:34
by Soldado con espada
"Economic objectives" in a Multiplayer Game? More of an "idea for map makers".
For example, require 1000 iron bars in the store and do not allow enemy armies to go into your base. But place a lot of iron/coal outside of the area "forbidden" to your enemies.

Probably suggested a thousand times, but I was lazy to try and find it.

Re: Official KaM Remake Ideas topic

PostPosted: 03 May 2015, 15:03
by dicsoupcan
"Economic objectives" in a Multiplayer Game? More of an "idea for map makers".
For example, require 1000 iron bars in the store and do not allow enemy armies to go into your base. But place a lot of iron/coal outside of the area "forbidden" to your enemies.

Probably suggested a thousand times, but I was lazy to try and find it.
you should play siegfried's florencense 2 economic objective map then :)

Re: Official KaM Remake Ideas topic

PostPosted: 03 May 2015, 17:31
by Ben
What discsoupcan said. There is a map that's almost exactly what you described.

Re: Official KaM Remake Ideas topic

PostPosted: 03 May 2015, 23:11
by Soldado con espada
Thanks :mrgreen: and sorry for the unnecessary flood.

Re: Official KaM Remake Ideas topic

PostPosted: 06 May 2015, 11:06
by Esthlos
What about changing the damage formula from

Hit Chance = Attack * Direction Modifier / Defence

to

Hit Chance = Attack * Direction Modifier * Hunger Effectiveness / Defence

where "Hunger Effectiveness" is

Hunger Effectiveness = 1.5 - Abs(Max Hunger - Current Hunger * 2) / Max Hunger

This would make units 50% more effective at half hunger and 50% less effective when starving or after having just eaten, which would make feeding troops a much more important strategical aspect of the game.

What do you think about this?

Re: Official KaM Remake Ideas topic

PostPosted: 06 May 2015, 12:33
by Ben
Already proposed and declined. Lewin dismissed it upon reasoning that it would promote campiness as the player who stays at home will more easily be able to feed his army and thus camp. Not to mention that usually the aggressive player has hungrier troops and there is no need to punish aggressors.

Also, this would just slow down an already very slow game.

Re: Official KaM Remake Ideas topic

PostPosted: 06 May 2015, 13:56
by Esthlos
Oh, ok.

And what about this instead?

http://www.knightsandmerchants.net/foru ... =30#p44462
TL;DR The Shield bonus seems to be not enough for Iron troops.

[...]

I'd suggest making the shield bonus a percentage increase in defence rather than a flat bonus

[...]

Re: Knights Province: thoughts about Strange Attractor

PostPosted: 11 May 2015, 16:19
by Esthlos
About quick multiplayer: since as far as I know initially player interaction is pretty much null, especially during Peacetime, what about allowing Prebuilding?

Something like this: you play the map in a special, solo singleplayer mode, then save the game.

Then move to multiplayer, join a lobby, and choose which savegame you wish to prebuild.

The game then loads the map and, before the game actually starts, it (quickly, maybe even without rendering) loads every savegame as if it was a Replay, up to the end of Peacetime.
(If you saved before that point in time, then your town will be left on its own for the time remaining)

This should speed things up considerably without sacrificing much of the gameplay and without exposing to cheating: a Replay is saved and loaded as a series of player-issued orders, so using a modified savegame would be pointless as nobody would load the changes.

Of course its drawback would be that you'd have to limit players to build within certain bounds, so that you don't have to deal with players loading a savegame where they just digged fields through the whole map...

P.S. A useful thing to have in KaM Remake too would be the ability to load replays from previous versions (with a warning, of course) and the option to save the game from within the replay... this would allow to take control from a certain point onward, and would make it possible to check if you're still satisfied with your prebuilt town after the patch and easily import it to the new version or modify it.

Re: Official KaM Remake Ideas topic

PostPosted: 11 May 2015, 21:45
by Soldado con espada
Well, what Esthlos says sounds to me like a brilliant idea, with the only problem that it would mean many people would just play the same game over and over if they found the "perfect" base after many trials... ( :lol: ), and maybe the game would become some kind of "trading card" game, where you desperately want to find a good saved game :lol:

Those are the only problems that I would see.

Re: Official KaM Remake Ideas topic

PostPosted: 17 May 2015, 11:42
by Michalpl
Would the shaders work in KaM Remake?

That could add a bit of AO like actual sun dropping shadow on stuff or night shader