Page 166 of 179

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 07:15
by Ben
The function buttons do work! I use f1 all the time to help with builder micro (you can quickly place a road by pressing f1). It's very useful ;)

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 09:43
by Esthlos
[from "Collecting problems"]

As for food being too unimportant: what about making warriors' performance dependant on their hunger level?
This would make food much more important while deeply affecting sieges: the sieger will want to rush the defender as soon as possible instead of camping there, and this would open time windows where both could easily crush or break a siege with a few well fed units.

This of course would buff turtling more than attacking... but what if something was done about that too?
For example, add Trebuchets as stationary combat buildings (like the Towers are) with longer range than towers and that can only attack other buildings?
This way during sieges the defender would spend time looking for chances to break the siege, while the attacker would try to set up a few Trebuchets and then pierce through the defences.

The defender could make some too in order to hit the enemy trebuchets, but I think it would be balanced if they took more space than towers: this way, building some amidst your defence lines would severely weaken them.

(P.S. I'm pretty sure both these things have been suggested already)

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 11:03
by thibmo
Keep in mind that implementing new units was never actually intended to happen, from what I remember, the goal was to stick to the original game as much as possible. :P
Features are always interesting to look at, like the multiplayer.
Making food as combat efficiency variable could be interesting to look at, indeed.
Trebuchets are kinda OP IMO.

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 11:28
by Esthlos
Keep in mind that implementing new units was never actually intended to happen, from what I remember, the goal was to stick to the original game as much as possible. :P
Image

It isn't new. :P :wink:

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 11:55
by Krom
It is new. Don't forget, KaM Remake is a remake of TSK ;-)

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 11:56
by thibmo
OKOK.. But as a tower it would be.. :P
If you mean the siege weapons then they still require something to move them around, like a horse and new sprites as the game ones are way too small, because those things were huge compared to a human IRL.

Then also, the siege topic has been touched on many, maaaany times. xD
Unless there comes a good fix for the issues that are around them I doubt they will return to the game. :P

And also what Krom said.

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 12:05
by Esthlos
OKOK.. But as a tower it would be.. :P
If you mean the siege weapons then they still require something to move them around, like a horse and new sprites as the game ones are way too small, because those things were huge compared to a human IRL.
Nope, I mean that their sprites can be scaled and reused for the building, which would make it easier to implement it if it was ever decided to. :P
It is new. Don't forget, KaM Remake is a remake of TSK ;-)
Are you sure?
It looks an awful lot like a TSK/TPR hybrid... :rolleyes: :P

ImageImageImageImageImage

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 15:19
by =DjPilaGila=
It is new. Don't forget, KaM Remake is a remake of TSK ;-)
Like Krom said, remake of TSK, not TPR ;)

Tho the unit isnt new, so on that part you're right.

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 15:22
by =DjPilaGila=
Oh and by the way, siege weapons that can't move (like trebuchets), isn't really KaM style, does it? Its more AoE related (Or Total War if you fancy that).

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 15:41
by KNoeDL
oh here is the topic i should have posted some other stuff... since pausing the build up of houses was harshly blocked off, how about setting prioritys? after all its caging somehow that you have to ensure everything b4 the wrong house gets its first materials. and you have to know the scripted prioritys.
do pikes have way more defense against archers than crossbows? and if yes - why so much?

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 16:07
by Esthlos
do pikes have way more defense against archers than crossbows? and if yes - why so much?
No, but they have to be hit 3 times more in order to get killed.

Here is a little tool I made some time ago, that collects this kind of info: http://www.knightsandmerchants.net/foru ... 367#p44367

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 19:07
by Krom
It is new. Don't forget, KaM Remake is a remake of TSK ;-)
Are you sure?
It looks an awful lot like a TSK/TPR hybrid... :rolleyes: :P

ImageImageImageImageImage

http://www.kamremake.com/devblog/how-ex ... te-to-tpr/

Re: Official KaM Remake Ideas topic

PostPosted: 10 Dec 2015, 22:25
by Ben
You cannot outwit Krom in his own game. You have no chance ;)

Re: Official KaM Remake Ideas topic

PostPosted: 12 Dec 2015, 01:04
by thibmo
You cannot outwit Krom in his own game. You have no chance ;)
For the truth be told.

Re: Official KaM Remake Ideas topic

PostPosted: 19 Dec 2015, 15:53
by Esthlos
What about making unexplored terrain shadowed instead of black, maybe optionally through a checkbox in the menu, so that you can see terrain and trees but not units and buildings (or maybe just a symbol at each start location)?

This should change nothing to most of the experienced players, but would be tremendously helpful to players not used to the map... besides, it isn't terribly hard to start 2 instances of the game and use one to join a game while the other loads the same map in the editor.