Map Database  •  FAQ  •  RSS  •  Login

New KaM Remake Demo r2411

<<

T*AnTi-V!RuZz

User avatar

Former Site Admin

Posts: 1826

Joined: 03 Jan 2007, 23:00

KaM Skill Level: Fair

Website: http://www.knightsandmerchants.net

Location: The Netherlands

Post 24 Oct 2011, 14:15

This has nothing to do with the insides of a storehouse, but id rather have a storehouse with multiple entrances. later in the game serfs are massing around it and are waiting on their turn to enter the building.
Well, i got inspired by the idea. Just made a stupid picture. It will never be ingame, but is it a worth a laugh!

Image
LOL! But that would just increase building space :P

I was think about the same storehouse now, but just letting serfs enter from all four sides.
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 24 Oct 2011, 14:17

That would be stupid, then it would be the only building in which people could enter from any other side than the front.
<<

T*AnTi-V!RuZz

User avatar

Former Site Admin

Posts: 1826

Joined: 03 Jan 2007, 23:00

KaM Skill Level: Fair

Website: http://www.knightsandmerchants.net

Location: The Netherlands

Post 24 Oct 2011, 14:18

That would be stupid, then it would be the only building in which people could enter from any other side than the front.
No, it wouldn't. That's your opinion. There's a difference :wink:

And yeah, indeed, that would be the only building. Problem?
<<

Encaitar

User avatar

Lance Carrier

Posts: 63

Joined: 13 Oct 2011, 22:00

Location: The Netherlands

Post 24 Oct 2011, 14:23

LOL! But that would just increase building space :P

I was think about the same storehouse now, but just letting serfs enter from all four sides.
That sounds more logical and was my intent to make. But i am no photoshopper, so it would cost me too much time right now. So i did make a jokebuilding, just cut and past a few times and further adjustments and it was done.

Serious:
I could try to make doors left and right (not at the back of the building, as you can not see that...), but first we need to discuss if we want such a building as a community + Lewin & Krom do have to like the idea of an updated warehouse. Even if we all want that, I do not know if I have the skills to make such a sprite :(...
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 24 Oct 2011, 14:25

Yes but lets stay on topic now.
Messages on low stocks: Why do and why don't? Maybe add it to options so some players will have it activated and some not.

Serfs getting stuck in front of storehouse:
Options: Storehouses with multiple entrances. Why do and why don't?

I mostly make sure I have a big stone production in the beginning of the game and later on turn them off. I also make sure there are no logs stored in the storehouse, as well as ores. This way serf-traffic will only go passed all processing buildings and not through the storehouse.
<<

T*AnTi-V!RuZz

User avatar

Former Site Admin

Posts: 1826

Joined: 03 Jan 2007, 23:00

KaM Skill Level: Fair

Website: http://www.knightsandmerchants.net

Location: The Netherlands

Post 24 Oct 2011, 14:26

LOL! But that would just increase building space :P

I was think about the same storehouse now, but just letting serfs enter from all four sides.
That sounds more logical and was my intent to make. But i am no photoshopper, so it would cost me too much time right now. So i did make a jokebuilding, just cut and past a few times and further adjustments and it was done.

Serious:
I could try to make doors left and right (not at the back of the building, as you can not see that...), but first we need to discuss if we want such a building as a community + Lewin & Krom do have to like the idea of an updated warehouse. Even if we all want that, I do not know if I have the skills to make such a sprite :(...
You know, it would be awesome to be able to create our own KaM buildings.

The thing is, we need more than just one image of the building "finished". We need an image for every single build-animation. That's really hard to make. Even if we could, we'd have to design it so that it looks like all the other KaM buildings, which is even harder because we don't know what color palettes were used, etc.
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 24 Oct 2011, 14:29

But, what I think is more important is that we make sure that higher terrain gives a range bonus for archers/crossbowmen.
AND that walls get implanted as well as a defensive bonus for units on a wall.
<<

Encaitar

User avatar

Lance Carrier

Posts: 63

Joined: 13 Oct 2011, 22:00

Location: The Netherlands

Post 24 Oct 2011, 14:46

Yes but lets stay on topic now.
Messege on low stocks
No that is annoying, plus makes things to easy! Just look for yourself at the warehouse(s). Besides, it gives extra advantage for those who keep an eye at there stock instead those who only look at their army (once raised) in multiplayer.

Storehouses with multiple entrances. Why do and why don't
Why do: No waiting time for the serfs and the way in front of the door is less crowded.
Why don't: For me it would make the most sense if the 'extra doors' are an upgraded version of the warehouse (so first you build a warehouse. If finished you can upgrade it). The warehouse would became bigger as extra entrances are made (a tile left and a tile right. The are both needed, otherwise you could impossible see that there are doors left and right). How are you gonna implement that? There could already be a building left or right... Besides that, GreatWhiteBear already pointed out that the warehouse would be getting unique with this option. I personally like the idea, but i can see why others don't.

I am positive to the 'upgrading warehouse' suggestion, but I must be well tought out!

