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CuDi

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Post 04 Nov 2011, 01:01

Multiplayer knights

Title says it all. I've been wanting to use them in my army but I never find time to fit a stable into my village. When I do it ends up taking too long to even produce the horses. Does anyone have any useful strategies?
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T*AnTi-V!RuZz

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Post 04 Nov 2011, 07:58

Useful strategy?

Create a sh*tload of farms :D

No seriously, that's the only real solution. I always have a minimum of 4 farms for food, and when I need horses, I build 2 extra farms and put my stable right next to the 2 new farms. Works pretty well..

And of course, make sure your stable gets 5 corn (not the default 2).
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GreatWhiteBear

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Post 04 Nov 2011, 14:25

but how many fields do you use?
When the farms are close to each other I use 1farm:20fields, 2farms:45fields, 3farms:70fields, 4farms:95fields, 5farms:120
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Krom

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Post 04 Nov 2011, 14:28

Right, make sure you have Stables ratio of corn 5 - thats gonna improve the speed a lot.
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Ben

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Post 04 Nov 2011, 22:56

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
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T*AnTi-V!RuZz

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Post 05 Nov 2011, 02:25

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
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 :wink:
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Post 05 Nov 2011, 02:39

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 :wink:
That is correct. All harvesting units should do this. It might still be a slight slow down because he then has to walk to a new field, but nothing like in KaM.
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Ben

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Post 05 Nov 2011, 03:29

I didn't look for this in the remake. Thanks.
I've noticed lots of things improved here and there. Serfs deliver wood to building sites first, laborers don't continue "building" a structure after it is done...things like that.
By the way, will you8 be adding a feature to remove roads? I think you should...it would be useful if your ally quit and you needed some room for farms, for example.
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Lewin

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Post 05 Nov 2011, 12:10

Yes we're trying to make little improvements like that as we go, it can really make the game feel nicer.

I think we will allow you to destroy roads. A labourer can come and dig it up and leave the ground appearing dug (like when you demolish a building site in the Remake the road goes to this) Same with fields I think, I don't see any reason you shouldn't be able to remove them.
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Ben

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Post 06 Nov 2011, 00:28

One question: how will a laborer remove a field? Will he just dig it up again?
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Lewin

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Post 06 Nov 2011, 00:48

One question: how will a laborer remove a field? Will he just dig it up again?
That was my plan, and the tile will still appear dug, (like when a labourer is waiting for stone building road over the field) it will not return to its original state (e.g. grass)
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Ben

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Post 06 Nov 2011, 00:56

Oh, silly me. I was thinking you wanted the terrain that was underneath the field to reappear.
Sorry about that :P
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Krom

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Post 06 Nov 2011, 10:06

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 :)
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The Dark Lord

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Post 06 Nov 2011, 10:48

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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Lewin

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Post 06 Nov 2011, 16:43

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 :)
That was my thought too :)
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.
Hmmm that's an interesting point... I agree with you, it won't be hard to implement :)
It will look as odd as when they build a house over roads and dig the road tiles. I think it will look fine.

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