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Re: Planned market changes

PostPosted: 02 Dec 2012, 09:56
by Da Revolution
Revo as well! So I can use those unused lances.

Re: Planned market changes

PostPosted: 02 Dec 2012, 11:26
by The Dark Lord
That would be of great help, but what about blocking wares in the barracks? That would solve it already, at least for me. If I want to trade weapons now, it isn't efficient because they still bring weapons to the barracks. So I have to close my barracks. But since I only want to trade leather armour (for example), the production of other weapons continues as normal and when I reopen my barracks there are huge traffic jams.

Re: Planned market changes

PostPosted: 02 Dec 2012, 13:41
by Bo_
Yes blocking weapons should realy be added, it could allow us to have 2 barracks. (Leather, iron.) Could be realy usefull in singleplayer or coop maps were your production is often so big that it's impossible to let soldiers come out of your barracks because there are serfs everywhere.

Re: Planned market changes

PostPosted: 02 Dec 2012, 13:56
by Lewin
Yeah we'll probably allow blocking weapon delivery at the barracks much like the storehouse.

Re: Planned market changes

PostPosted: 02 Dec 2012, 18:58
by Jeronimo
Yeah we'll probably allow blocking weapon delivery at the barracks much like the storehouse.
This is one thing I have been waiting actually...
A barracks with the same capacities of a storehouse (trading/blocking).

Re: Planned market changes

PostPosted: 02 Dec 2012, 19:13
by thunder
i think too '2or more Barracks idea' is ok, but the recruits need more intelligence to decide to go which barrack...How could you manage them?
is it an iteresting question.

Re: Planned market changes

PostPosted: 02 Dec 2012, 19:15
by Bo_
They go to the closest barracks, so you just make 2 schools. ;)

Re: Planned market changes

PostPosted: 03 Dec 2012, 17:24
by Ben
They go to the closest barracks, so you just make 2 schools. ;)
Sounds like a reasonable solution.
A more efficient way would be to have a feature implemented that allows one to have a command in the school that allows the user to tell the recruits where to go. This would defiantly add more control to the player, but this might not suit the KaM style.
We could just add a toggle button, too. Recruits could have the choice of going to the closer(est) barracks, or thet could alternate which one they go to (i.e. the barracks "take turns" on who gets the recruit).

I like mr. Bo's proposal the most; though :)

Re: Planned market changes

PostPosted: 03 Dec 2012, 19:15
by Bo_
I would like this, but I already now that it won't be implented because of Krom's bus. :D

Re: Planned market changes

PostPosted: 04 Dec 2012, 17:19
by Ben
I was thinking about that :D
I think that your idea is better; though, because KaM is one of those games where you have less control over the minds of your people. ;)

Re: Planned market changes

PostPosted: 04 Dec 2012, 18:09
by Bo_
You gave me an idea: Sims & Merchants.

Re: Planned market changes

PostPosted: 04 Dec 2012, 18:15
by Ben
You know I just realized how off topic we got!
*Going back on topic*

Re: Planned market changes

PostPosted: 29 Dec 2012, 16:15
by EDMatt
I would like to mention that a small base will almost always be the most dominant strategy after pt , and locations now matter most. I can imagine everyone loc picking hardcore now :)
Yes we know now that you have a lot of imagination, lets just wait and see.
I guess now you should take you'r words back, it seems like.

Re: Planned market changes

PostPosted: 29 Dec 2012, 22:36
by The Dark Lord
I would like to mention that a small base will almost always be the most dominant strategy after pt , and locations now matter most. I can imagine everyone loc picking hardcore now :)
Yes we know now that you have a lot of imagination, lets just wait and see.
I guess now you should take you'r words back, it seems like.
I should nothing. I was referring to your assumptions in general, not to this particular one. I didn't even say your statement was false, I just suggested to wait and see how things would unfold.

Re: Planned market changes

PostPosted: 30 Dec 2012, 19:20
by -George Stain-
what about timer on market? like market is possible to build right after PT end.. just suggeston..

But for me was always late game structure, fort boost economy or replacement of depleted resources.