
Official KaM Remake Ideas topic
Re: Official KaM Remake Ideas topic
Citizens could be temporarily equiped with pitchforks to defend themselves, warcraft 3 style, you ring a bell and they get into a building to go out as 'guys with pitchforks'. To go back to their normal occupation they should go back into that building and out again.
Make them all Rebels!



The sprites are already there, and it shouldn't be overly difficult to add.
The main problem would probably be related to game balance: if they're player-controlled, they make a formidable rush army, while if they're not, programming them would be harder and they would not be overly useful... still better than nothing though.
Re: Official KaM Remake Ideas topic
Button somewhere in main menu that will redirect to map making videos (so far Ben and dicso have made something, it's not much but it really helps a lot) and also button for building tutorial (link for sado's topic or maybe his tutorial written in pdf format). I think it would be VERY useful, when all players have easy acces to those things, because sadly, this forum is not as popular as it should be, having all kinds of useful info.

Moorbach's Guard
Posts: 1044
Joined: 15 Apr 2012, 12:11
KaM Skill Level: Fair
Location: In the Market
Re: Official KaM Remake Ideas topic
Last time I made two barracks. But I forgot to close the second one.(I made the second becasue my city was under attack and i wanted to train units countinously)
I had a nice base but two opened barrack. One barrack had only leather jacket and some recruits, and the other one had the woodenweapons for the jacket wth some recruits. :S
I wanted transport the resources from the A barrack to the B barrack. No chance... I could remove the wares from the barrack only if i would trade it.
I think to need a blue little triangle as like an unload button(Like the red one in the store and in the barrack)---> this would mean take out the wares to the next/nearest opened barrack or storehouse/-s.
Bests!
PS: maybe later i will post a picture about the blue triangle.
Re: Official KaM Remake Ideas topic
But it would be helpful sometimes.

Blacksmith
Posts: 26
Joined: 23 Sep 2015, 21:44
KaM Skill Level: Skilled
Location: Karlsruhe, Germany
Re: Official KaM Remake Ideas topic
1. The possibility for more people to watch a game (actually two), even when it has started (actually not possible). Other sound when entering game, so not disturbing the playing people.
2. When entering multiplayer modus a function would be great, to see which players are online and maybe write them in private modus to start a new game.
3. A official KAM list for best players of the month, statistics for all. maybe a bonus for the winner (we could all donate every month something minimum and the first winners would get prices or something). All this when entering multiplayer... just an idea
I come with new ideas soon...


Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Official KaM Remake Ideas topic
1) Lewin and Krom like the idea of enabling more spectators to watch a game. Right now, a combined maximum of 10 players and spectators can be in lobby. To add more would require a rework of the lobby UI. Any ideas on how to do this would be great! (To see that there is indeed a lack of room in the lobby UI, disable full screen and shrink the window to the smallest possible.)
2&3) Wouldn't work right now since we don't have registered accounts (no usernames to display). Lewin and Krom like the idea of accounts, but don't have the time, means, or effort to set it up. It's very complicated. I remember one of them mentioned a fear of legal charges if someone's password gets hacked (and since many people foolishly use the same password for all sites and devices...well it can be bad)
Keep up the activity! It's nice to see new posts on the forum

Keep

Blacksmith
Posts: 26
Joined: 23 Sep 2015, 21:44
KaM Skill Level: Skilled
Location: Karlsruhe, Germany
Re: Official KaM Remake Ideas topic
And the option to block recruits in barack. The other day i played long game CR and around pt the wares going to the barack was to big to handle so i made second barack, but that causes problems with recruits going to the closest barack. It would be easier to be able to close/open recruits in barack.

King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
Re: Official KaM Remake Ideas topic
And the option to block recruits in barack. The other day i played long game CR and around pt the wares going to the barack was to big to handle so i made second barack, but that causes problems with recruits going to the closest barack. It would be easier to be able to close/open recruits in barack.

Re: Official KaM Remake Ideas topic

Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Re: Official KaM Remake Ideas topic
I agree with this, it is really hard to manage barracks, especially if you have 2... or more.And the option to block recruits in barack. The other day i played long game CR and around pt the wares going to the barack was to big to handle so i made second barack, but that causes problems with recruits going to the closest barack. It would be easier to be able to close/open recruits in barack.

Re: Official KaM Remake Ideas topic
[]Auto demolish when the mine is depleted and empty
[]Don't give empty-building-warnings for mines
This way, when a mine is depleted you only have to build another one (if you wish and haven't already).
Re: Official KaM Remake Ideas topic
What about two additional general game options or checkboxes in the building's interface for mines?
[]Auto demolish when the mine is depleted and empty
[]Don't give empty-building-warnings for mines
This way, when a mine is depleted you only have to build another one (if you wish and haven't already).
Campaign http://knightsandmerchants.net/forum/vi ... f=5&t=1749
MultiplayerMaps http://knightsandmerchants.net/forum/vi ... f=5&t=2302
AutoComplete http://knightsandmerchants.net/forum/vi ... =32&t=2722
Re: Official KaM Remake Ideas topic
What about two additional general game options or checkboxes in the building's interface for mines?
[]Auto demolish when the mine is depleted and empty
[]Don't give empty-building-warnings for mines
This way, when a mine is depleted you only have to build another one (if you wish and haven't already).
When player thinks about build something else in the place of old mine, but after autodestroy, woodcutter plant trees in this place, or when you want to have them as the strategic point in your city (blocking enemies between the buildings)
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