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Official KaM Remake Ideas topic

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Zippo123

Post 19 Jun 2012, 13:02

Re: Official KaM Remake Ideas topic

Dont know if it is possible but: build a force field around your village... its to avoid the games to be over 10 min after PT... so make a force field for like an extra 10 or 15 min but meanwhile you can already make an army....but you cant enter his village with your soldiers...

Just an idea to prevent games from ending 10 min after PT ...

Zippo123
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Teun

Post 19 Jun 2012, 13:04

Re: Official KaM Remake Ideas topic

Is there any chance the campain modes get a choise menu for: easy, normal and hard?

Because i'm having a struggle from mission 8 TSK onwards. I realise i'm not the best player but i can't imagine i'm the only one with this problem.
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Guest

Post 19 Jun 2012, 13:04

Re: Official KaM Remake Ideas topic

This force field you obviously cant build during the game... but for the game devoloppers of KAM remake ofcourse :)
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sado1

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Post 19 Jun 2012, 19:01

Re: Official KaM Remake Ideas topic

Dont know if it is possible but: build a force field around your village... its to avoid the games to be over 10 min after PT... so make a force field for like an extra 10 or 15 min but meanwhile you can already make an army....but you cant enter his village with your soldiers...

Just an idea to prevent games from ending 10 min after PT ...

Zippo123
1. It doesn't really match the medieval theme to have forcefields
2. If you lose after 10 minutes, your army is too weak, or your opponents are too good (Don't worry, happens to me all the time as well :) )
3. Why would that help making the games longer? What it would change except increasing PT? If anything, it would help only in situation when the enemy attacks you before you produced and aligned your army (and it takes 1-2 minutes max to do that) And the enemy would produce even more soldiers in that time :)

Sorry, but the only way to have a long (>2h) game is to make the teams even by player skill.
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Lewin

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KaM Remake Developer

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Location: Australia

Post 20 Jun 2012, 00:13

Re: Official KaM Remake Ideas topic

Campaign difficulty is planned and can probably be achieved by scaling some of the AI parameters like time between training soldiers. Please note that the campaigns aren't really well balanced yet, singleplayer hasn't been our primary focus so its not unusual for experienced players to struggle with the campaigns.

A force field around your village and serfs flying in spaceships will be added in our KaM Remake: Star Trek expansion.

Seriously though, we have considered having territories around your village so during peacetime people can't move or build in your territory. After peacetime it would have no effect. Of course you would be allowed to move soldiers during peacetime if we did it that way.
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T*AnTi-V!RuZz

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Location: The Netherlands

Post 20 Jun 2012, 10:25

Re: Official KaM Remake Ideas topic

A force field around your village and serfs flying in spaceships will be added in our KaM Remake: Star Trek expansion.
Image
Campaign difficulty is planned and can probably be achieved by scaling some of the AI parameters like time between training soldiers. Please note that the campaigns aren't really well balanced yet, singleplayer hasn't been our primary focus so its not unusual for experienced players to struggle with the campaigns.
I got to mission 8 TSK so far, but at the start I'm completely being butchered by those barbarians :P
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Plaguesworn

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Location: Belgium

Post 20 Jun 2012, 11:02

Re: Official KaM Remake Ideas topic

First I thought adding some kind of boundary around villages during peace time would be great. But my opinion has changed on that. I think it'll be way too abusive since players will now equip there soldier during peace time and instal them as far as their boundary permits them to go. So when the peace time will expire, they are very, very close the the enemy villages. You can already imagine the horrific results this will cause. I liked the old system better, where you could not equip any soldiers nor move them during peace time. This actually gives players more time to defend their villages, e.g.: just enough time to finish some towers.
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Krom

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Knights Province Developer

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Post 20 Jun 2012, 11:31

Re: Official KaM Remake Ideas topic

@Plaguesworn: These two systems are meant to work together. We plan to both block army controls AND boundaries during pacetime. First to block military actions and second to block those players who build their houseplans across enemies towns. We have not decided on boundaries yet, maybe there's a better alternative (e.g. to allow workers to demolish/ignore enemy buildplans)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Lewin

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KaM Remake Developer

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Location: Australia

Post 20 Jun 2012, 11:44

Re: Official KaM Remake Ideas topic

Well players complain about having to explore with laborers not e.g. a starting scout. Perhaps we could allow you to move soldiers within your own territory, and have a "no-mans-land" between territories? Although Krom's idea is simpler/neater and exploring with laborers is not so bad.
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The Dark Lord

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Post 20 Jun 2012, 12:09

Re: Official KaM Remake Ideas topic

I dislike scouting with labourers. Why not block recruitment of new troops, but allow players to move troops they already have at the start?
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GreatWhiteBear

Knight

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Post 20 Jun 2012, 12:22

Re: Official KaM Remake Ideas topic

And disable fighting
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Mulberry

Pikeman

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Joined: 18 Apr 2012, 19:14

Post 20 Jun 2012, 15:37

Re: Official KaM Remake Ideas topic

Better to make it like To doing on his maps: open vision to all your resources points from the start
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GreatWhiteBear

Knight

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Location: The Netherlands

Post 20 Jun 2012, 15:45

Re: Official KaM Remake Ideas topic

no, I like to have the advantage of preparation.
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Mulberry

Pikeman

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Joined: 18 Apr 2012, 19:14

Post 20 Jun 2012, 15:47

Re: Official KaM Remake Ideas topic

Btw. I have never scouted my base(location). DOnt know why do you need it
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Jeronimo

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Post 20 Jun 2012, 15:56

Re: Official KaM Remake Ideas topic

I just read very... very twisted ideas... why overcomplicating so hard about such a tiny problem.

First... with the current standards, you can "observe" the map before playing a game, so you memorize the location of your important resources (coal/iron/gold) from the room lobby.

A quick solution (by modifying) is to increase the line of sight of labourers to the standard of military units (8 tiles).
It saves you a lot of time, since you will build towers further (while exploring), and requires much less micro.
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If developers ever implement the "fog of war" then I strongly suggest the values below for lines of sight.
Serfs / Citizens: 4 tiles
Labourers / Foot soldiers: 8 tiles
Cavalry: 12 tiles


With Serfs almost blind :) , imagine going to feed your troops in long journey... they might be ambushed!.

Labourers will explore faster the surroundings, in case you aren't familiar with the map. Won't take much time.

And... 12 tiles gives Cavalry a major role in exploring, preventing ambush, and allowing archers to shoot first.
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I already thought in To's wider line of sight (but from Storehouse) as a possibility.
I discard it... because to maintain "balance status", then all Storehouses built afterwards should also have that enormous line of sight.

Conclusion: Slight changes in Units lines of sight increase game's value (and solves many guys problem of map's ignorance).
Last edited by Jeronimo on 20 Jun 2012, 16:12, edited 3 times in total.

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