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Official KaM Remake Ideas topic

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Soldado con espada

Lance Carrier

Posts: 64

Joined: 05 Apr 2015, 14:31

KaM Skill Level: Beginner

Post 17 May 2015, 15:15

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.
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Esthlos

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Knight

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Joined: 23 Jun 2013, 16:02

KaM Skill Level: Beginner

Post 17 May 2015, 18:51

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.
Nice idea... I like it, and could work.
Make them all Rebels! :P :mrgreen: :mrgreen:

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.
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Tiank

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Knight

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Location: Poland

Post 23 Jun 2015, 14:09

Re: Official KaM Remake Ideas topic

Here's an idea:

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.
Without honour, victory is hollow.
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thunder

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Moorbach's Guard

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Location: In the Market

Post 13 Oct 2015, 12:17

Re: Official KaM Remake Ideas topic

Hello,

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.
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kocsis1david

Crossbowman

Posts: 204

Joined: 12 Mar 2011, 23:00

KaM Skill Level: Skilled

Location: Hungary

Post 13 Oct 2015, 12:42

Re: Official KaM Remake Ideas topic

I think it was already proposed, I've read the same idea somewhere in this forum.
But it would be helpful sometimes.
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TheodorKarlsruhe

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Blacksmith

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Joined: 23 Sep 2015, 21:44

KaM Skill Level: Skilled

Location: Karlsruhe, Germany

Post 22 Oct 2015, 15:13

Re: Official KaM Remake Ideas topic

Some new ideas for the online-game with others players (multiplayer-modus):

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... :)
No pains, no gains
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Ben

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Former Site Admin

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Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 22 Oct 2015, 18:12

Re: Official KaM Remake Ideas topic

These have all been addressed before actually. I'll try to sum them up:

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
I used to spam this forum so much...
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TheodorKarlsruhe

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Blacksmith

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Location: Karlsruhe, Germany

Post 23 Oct 2015, 16:47

Re: Official KaM Remake Ideas topic

thanks for your answers
No pains, no gains
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equalizer

Vagabond

Posts: 99

Joined: 02 Apr 2015, 14:34

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Post 23 Oct 2015, 22:52

Re: Official KaM Remake Ideas topic

Don't know if its already been said.. I like the idea of a 'general chatbox' from witch you can switch from lobbychat to generalchat where in generalchat everyone can talk. The lack of useraccounts is inconvinient but the benefit is huge because its easier to find suitable lobbys/players to play in/with.

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.
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The Dark Lord

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King Karolus Servant

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Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 24 Oct 2015, 12:01

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.
I agree with this, it is really hard to manage barracks, especially if you have 2... or more. :(
Image
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LadyPauline

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Queen of the Iron Age

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Joined: 22 May 2014, 10:20

KaM Skill Level: Fair

Post 24 Oct 2015, 13:27

Re: Official KaM Remake Ideas topic

Yes its problematic when you want have for example, one castle for horses, other for leather only or militia only, and you need schools near every barrack because recs go to the nearest building (expect towers). So block one barrack totally in the critical situation like siege would be useful.
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Ben

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Former Site Admin

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Location: California - Pacific Time (UTC -8/-7 Summer Time)

Post 24 Oct 2015, 17:38

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.
I agree with this, it is really hard to manage barracks, especially if you have 2... or more. :(
Image
:lol: TDL's game is too strong.
I used to spam this forum so much...
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Esthlos

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Knight

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KaM Skill Level: Beginner

Post 26 Oct 2015, 16:47

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).
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Strangelove

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Crossbowman

Posts: 230

Joined: 30 Jul 2013, 06:32

KaM Skill Level: Fair

Post 26 Oct 2015, 18:03

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).
That would be very convenient!
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LadyPauline

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Queen of the Iron Age

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Joined: 22 May 2014, 10:20

KaM Skill Level: Fair

Post 26 Oct 2015, 18:11

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).
This can be a solution for one problem but start of other.
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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