Scout
Posts: 130
Joined: 05 Aug 2009, 22:00
KaM Skill Level: Beginner
Location: Ohio, United States
Multiplayer knights

(BarbariansRule)
Scout
Posts: 130
Joined: 05 Aug 2009, 22:00
KaM Skill Level: Beginner
Location: Ohio, United States
Former Site Admin
Posts: 1830
Joined: 03 Jan 2007, 23:00
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Website: http://www.knightsandmerchants.net
Location: The Netherlands
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Former Site Admin
Posts: 1830
Joined: 03 Jan 2007, 23:00
KaM Skill Level: Fair
Website: http://www.knightsandmerchants.net
Location: The Netherlands
Well I still believe that keeping your farms separated is a good idea. If they are right next to each other, then farmer A will "claim" a square and if farmer B is working on that square, the farmer A will just stand next to farmer B until farmer B finishes working. If this happens several times in a row, then your farm production will plummet.
I've been able to have 20+ farm tiles properly managed by a farmer. Experiment. If I have room and time (in easy single missions) I just make more tiles then the farmer can handle (within reason).
For other pepole's opinions, you can look at this thread: http://www.atfreeforum.com/knights/viewtopic.php?t=697&mforum=knights
Posts: 3822
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Location: Australia
As far as I know, this is not the case in the Remake. When the farmer detects 'his' field is already in use by another farmer, he goes looking for new field
Former Site Admin
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Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Posts: 3822
Joined: 16 Sep 2007, 22:00
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Location: Australia
Former Site Admin
Posts: 3814
Joined: 08 Jan 2009, 23:00
Location: California - Pacific Time (UTC -8/-7 Summer Time)
Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
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Location: Australia
Former Site Admin
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King Karolus Servant
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Joined: 29 Aug 2007, 22:00
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Location: In his dark thunderstormy castle
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I like this idea. Maybe we could allow to place "Remove field" markers above roads and fields and laborers would go there and "unbuild" them
Yes but I think you shouldn't be able to 'unbuild' roads or fields made by other players while they are still in play.
Also I wonder how it will look if a labourer digs into stone roads.
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