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Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 09:39
by T*AnTi-V!RuZz
I forgot something.
another ideas.
the army can have a grades system: first provincial army with militia, spear militia and cavalry militia, second royal army with axeman, spearman and scout, third imperial army with man at arms, pikeman and knight (the same units of the original game) and you can upgrade the units by sneding them to the barrack and equip them again.
Lol, that's a really bad idea.. That means you'll just lose your old units and the resources you 'built' them with..
I'd rather have an entire army than sending weaker units back to my barracks and receiving stronger ones in place, but for the same cost as when I'd buy them normally..
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:03
by Remake 2012
Hi
Today I made new menu, I add shadows and regrup menu:

Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:05
by Piko
but for the same cost as when I'd buy them normally..
Not the same, You don't need to make one recruit more.
Hi
Today I made new menu, I add shadows and regrup menu:

Old interface is very much better...
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:05
by Bo_
The idea to split labourers in teams, why not a case system?
Like you have with the woodcutter, you choose planting and cutting or cutting only.
For the labourer it could be with multiple choise:
- Digging: roads, farmlands, wine, and the ground of new buildings.
- Building: building the buildings.
- Repairing: repair the buildings.
So you could have for example 5 labourers who do only building, 5 who do building and digging and 5 who do digging only..
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:08
by The Dark Lord
I like that idea, although a 'repair' option is not necessary, you can already choose to repair a building in the building's menu.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:10
by Piko
I don't think it'll be very useful. I think good idea is to make them half controllable - You can give them command to build selected building, even if his AI want to build, e.g. other building or road.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:12
by Bo_
Then you won't have 20 labourers at once repairing 1 building.
Maybe put repairing with building then, ok you don't have to repair your buildings often but it makes the list complete.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:13
by The Dark Lord
Well personally I find the 'roads have higher priority' thing very disturbing and this could be a solution. Something like this might have been proposed before but was rejected. I don't remember exactly why.
Edit: you only repair in cases where it is really needed. If I quickly want to have a building repaired, I don't want to click on every single labourer to set them on 'repair'.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:16
by Bo_
I don't think it'll be very useful. I think good idea is to make them half controllable - You can give them command to build selected building, even if his AI want to build, e.g. other building or road.
In kam the only units you can, and it should stay this way, control are soldiers. So making them half controllable you could scout very easy at the start of the game.
Your idea would also completely change the building system, I think it would be a little too easy..
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:18
by Bo_
Edit: you only repair in cases where it is really needed. If I quickly want to have a building repaired, I don't want to click on every single labourer to set them on 'repair'.
Well that's why you can do maybe 3 of your 'diggers' also give the option repairing, like with 3 of your 'builders'. But the repairing thing is just some minor thing,
it's, like you said, more about the building roads priority.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 10:39
by Piko
In kam the only units you can, and it should stay this way, control are soldiers. So making them half controllable you could scout very easy at the start of the game.
Your idea would also completely change the building system, I think it would be a little too easy..
You won't can to scout with them, You can only give them tasks like building, repairing, and building road. I think it shouldn't be very hard to implement, just able player to give commands, whose normally give them AI.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 11:08
by T*AnTi-V!RuZz
but for the same cost as when I'd buy them normally..
Not the same, You don't need to make one recruit more.

Still a bad idea.
Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 11:09
by Piko
It was a joke.

Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 11:19
by T*AnTi-V!RuZz
It was a joke.

Sure

Re: Official KaM Remake Ideas topic
PostPosted: 17 Jul 2012, 14:08
by Lewin
Telling labourers exactly what to do (i.e. build THIS building) doesn't fit KaM. The economy is indirect control, you don't tell anybody exactly what to do. I think some way to increase control over labourers might be worth trying, previously someone suggested making "labourer teams" to work in different parts of the village at once. The suggested here of choosing which tasks each labourer is allowed to do is another possibility.
The problem is all of this requires more micro management of your economy/labourers which takes more time, and IMO you already don't have enough time in fast paced multiplayer games. While it might be nice to have more control over your workers so you can do things more efficiently, I think the simplicity of the current system is nice thing compared to other games where you have to manage all of your builders by hand.
I mean if we added this people might ask to control what serfs do with more detail, and suddenly you spend most of your time poking your citizens to make sure your economy is running efficiently. I like the idea of just letting the villagers do their own thing and the simplicity of the control of construction.
Just something to keep in mind, increased control isn't always a good thing.
Well personally I find the 'roads have higher priority' thing very disturbing and this could be a solution.
It has always been like this in KaM though, and I never found it too frustrating. To me it feels like part of KaM, you have to stop ordering roads at some point and let the labourers do the building. Sure it's more efficient if you control it in more detail, but efficiency doesn't necessarily make the game better.