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Re: Official KaM Remake Ideas topic

PostPosted: 27 Dec 2011, 16:58
by Mau5trap
@krom - I like the idea of creating new topics for buildings, units, etc.

@kridge - i had thought differently about the monk. i didn't express my opinion as i meant to. well, i hadnt thought the monk being military, but a unit like the rest in kam(eg. famer, fisherman,...) and he would just move by his own will to a random troop of units and bless it (for the duration of some seconds). about the paladin, i have to agree with the siegfried. and i dont like the crossbow idea. Maybe put a diferent weapon on him, i dont really know, but i think he shoud loose for a swordsman certainly. what i meant about the training thing, was not to put the monk on a horse, but to train the paladin using as a recruit the monk. :D

Re: Official KaM Remake Ideas topic

PostPosted: 27 Dec 2011, 17:06
by pawel95
And Krom what do you think about the balista and the catapult. If the original KaM TPR vehicels are not cool enough, I think, I saw good fan made projects. For example a recruit who pulls the catapult :D

Re: Official KaM Remake Ideas topic

PostPosted: 27 Dec 2011, 17:36
by GreatWhiteBear
I'd rather have a recruit pushing. When pulling, he would get shot in the back by the balista.(which would be epic)

Re: Official KaM Remake Ideas topic

PostPosted: 27 Dec 2011, 19:15
by =NL= Gila
I'd rather have a recruit pushing. When pulling, he would get shot in the back by the balista.(which would be epic)
I would like to see that in action! :P haha!

And if recruit is added, maybe using horses to pull it when moving and recruit shooting while standing still?

Re: Official KaM Remake Ideas topic

PostPosted: 28 Dec 2011, 13:41
by Kridge
I suggest to split big ideas, that are voiced often, to be in separate threads, e.g. "Idea - Watchtower", or "Idea - New troops", "Marketplace", what do you say?
I think that would be a very good idea. In particular, I like the idea of the fixed topic name as "Idea - Concerning". That looks good and it makes it obvious what's inside the topic.
@krom - I like the idea of creating new topics for buildings, units, etc.
Me too. It would make the topic easier to read. Maybe a small summary in the main topic, to keep it together.
@kridge - i had thought differently about the monk. i didn't express my opinion as i meant to. well, i hadnt thought the monk being military, but a unit like the rest in kam(eg. famer, fisherman,...) and he would just move by his own will to a random troop of units and bless it (for the duration of some seconds). about the paladin, i have to agree with the siegfried. and i dont like the crossbow idea. Maybe put a diferent weapon on him, i dont really know, but i think he shoud loose for a swordsman certainly. what i meant about the training thing, was not to put the monk on a horse, but to train the paladin using as a recruit the monk. :D
That was exactly as I wanted to do. You certainly know what I mean. The not mil. unit thing is great. And maybe the monk should "recharge" after blessing some troops. So that they won't bless your entire army at once.(Like he blesses one, then he immediately goes on blessing some other army). I think the paladin is kinda hard to make and he would indeed be overpowered, but as you read back, the paladin wasn't my idea. However, I like the idea of some "religious" military unit coming out of the monastry as well. Maybe some sort of Knight Templar. Only slightly better as the usual Knight, but you can't see the difference, only their general appearance. For ex. make them completely white, only their shield and back have a cross, like the monastry in your troops colors. Maybe that would solve it?

I like the monk as recruit for the paladin too. Maybe we should add some function that a monk should be trained and is blessing some armies, before he can go back to a monastry and be trained as Paladin/Knight Templar. I think however the monk should "rest/recharge" in the monastry and then go blessing armies again. But it would be to easy to create a monk and turn it into a Paladin/Templar after a few moments. The "waiting/training" period should be longer. Maybe let the monk make some sort of sacred journey, which would take him about 3-8 minutes (Just brainstorming). In my opinion, I think the monk should cost 1 chest of gold. To create the paladin, you should need to create everything you would need for a regular Knight. The weapons should be stored inside the monastry, limited to 5. Like wood is limited to 5. So when the monastry is filled, you can create some regular knights as well. This way you wouldn't have to split the weapons between the barracks and monastry. You would need a horse as well.
The special power of the Paladin could be that he could turn an enemy into a friend with a chance of 1 out 25? Just guessing some values here. The reason for this would be his intent to forgive the mistakes that they make (bla bla bla). But when he would have this special power, he should be the same as the usual knight with this only exception.
I'd rather have a recruit pushing. When pulling, he would get shot in the back by the balista.(which would be epic)
I would like to see that in action! :P haha!

And if recruit is added, maybe using horses to pull it when moving and recruit shooting while standing still?
Then the unit would be using 2 tiles at once. When I'm not mistaken, forgive me when I do, there should be some answer of Lewin, I think why the horse would be harder to make. Also, we don't have the sprites of the 'empty' horse. I think the recruit would be the best way out. This way the siege units aren't invincible, and maybe you could as an enemy, when the recruit dies, take over the siege equipment and use it against it's original users. That would be fun in my opinion as well.

I will upload images of the monk and the Templar or Paladin as soon as possible,

Thanks,
Kridge.


Edit: I realised the sheepthing wouldn't work so...

Re: Official KaM Remake Ideas topic

PostPosted: 28 Dec 2011, 14:21
by caykroyd
@krom - I like the idea of creating new topics for buildings, units, etc.

