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Official KaM Remake Ideas topic

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GreatWhiteBear

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Post 20 Jun 2012, 15:58

Re: Official KaM Remake Ideas topic

for FoW I suggest using same values as the units have now when exploring unexplored territory
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Jeronimo

User avatar

Knight

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Joined: 24 Feb 2011, 23:00

Post 20 Jun 2012, 16:09

Re: Official KaM Remake Ideas topic

for FoW I suggest using same values as the units have now when exploring unexplored territory
Preety conservative. If we keep standards, we cannot rise game's tactical value.

Why not making this game better? You don't lose. You win.
Serfs / Citizens: 4 tiles
Labourers / Foot soldiers: 8 tiles
Cavalry: 12 tiles


Exploring with labourers won't be annoying (because it becomes way way faster).
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GreatWhiteBear

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Post 20 Jun 2012, 16:14

Re: Official KaM Remake Ideas topic

Making the game better, like starting with 4x the amount of food you'd start with originally, and then I am talking about singleplayer. Singleplayer? ya, singleplayer, you really had to have food production pretty soon.
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Thomas

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Militia

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Post 21 Jun 2012, 08:59

Re: Official KaM Remake Ideas topic

Making the game better, like starting with 4x the amount of food you'd start with originally, and then I am talking about singleplayer. Singleplayer? ya, singleplayer, you really had to have food production pretty soon.
Yeah, that's for sure! I kinda miss those days where you had to have food production at first else you wouldn't survive the first 60 minutes. I mean, all in all there are pretty good ideas here but imho I would also prefer to finish the Remake and then maybe add some of these ideas. Alternatively I would suggest to make those implementations optional by selecting them in the lobby.
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Luki

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Location: Poland

Post 21 Jun 2012, 10:41

Re: Official KaM Remake Ideas topic

Or make multiplayer maps without food in storhouse ^^
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GreatWhiteBear

Knight

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Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 21 Jun 2012, 10:59

Re: Official KaM Remake Ideas topic

Or make multiplayer maps without food in storhouse ^^
Challenge accepted!
I GreatWhiteBear will make a 4p map with low starting food and enough fertile ground.(Start in 10days or so, still have tests to do and assignments to hand in.)
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Da Revolution

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Post 21 Jun 2012, 12:08

Re: Official KaM Remake Ideas topic

Or make multiplayer maps without food in storhouse ^^
There is at least one map already without food in storehouse. L-O-S-T Survival.
"No one saves us but ourselves. No one can and no one may. We ourselves must walk the path" - Buddha
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GreatWhiteBear

Knight

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Location: The Netherlands

Post 21 Jun 2012, 13:01

Re: Official KaM Remake Ideas topic

-.-
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Piko

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Warrior

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KaM Skill Level: Beginner

Location: Poland

Post 23 Jun 2012, 10:05

Re: Official KaM Remake Ideas topic

I have an idea - change maximum size of maps to 208x208. 192x192 is a bit to small for 8p and newest release of Remake should handle bigger map without problems.
ImageImage
Image
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King of War

Laborer

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Joined: 28 Apr 2012, 15:27

KaM Skill Level: Veteran

Post 23 Jun 2012, 10:08

Re: Official KaM Remake Ideas topic

Hi,

please make limits of buildings

limit:10 Towers
limit: 1 Market

And add 5 - 6 worker and peasant more for fast start.
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GreatWhiteBear

Knight

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Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 23 Jun 2012, 10:26

Re: Official KaM Remake Ideas topic

hi,

Please limit pleasure of the game.

No thanks.
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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 23 Jun 2012, 11:31

Re: Official KaM Remake Ideas topic

please make limits of buildings
limit: 1 Market
I think this is a good idea. But I think
limit: 0 Market
is even a better idea. (H)
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GreatWhiteBear

Knight

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Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 23 Jun 2012, 12:12

Re: Official KaM Remake Ideas topic

second that
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Lewin

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KaM Remake Developer

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Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 23 Jun 2012, 12:56

Re: Official KaM Remake Ideas topic

I don't like the idea of "caps" on units/buildings, it always irritates me in other games and doesn't fit KaM IMO. I don't mind the idea of options in the lobby to disable the market, towers, archers, iron, etc. so people can have different game styles. But I think things should either be blocked or allowed.

Regarding the market, how would people feel if we made it like in Age of Empires where resources become less value as you sell them, and more valuable as you buy them? This means the market can help you out for a short time, but if you keep feeding the same resource into it and buying the same thing, the prices will change and it won't be worth it. I agree it is a bit abusable.

Increasing the map size will happen but we're not sure when. Going from 192x192 to 208x208 means that map has 17% extra tiles. More tiles will slow down lots of areas of the code such as pathfinding, flood fill, updating terrain, etc. We already have occasional issues with CPU usage in big games or games with AI, we need to make sure the game can cope with the stress of larger maps.
That said, I wouldn't be surprised if the next version supports slightly larger maps.

I have holidays now so hopefully I'll get back into programming, I took a break due to exams :)
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GreatWhiteBear

Knight

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Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 23 Jun 2012, 13:11

Re: Official KaM Remake Ideas topic

How about we take the AoE market idea, but use it globally, so if the opponent sells stone, stone will also become of less value in your market. This will force people to adapt even more.

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