But, what I think is more important is that we make sure that higher terrain gives a range bonus for archers/crossbowmen.
Yeah that a good point. But how many bonusses. I would suggest 15%.
<<

Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 24 Oct 2011, 16:05

15% range bonus for what height? That could be a 15% bonus for every inch of elevation :p
<<

GreatWhiteBear

Knight

Posts: 578

Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 24 Oct 2011, 16:48

Ok, lets say normal range is 10 squares maximum height is 100, minimum is 0 and maximum range bonus is 25%.

Example:
Archer group A at height 75.
Archer group B at height 25.
Then if archer group A and B are firing at each other, archer group A would have 10*(1+(75-25)*(0.25/100)) = 10*(1+50*0.0025) = 10*1.125 = 11.25range.(is actually 11)
And group B would have 10*(1-(75-25)*(0.25/100)) = 10*(1-50*0.0025) = 10*0.875 = 8.75range. (is actually 9)

I thought that you also should have a disadvantage cause that is realistic, also it will be more effective to try and get your melee troops on the hill/mountain/wall.
<<

The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 24 Oct 2011, 18:26

Okay so I FINALLY made it work!
I'm impressed by all the progress although I hadn't expected anything else. :)
Today I built a market for the first time but I didn't use it as a simple axe would cost me 12 wheat. I actually like these exchange rates because I'm not fond of the market at all; I'd rather see it being used for trading between players than for trading with 'yourself'. So because it's expensive to use, one would only use it in an emergency situation like running out of gold. Also, the shades of the building seem a bit weird compared to other buildings.

All this probably sounds very negative but that was not my intention; I appreciate all the work you do very much and I'm sorry I can't be of any help as I do not have any programming skills. :P

Keep it going!
<<

Chimerae

Laborer

Posts: 14

Joined: 04 Apr 2011, 22:00

Location: The Netherlands

Post 24 Oct 2011, 21:46

Ok, lets say normal range is 10 squares maximum height is 100, minimum is 0 and maximum range bonus is 25%.

Example:
Archer group A at height 75.
Archer group B at height 25.
Then if archer group A and B are firing at each other, archer group A would have 10*(1+(75-25)*(0.25/100)) = 10*(1+50*0.0025) = 10*1.125 = 11.25range.(is actually 11)
And group B would have 10*(1-(75-25)*(0.25/100)) = 10*(1-50*0.0025) = 10*0.875 = 8.75range. (is actually 9)

I thought that you also should have a disadvantage cause that is realistic, also it will be more effective to try and get your melee troops on the hill/mountain/wall.
If my mathbrain didnt fail me and i read it like you meant it -> sounds good :wink:
<<

Danjb

Sword Fighter

Posts: 288

Joined: 14 May 2007, 22:00

Post 24 Oct 2011, 23:08

Today I built a market for the first time but I didn't use it as a simple axe would cost me 12 wheat. I actually like these exchange rates because I'm not fond of the market at all; I'd rather see it being used for trading between players than for trading with 'yourself'. So because it's expensive to use, one would only use it in an emergency situation like running out of gold..
I've not really tried it out yet myself, but I think I'd rather it was too expensive than too cheap. It's crucial to have it balanced, and as you say it will still be useful in an emergency, which is what makes it such a great idea, I think :)

Although at the same time it would be a really interesting game dynamic if the rates were cheap, and you could just specialise in a few resources and trade for the rest.

Basically, it's a very clever building with a lot of potential! Good job team :)
<<

Lewin

User avatar

KaM Remake Developer

Posts: 3822

Joined: 16 Sep 2007, 22:00

KaM Skill Level: Skilled

ICQ: 269127056

Website: http://lewin.hodgman.id.au

Yahoo Messenger: lewinlewinhodgman

Location: Australia

Post 25 Oct 2011, 07:35

I don't like the idea of a storehouse with multiple entrances. KaM is all about balancing your economy. If one storehouse becomes too busy, you have to build another one.
I mean if we did that we might as well make the inn stock 5 times as much food, have 5 times as many people eating at once and have 5 entrances because in a large village it always becomes full/too busy. But that would be stupid, the solution is to build another inn!
If your storehouse becomes too crowded, build another or restrict the wares that are taken there. I sometimes design my village with two storehouses nearby just because one becomes too crowded when my village gets larger.
We will be making the deliveries more intelligent which may improve this a little bit.

Archers having a range bonus from hills is a good idea and I think it will be implemented. The maths you used looks like the way we'd do it, and we'd tweak the values like the maximum bonus until it feels right. This could change game dynamics a bit though so it would need to be tested and tweaked.

@The Dark Lord: I think the marketplace prices will be decreased slightly but not by much. I agree with you, trading between players will be more fun/interesting than with yourself.
<<

The Dark Lord

User avatar

King Karolus Servant

Posts: 2154

Joined: 29 Aug 2007, 22:00

KaM Skill Level: Veteran

Location: In his dark thunderstormy castle

Post 25 Oct 2011, 09:28

Oh by the way: at a certain moment yesterday in our game I recruited about 16 crossbowmen, 8 archers and 21 militia all at once and the militia didn't form a group. They all left the barracks seperately! I guess that's a small bug?

Return to “Feedback / Discussion”

Who is online

Users browsing this forum: No registered users and 0 guests