@kridge - i had thought differently about the monk. i didn't express my opinion as i meant to. well, i hadnt thought the monk being military, but a unit like the rest in kam(eg. famer, fisherman,...) and he would just move by his own will to a random troop of units and bless it (for the duration of some seconds). about the paladin, i have to agree with the siegfried. and i dont like the crossbow idea. Maybe put a diferent weapon on him, i dont really know, but i think he shoud loose for a swordsman certainly. what i meant about the training thing, was not to put the monk on a horse, but to train the paladin using as a recruit the monk. :D
forgot to add:

signed: caykroyd

:P
note: i was using my bro's pc yesterday, so forgot to login my account

Re: Official KaM Remake Ideas topic

PostPosted: 28 Dec 2011, 15:11
by Encaitar
Then the unit would be using 2 tiles at once. When I'm not mistaken, forgive me when I do, there should be some answer of Lewin, I think why the horse would be harder to make. Also, we don't have the sprites of the 'empty' horse.
Lewin once told us once that a 2-tiles unit can not be done at the moment. Maybe it is wise first to check if that statement still applies, before beginning to create sprites:
The one with the horse would be VERY complicated to implement, because it takes multiple tiles at once and the Remake engine has no way to handle that. (units take 1 tile at a time, there is nothing moving which takes more than 1 tile).

Full post: viewtopic.php?f=7&t=794&p=10730&hilit=2+tiles#p10730
P.S. Looking forward to your sprites!

Re: Official KaM Remake Ideas topic

PostPosted: 28 Dec 2011, 20:10
by =NL= Gila
Oh, that wasn't going through my mind that it would took 2 tiles (thinking now, yea, the siege and the horse, how stupid I am :lol: ). So would only adding a recruit fit in one tile with the siegewagon?

Re: Official KaM Remake Ideas topic

PostPosted: 28 Dec 2011, 21:00
by Kridge
Then the unit would be using 2 tiles at once. When I'm not mistaken, forgive me when I do, there should be some answer of Lewin, I think why the horse would be harder to make. Also, we don't have the sprites of the 'empty' horse.
Lewin once told us once that a 2-tiles unit can not be done at the moment. Maybe it is wise first to check if that statement still applies, before beginning to create sprites:
The one with the horse would be VERY complicated to implement, because it takes multiple tiles at once and the Remake engine has no way to handle that. (units take 1 tile at a time, there is nothing moving which takes more than 1 tile).

Full post: viewtopic.php?f=7&t=794&p=10730&hilit=2+tiles#p10730
P.S. Looking forward to your sprites!
That was what I meant. But thanks.
Oh, that wasn't going through my mind that it would took 2 tiles (thinking now, yea, the siege and the horse, how stupid I am :lol: ). So would only adding a recruit fit in one tile with the siegewagon?
Yeah, it'd be pushing it, but it would stay at the same tile. Have you seen my sketch, earlier in this topic?

Re: Official KaM Remake Ideas topic

PostPosted: 29 Dec 2011, 15:36
by FeyBart
This might be a very stupid question, and asked two-thousand times before, but why did the Town Hall and the Siege Workshop get taken out again?

Re: Official KaM Remake Ideas topic

PostPosted: 29 Dec 2011, 16:13
by GreatWhiteBear
Because they didn't fit the "KaM playing style".
I wouldn't say it, but those who make the remake say it and that is enough reason to me to leave them out.

Re: Official KaM Remake Ideas topic

PostPosted: 29 Dec 2011, 16:54
by Siegfried
This might be a very stupid question, and asked two-thousand times before, but why did the Town Hall and the Siege Workshop get taken out again?
Becaue the remake was and is designed to be a TSK remake.

Things not present in TSK are only implemented if they fit. In the end, the makers of the remake - Lewin and Krom - are the ones who decide what fits and what does not.

Re: Official KaM Remake Ideas topic

PostPosted: 29 Dec 2011, 17:31
by =NL= Gila
Oh, that wasn't going through my mind that it would took 2 tiles (thinking now, yea, the siege and the horse, how stupid I am :lol: ). So would only adding a recruit fit in one tile with the siegewagon?
Yeah, it'd be pushing it, but it would stay at the same tile. Have you seen my sketch, earlier in this topic?
No I haven't, wich page somewhere? Then I will look for it myself ;)

Re: Official KaM Remake Ideas topic

PostPosted: 29 Dec 2011, 17:52
by Encaitar
Oh, that wasn't going through my mind that it would took 2 tiles (thinking now, yea, the siege and the horse, how stupid I am :lol: ). So would only adding a recruit fit in one tile with the siegewagon?
Yeah, it'd be pushing it, but it would stay at the same tile. Have you seen my sketch, earlier in this topic?
No I haven't, wich page somewhere? Then I will look for it myself ;)
Sorry, but you know there is a search function in a phpbb forum. If you just searched at 'recruit' and author='krigde' you would have found it: viewtopic.php?f=7&t=794&p=10659&hilit=recruit#p10659

Re: Official KaM Remake Ideas topic

PostPosted: 29 Dec 2011, 20:52
by =NL= Gila
Well excuse me that I didnt find it ... Im new in this forum and still exploring the whole forum ... I was already searching for it but thanks for the link, next time, I will use the search function :)